4,347 research outputs found

    Fostering energy awareness in residential homes using mobile devices

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    There is considerable global effort being made towards identifying ways of reducing energy consumption to cope with growing demands. Although there is potential for energy saving in many sectors, our focus is on reducing energy consumption in residential homes. We have developed a system which combines home automation and energy usage monitoring technologies. The system offers a range of tools designed for mobile devices to assist users with monitoring their energy usage and provides mechanisms for setting up and controlling home appliances to conserve energy. In this paper we describe our system and a user study we have conducted to evaluate its effectiveness. The findings of the study show the potential benefits of this type of mobile technology

    USEM: A ubiquitous smart energy management system for residential homes

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    With the ever-increasing worldwide demand for energy, and the limited available energy resources, there is a growing need to reduce our energy consumption whenever possible. Therefore, over the past few decades a range of technologies have been proposed to assist consumers with reducing their energy use. Most of these have focused on decreasing energy consumption in the industry, transport, and services sectors. In more recent years, however, growing attention has been given to energy use in the residential sector, which accounts for nearly 30% of total energy consumption in the developed countries. Here we present one such system, which aims to assist residential users with monitoring their energy usage and provides mechanisms for setting up and controlling their home appliances to conserve energy. We also describe a user study we have conducted to evaluate the effectiveness of this system in supporting its users with a range of tools and visualizations developed for ubiquitous devices such as mobile phones and tablets. The findings of this study have shown the potential benefits of our system, and have identified areas of improvement that need to be addressed in the future

    Mobile persuasive interfaces for public ambient displays

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    Dissertação apresentada na Faculdade de CiĂȘncias e Tecnologia da Universidade Nova de Lisboa para obtenção do grau de Mestre em Engenharia InformĂĄticaThrough the use of persuasive technology, it is possible to influence the attitudes and behaviors of people in order to lead them to perform actions that, probably, they would not do otherwise. Thus, this technology can be used in several domains such as health, education, business, safety and environment in order to obtain positive changes. This dissertation aims to bring awareness of the consequences of users’ actions on the natural resources of our planet, which are not infinite. Therefore, it was designed and implemented Gaea, a prototype that introduces new forms of interaction between mobile devices and public ambient displays, allied to the use of persuasive technology. Gaea allows users to recycle virtual objects spread on a geographical area, using a mobile device to locate and collect the virtual objects that should be dropped on the correct virtual recycle bins, that are available when near the public ambient display. It is also studied the impact of this type of interaction in the users’ environmental behavior, and if the use of persuasion through social networks has an impact on the popularity of the prototype. The results obtained were very positive, and may give a considerable contribution to the future development of pervasive applications, that increase people awareness and influence a large number of people to change their attitudes and behaviors, regardless the area of study

    Evaluating the impact of physical activity apps and wearables: interdisciplinary review

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    Background: Although many smartphone apps and wearables have been designed to improve physical activity, their rapidly evolving nature and complexity present challenges for evaluating their impact. Traditional methodologies, such as randomized controlled trials (RCTs), can be slow. To keep pace with rapid technological development, evaluations of mobile health technologies must be efficient. Rapid alternative research designs have been proposed, and efficient in-app data collection methods, including in-device sensors and device-generated logs, are available. Along with effectiveness, it is important to measure engagement (ie, users’ interaction and usage behavior) and acceptability (ie, users’ subjective perceptions and experiences) to help explain how and why apps and wearables work. Objectives: This study aimed to (1) explore the extent to which evaluations of physical activity apps and wearables: employ rapid research designs; assess engagement, acceptability, as well as effectiveness; use efficient data collection methods; and (2) describe which dimensions of engagement and acceptability are assessed. Method: An interdisciplinary scoping review using 8 databases from health and computing sciences. Included studies measured physical activity, and evaluated physical activity apps or wearables that provided sensor-based feedback. Results were analyzed using descriptive numerical summaries, chi-square testing, and qualitative thematic analysis. Results: A total of 1829 abstracts were screened, and 858 articles read in full. Of 111 included studies, 61 (55.0%) were published between 2015 and 2017. Most (55.0%, 61/111) were RCTs, and only 2 studies (1.8%) used rapid research designs: 1 single-case design and 1 multiphase optimization strategy. Other research designs included 23 (22.5%) repeated measures designs, 11 (9.9%) nonrandomized group designs, 10 (9.0%) case studies, and 4 (3.6%) observational studies. Less than one-third of the studies (32.0%, 35/111) investigated effectiveness, engagement, and acceptability together. To measure physical activity, most studies (90.1%, 101/111) employed sensors (either in-device [67.6%, 75/111] or external [23.4%, 26/111]). RCTs were more likely to employ external sensors (accelerometers: P=.005). Studies that assessed engagement (52.3%, 58/111) mostly used device-generated logs (91%, 53/58) to measure the frequency, depth, and length of engagement. Studies that assessed acceptability (57.7%, 64/111) most often used questionnaires (64%, 42/64) and/or qualitative methods (53%, 34/64) to explore appreciation, perceived effectiveness and usefulness, satisfaction, intention to continue use, and social acceptability. Some studies (14.4%, 16/111) assessed dimensions more closely related to usability (ie, burden of sensor wear and use, interface complexity, and perceived technical performance). Conclusions: The rapid increase of research into the impact of physical activity apps and wearables means that evaluation guidelines are urgently needed to promote efficiency through the use of rapid research designs, in-device sensors and user-logs to assess effectiveness, engagement, and acceptability. Screening articles was time-consuming because reporting across health and computing sciences lacked standardization. Reporting guidelines are therefore needed to facilitate the synthesis of evidence across disciplines

    Affordances, constraints and information flows as ‘leverage points’ in design for sustainable behaviour

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    Copyright @ 2012 Social Science Electronic PublishingTwo of Donella Meadows' 'leverage points' for intervening in systems (1999) seem particularly pertinent to design for sustainable behaviour, in the sense that designers may have the scope to implement them in (re-)designing everyday products and services. The 'rules of the system' -- interpreted here to refer to affordances and constraints -- and the structure of information flows both offer a range of opportunities for design interventions to in fluence behaviour change, and in this paper, some of the implications and possibilities are discussed with reference to parallel concepts from within design, HCI and relevant areas of psychology

    TIDAL:exploring the potential of data physicalization‑based interactive environment on runners' motivation

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    Representing fitness-related data physically can better help people gain awareness and reflect on their physical activity behavior. However, there has been limited research conducted on the impact of physicalizing personal data in a public context, particularly regarding its effect on motivations for physical activity. Augmenting the physical environment with interactive technology holds great promise in facilitating outdoor physical activity. To explore the design space of data physicalization-based interactive environments, we created TIDAL, a design concept that provides physical rewards in the form of tiles on the road to acknowledge runners’ goal achievements. We created a video prototype as a probe to gather insights through semi-structured interviews with six recreational runners to evaluate TIDAL. The co-constructing stories method, a participatory design technique, was employed during these interviews to facilitate qualitative evaluation. The results of our study showed that TIDAL has the potential to increase runners’ motivation. We reported the key insights derived from participants’ feedback and co-constructed stories and discussed the broader implications of our work.</p

    Towards the Affect of Intimacy

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    Abstract This thesis explores the trajectory that the developing technological fields of Ambient Intelligence and Persuasive Technologies introduce new intricate relationships beyond fundamental use and availability because they change our abilities to act. Since its classic articulation by Hegel (1927) philosophical explication of the relationship between people and technology states that technology is a mediating factor between people and the world. Associated with this view, which has characterized the resulting phenomenology and philosophy of technology for nearly two decades, is an understanding of technology as a form of alienation. In this dissertation the author shows how this old interpretation of the relationship between a person and their tool has emphasized how the person is active whilst the tool is passive. This traditional distinction fails to grasp the complex interaction between people and technology in the contemporary world. The nature of new technologies and novel theoretical work in this field suggests that this critical framework is now inadequate. Today, technology mediates the relationship between people and the world in increasingly complex and often collective ways. McLuhan (1967) stated: “Media evoke in us unique ratios of sense perceptions. The extension of any one of these senses alters the way we think and act”. As Greenfield (2006) and Fogg (2002) also posit, certain Ambient Intelligence and Persuasive Technologies are in-principle shaping everyday human behaviours in radically new ways. In particular, I explore how new technologies like those developed in the Artificial Companions Project can impact on our understanding of intimacy and identity. Indeed, Ambient Intelligence Technologies may play the role of reference groups (Shibutani 1987), groups who are real or imaginary and whose standpoints are being used as the frame of reference for the human actor. Given that these technologies have continuously reconfigured identification and profiling practices, this analysis rephrases insight of philosophers like Paul Ricoeur (1990), George Herbert Mead (1959) and Helmuth Plessner (1975) to trace how: The construction of our identity is mediated by how we profile others as profiling us. Thus, new technologies can become reference groups, encroaching on our everyday activities and even affecting our moral decision-making processes. As genuine upgrades of our practical space, they are destined to play a larger formative role in people’s lives in the future. Following Heidegger in Das Ding (Heidegger 1951), Latour once framed the wider social role of technologies as res publica or ‘public things’ (Latour 2005). He pointed out that the old German word ‘ding’ etymologically did not only infer ‘material object’ but also to assembly as gathering space - that thing that can bring together what it separates. Following Latour, Verbeek states that technological ‘things’ do not only mediate our existence, but are places where these mediations are made explicit – therefore, Verbeek argues, they are the places where people have to start to discuss and criticise the quality of the ways in which these ‘things’ help to shape our daily lives (Verbeek 2008). This thesis attempts to offer a new approach to this criticism through theoretical comparison and transdisciplinary analysis
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