Globalized infectious diseases are causing species declines worldwide, but their source often remains elusive. We used whole-genome sequencing to solve the spatiotemporal origins of the most devastating panzootic to date, caused by the fungus Batrachochytrium dendrobatidis, a proximate driver of global amphibian declines. We traced the source of B. dendrobatidis to the Korean peninsula, where one lineage, BdASIA-1, exhibits the genetic hallmarks of an ancestral population that seeded the panzootic. We date the emergence of this pathogen to the early 20th century, coinciding with the global expansion of commercial trade in amphibians, and we show that intercontinental transmission is ongoing. Our findings point to East Asia as a geographic hotspot for B. dendrobatidis biodiversity and the original source of these lineages that now parasitize amphibians worldwide.
In many applications today user interaction is moving away from mouse and pens and is becoming pervasive and much more physical and tangible New emerging interaction nologies allow developing and experimenting with new teraction methods on the long way to providing intuitive man computer interaction In this paper, we aim at zing gestures to interact with an application and present the design and evaluation of our sensor d gesture on As input device we employ the W r (W te) which recently gained much attention world wide We use the Wiimote's acceleration sensor independent of the g ming console for gesture recognition The system allows the training of arbitrary gestures by users which can then be called for interacting with systems like photo browsing on a home TV The developed library exploits W r data and employs a hidden Markov model for training and gnizing user n gestures Our evaluation shows that we can already recognize gestures with a small number of ning samples In addition to the gesture recognition we also present our experiences with the W r and the plementation of the gesture recognition The system forms the basis for our ongoing work on multimodal intuitive dia browsing and are available to other researchers in the Author
Interruptions distract humans from their ongoing activity by introducing new tasks. Internal interruptions appear in our own thought processes, and external interruptions have their cause in the environment. 4 With technological advances, more machines are vying for our attention, causing external interruptions. Because Smartphone notifications often occur at inconvenient times. To address this issue, the authors conducted a large-scale, longitudinal studyobserving 6,581 notifications from 79 different users over a 76-day time period-and developed a model for predicting opportune moments for issuing notifications.
Abstract. In this paper we report on a field study comparing a commercial pedestrian navigation system to a tactile navigation system called Tactile Wayfinder. Similar to previous approaches the Tactile Wayfinder uses a tactile torso display to present the directions of a route's waypoints to the user. It advances those approaches by conveying the location of the next two waypoints rather than the next one only, so the user already knows how the route continues when reaching a waypoint. Using a within-subjects design, fourteen participants navigated along two routes in a busy city centre with the Tactile Wayfinder and a commercial pedestrian navigation system. We measured the acquisition of spatial knowledge, the level of attention the participants had to devote to the navigation task, and the navigation performance. We found that the Tactile Wayfinder freed the participants' attention but could not keep up with the navigation system in terms of navigation performance. No significant difference was found in the acquisition of spatial knowledge. Instead, a good general sense of direction was highly correlated with good spatial knowledge acquisition and a good navigation performance.
With the rise of current smartphones, virtual keyboards for touchscreens became the dominant mobile text entry technique. We developed a typing game that records how users touch on the standard Android keyboard to investigate users' typing behaviour. 47,770,625 keystrokes from 72,945 installations have been collected by publishing the game. By visualizing the touch distribution we identified a systematic skew and derived a function that compensates this skew by shifting touch events. By updating the game we conduct an experiment that investigates the effect of shifting touch events, changing the keys' labels, and visualizing the touched position. Results based on 6,603,659 keystrokes and 13,013 installations show that visualizing the touched positions using a simple dot decreases the error rate of the Android keyboard by 18.3% but also decreases the speed by 5.2% with no positive effect on learnability. The Android keyboard outperforms the control condition but the constructed shift function further improves the performance by 2.2% and decreases the error rate by 9.1%. We argue that the shift function can improve existing keyboards at no costs.
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