549 research outputs found

    Designing the User Interface of a Handheld Device for Communication in a High-Risk Environment

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    From the Inside Out: A Literature Review on Possibilities of Mobile Emotion Measurement and Recognition

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    Information systems are becoming increasingly intelligent and emotion artificial intelligence is an important component for the future. Therefore, the measurement and recognition of emotions is necessary and crucial. This paper presents a state of the art in the research field of mobile emotion measurement and recognition. The aim of this structured literature analysis using the PRISMA statement is to collect and classify the relevant literature and to provide an overview of the current status of mobile emotion recording and its future trends. A total of 59 articles were identified in the relevant literature databases, which can be divided into four main categories of emotion measurement. There was an increase of publications over the years in all four categories, but with a particularly strong increase in the areas of optical and vital-data-based recording. Over time, both the speed as well as the accuracy of the measurement has improved considerably in all four categories

    Design Principles of Mobile Information Systems in the Digital Transformation of the Workplace - Utilization of Smartwatch-based Information Systems in the Corporate Context

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    During the last decades, smartwatches emerged as an innovative and promising technology and hit the consumer market due to the accessibility of affordable devices and predominant acceptance caused by the considerable similarity to common wristwatches. With the unique characteristics of permanent availability, unobtrusiveness, and hands-free operation, they can provide additional value in the corporate context. Thus, this thesis analyzes use cases for smartwatches in companies, elaborates on the design of smartwatch-based information systems, and covers the usability of smartwatch applications during the development of smartwatch-based information systems. It is composed of three research complexes. The first research complex focuses on the digital assistance of (mobile) employees who have to execute manual work and have been excluded so far from the benefits of the digitalization since they cannot operate hand-held devices. The objective is to design smartwatch-based information systems to support workflows in the corporate context, facilitate the daily work of numerous employees, and make processes more efficient for companies. During a design science research approach, smartwatch-based software artifacts are designed and evaluated in use cases of production, support, security service, as well as logistics, and a nascent design theory is proposed to complement theory according to mobile information system research. The evaluation shows that, on the one hand, smartwatches have enormous potential to assist employees with a fast and ubiquitous exchange of information, instant notifications, collaboration, and workflow guidance while they can be operated incidentally during manual work. On the other hand, the design of smartwatch-based information systems is a crucial factor for successful long-term deployment in companies, and especially limitations according to the small form-factor, general conditions, acceptance of the employees, and legal regulations have to be addressed appropriately. The second research complex addresses smartwatch-based information systems at the office workplace. This broadens and complements the view on the utilization of smartwatches in the corporate context in addition to the mobile context described in the first research complex. Though smartwatches are devices constructed for mobile use, the utilization in low mobile or stationary scenarios also has benefits due they exhibit the characteristic of a wearable computer and are directly connected to the employee’s body. Various sensors can perceive employee-, environment- and therefore context-related information and demand the employees’ attention with proactive notifications that are accompanied by a vibration. Thus, a smartwatch-based and gamified information system for health promotion at the office workplace is designed and evaluated. Research complex three provides a closer look at the topic of usability concerning applications running on smartwatches since it is a crucial factor during the development cycle. As a supporting element for the studies within the first and second research complex, a framework for the usability analysis of smartwatch applications is developed. For research, this thesis contributes a systemization of the state-of-the-art of smartwatch utilization in the corporate context, enabling and inhibiting influence factors of the smartwatch adoption in companies, and design principles as well as a nascent design theory for smartwatch-based information systems to support mobile employees executing manual work. For practice, this thesis contributes possible use cases for smartwatches in companies, assistance in decision-making for the introduction of smartwatch-based information systems in the corporate context with the Smartwatch Applicability Framework, situated implementations of a smartwatch-based information system for typical use cases, design recommendations for smartwatch-based information systems, an implementation of a smartwatch-based information system for the support of mobile employees executing manual work, and a usability-framework for smartwatches to automatically access usability of existing applications providing suggestions for usability improvement

    HCI.Tools 2017 Proceedings:Proceedings of the HCI.Tools workshops (2017)

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    Co-design of augmented reality textbook for children’s collaborative learning experience in primary schools

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    Augmented Reality (AR) is a recent technology that allows a seamless composition between virtual objects and the real world. This practice-based research uses the affordances of AR to design an AR textbook for collaborative learning experience. It identifies the key concepts of children s AR textbooks for the designing and evaluation of collaborative learning experiences. These concepts were used to develop a conceptual framework for the AR textbook that considers collaborative experience, learning and usability. Informed by these concepts, the research also has identified the design features which are unique to AR affordances which can be integrated in the school textbooks to develop a collaborative AR textbook for primary school children. The research follows a participatory design approach to involve the users of the AR textbook in the design process. The researcher has conducted three co-design studies involving primary school children and adults using cooperative inquiry techniques. The first study uses low-tech prototyping to find the overall direction of designing the AR textbook. After the development of the first AR textbook prototype, two formative evaluations have been conducted using cooperative inquiry critiquing, and layered elaboration techniques. Throughout these studies, a conceptual framework has been developed namely, Experience, Learn and Use (ELU) for the designing and evaluation of children s AR textbooks for collaborative learning experience. This framework is based on the adaption of Janet Read s Play, Learn, Use (PLU) model that defines children s relationships with the interactive technologies. The research proposes the ELU framework as a useful classification framework in the evaluation process, which informs the design features of the AR textbook which are related to the concepts of collaborative experience, learning and usability. The practical component of the thesis proposes a sample of an AR textbook that is integrated in the regular school curriculum. It demonstrates the design features which can be implemented in other textbooks to support collaborative learning experiences for primary school children. The documentation of the co-design process provides a practical framework for co-designing an AR textbook with children, as well as an evidence of using the ELU framework in practice. 4 This research also contributes in bridging the gap between AR and Child-Computer Interaction (CCI) communities, through the use of common CCI methods in the AR development. This research has resulted in key design principles which contribute original knowledge to the literature of the AR for children s education considering the CCI perspective. These important principles are informed by the collaborative experiences, learning and usability aspects that establish a framework for the design and evaluation of collaborative AR textbook for children. The eight identified principles by this research are, Joint Textbooks, Personalised AR Experience, Interactive AR Book, Communication-Based Learning, Rewarding AR feedback, Audio AR Textbook, Intuitive AR Markers, and Mutual AR Display. The research introduces the definition for each of the concepts and a demonstration of the related design features in the outcome of the AR textbook prototype

    Comparison and Characterization of Android-Based Fall Detection Systems

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    Falls are a foremost source of injuries and hospitalization for seniors. The adoption of automatic fall detection mechanisms can noticeably reduce the response time of the medical staff or caregivers when a fall takes place. Smartphones are being increasingly proposed as wearable, cost-effective and not-intrusive systems for fall detection. The exploitation of smartphones’ potential (and in particular, the Android Operating System) can benefit from the wide implantation, the growing computational capabilities and the diversity of communication interfaces and embedded sensors of these personal devices. After revising the state-of-the-art on this matter, this study develops an experimental testbed to assess the performance of different fall detection algorithms that ground their decisions on the analysis of the inertial data registered by the accelerometer of the smartphone. Results obtained in a real testbed with diverse individuals indicate that the accuracy of the accelerometry-based techniques to identify the falls depends strongly on the fall pattern. The performed tests also show the difficulty to set detection acceleration thresholds that allow achieving a good trade-off between false negatives (falls that remain unnoticed) and false positives (conventional movements that are erroneously classified as falls). In any case, the study of the evolution of the battery drain reveals that the extra power consumption introduced by the Android monitoring applications cannot be neglected when evaluating the autonomy and even the viability of fall detection systems.Ministerio de Economía y Competitividad TEC2009-13763-C02-0

    Investigating how educational technologies can enhance learning experiences by assisting different learning activities

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    Current educational technology implementations are done independently and not necessarily linked, neither with key elements of the pedagogic model, nor accommodating different learning styles. This work focuses on developing a framework that would standardise the use of assistive technologies in education. In particular, the focus of this work is on how social media, computer-assisted assessment, augmented and mixed reality can be used to improve the learning experience in certain educational contexts. This research study is based on a combination of grounded theory that included a literature review on the following relevant areas, covering key topics that correspond to the dimensions of the proposed framework: i) communication in education; ii) assessment; iii) and feedback. This stage provided a review of the learning activity spectrum that can be affected by educational technologies. The deliverable of this stage was a detailed literature review with distinct links to the action research in the form of specific pilot studies. The following stage provides a discussion on the impact of educational technologies on learning activities. The main deliverable is a review of current technologies with emphasis on how they affect specific learning activities The research also included an element of action research in the form of six pilot studies: i) Google Glass: Student Experience; ii) Google Glass: Presentation Feedback; iii) Google Glass: Feedback on Feedback; iv) Google Glass: Voting System; v) Social Media: Facebook/Twitter/LinkedIn; vi) Student Observable Behaviour. The pilots were conducted and analysed in order to provide sufficient evidence supporting the proposed framework guidelines. The framework proposed consists of four dimensions: i) content; ii) communication; iii) assessment; iv) feedback. This framework is a framework of good practice. It can be used to support academics who wishes to deploy educational technologies in support of a range of learning activities. Furthermore, the framework has the flexibility of applying different educational technologies for different scenarios without missing a standardised evaluation criteria

    The Aalborg Survey / Part 4 - Literature Study:Diverse Urban Spaces (DUS)

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