title: Mining frequent closed graphs on evolving data streams

authors: Bifet, Albert

subjects: computer science

abstract: Graph mining is a challenging task by itself, and even more so when processing data streams which evolve in real-time. Data stream mining faces hard constraints regarding time and space for processing, and also needs to provide for concept drift detection. In this paper we present a framework for studying graph pattern mining on time-varying streams. Three new methods for mining frequent closed subgraphs are presented. All methods work on coresets of closed subgraphs, compressed representations of graph sets, and maintain these sets in a batch-incremental manner, but use different approaches to address potential concept drift. An evaluation study on datasets comprising up to four million graphs explores the strength and limitations of the proposed methods. To the best of our knowledge this is the first work on mining frequent closed subgraphs in non-stationary data streams.

text: Mining frequent closed graphs on evolving data streams Graph mining is a challenging task by itself, and even more so when processing data streams which evolve in real-time. Data stream mining faces hard constraints regarding time and space for processing, and also needs to provide for concept drift detection. In this paper we present a framework for studying graph pattern mining on time-varying streams. Three new methods for mining frequent closed subgraphs are presented. All methods work on coresets of closed subgraphs, compressed representations of graph sets, and maintain these sets in a batch-incremental manner, but use different approaches to address potential concept drift. An evaluation study on datasets comprising up to four million graphs explores the strength and limitations of the proposed methods. To the best of our knowledge this is the first work on mining frequent closed subgraphs in non-stationary data streams.

year: 2011

title: Using Motion Controllers in Virtual Conferencing

authors: Dean, Jesse Joseph Busch

subjects: Kinect

abstract: At the end of 2010 Microsoft released a new controller for the Xbox 360 called Kinect. Unlike ordinary video game controllers, the Kinect works by detecting the positions and movements of a user’s entire body using the data from a sophisticated camera that is able to detect the distance between itself and each of the points on the image it is capturing. The Kinect device is essentially a low-cost, widely available motion capture system. Because of this, almost immediately many individuals put the device to use in a wide variety applications beyond video games.

This thesis investigates one such use; specifically the area of virtual meetings. Virtual meetings are a means of holding a meeting between multiple individuals in multiple locations using the internet, akin to teleconferencing or video conferencing. The defining factor of virtual meetings is that they take place in a virtual world rendered with 3D graphics; with each participant in a meeting controlling a virtual representation of them self called an avatar.

Previous research into virtual reality in general has shown that there is the potential for people to feel highly immersed in virtual reality, experiencing a feeling of really ‘being there’. However, previous work looking at virtual meetings has found that existing interfaces for users to interact with virtual meeting software can interfere with this experience of ‘being there’. The same research has also identified other short comings with existing virtual meeting solutions.

This thesis investigates how the Kinect device can be used to overcome the limitations of exiting virtual meeting software and interfaces. It includes a detailed description of the design and development of a piece of software that was created to demonstrate the possible uses of the Kinect in this area. It also includes discussion of the results of real world testing using that software, evaluating the usefulness of the Kinect when applied to virtual meetings.

text: Using Motion Controllers in Virtual Conferencing At the end of 2010 Microsoft released a new controller for the Xbox 360 called Kinect. Unlike ordinary video game controllers, the Kinect works by detecting the positions and movements of a user’s entire body using the data from a sophisticated camera that is able to detect the distance between itself and each of the points on the image it is capturing. The Kinect device is essentially a low-cost, widely available motion capture system. Because of this, almost immediately many individuals put the device to use in a wide variety applications beyond video games.

This thesis investigates one such use; specifically the area of virtual meetings. Virtual meetings are a means of holding a meeting between multiple individuals in multiple locations using the internet, akin to teleconferencing or video conferencing. The defining factor of virtual meetings is that they take place in a virtual world rendered with 3D graphics; with each participant in a meeting controlling a virtual representation of them self called an avatar.

Previous research into virtual reality in general has shown that there is the potential for people to feel highly immersed in virtual reality, experiencing a feeling of really ‘being there’. However, previous work looking at virtual meetings has found that existing interfaces for users to interact with virtual meeting software can interfere with this experience of ‘being there’. The same research has also identified other short comings with existing virtual meeting solutions.

This thesis investigates how the Kinect device can be used to overcome the limitations of exiting virtual meeting software and interfaces. It includes a detailed description of the design and development of a piece of software that was created to demonstrate the possible uses of the Kinect in this area. It also includes discussion of the results of real world testing using that software, evaluating the usefulness of the Kinect when applied to virtual meetings.

year: 2012

title: Integrating kaupapa Māori in a pākeha philosophy programme

authors: Weijers, Dan M.

abstract: Presented at the University of Waikato, Hamilton, New Zealand on 15 September 2022

text: Integrating kaupapa Māori in a pākeha philosophy programme Presented at the University of Waikato, Hamilton, New Zealand on 15 September 2022

year: 2022-09-15