527 research outputs found

    End user programming of awareness systems : addressing cognitive and social challenges for interaction with aware environments

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    The thesis is put forward that social intelligence in awareness systems emerges from end-Users themselves through the mechanisms that support them in the development and maintenance of such systems. For this intelligence to emerge three challenges have to be addressed, namely the challenge of appropriate awareness abstractions, the challenge of supportive interactive tools, and the challenge of infrastructure. The thesis argues that in order to advance towards social intelligent awareness systems, we should be able to interpret and predict the success or failure of such systems in relationship to their communicational objectives and their implications for the social interactions they support. The FN-AAR (Focus-Nimbus Aspects Attributes Resources) model is introduced as a formal model which by capturing the general characteristics of the awareness-systems domain allows predictions about socially salient patterns pertaining to human communication and brings clarity to the discussion around relevant concepts such as social translucency, symmetry, and deception. The thesis recognizes that harnessing the benefits of context awareness can be problematic for end-users and other affected individuals, who may not always be able to anticipate, understand or appreciate system function, and who may so feel their own sense of autonomy and privacy threatened. It introduces a set of tools and mechanisms that support end-user control, system intelligibility and accountability. This is achieved by minimizing the cognitive effort needed to handle the increased complexity of such systems and by enhancing the ability of people to configure and maintain intelligent environments. We show how these tools and mechanisms empower end-users to answer questions such as "how does the system behave", "why is something happening", "how would the system behave in response to a change in context", and "how can the system’s behaviour be altered" to achieve intelligibility, accountability, and end-user control. Finally, the thesis argues that awareness applications overall can not be examined as static configurations of services and functions, and that they should be seen as the results of both implicit and explicit interaction with the user. Amelie is introduced as a supportive framework for the development of context-aware applications that encourages the design of the interactive mechanisms through which end-users can control, direct and advance such systems dynamically throughout their deployment. Following the recombinant computing approach, Amelie addresses the implications of infrastructure design decisions on user experience, while by adopting the premises of the FN-AAR model Amelie supports the direct implementation of systems that allow end-users to meet social needs and to practice extant social skills

    Distributed data service for data management in internet of things middleware

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    The development of the Internet of Things (IoT) is closely related to a considerable increase in the number and variety of devices connected to the Internet. Sensors have become a regular component of our environment, as well as smart phones and other devices that continuously collect data about our lives even without our intervention. With such connected devices, a broad range of applications has been developed and deployed, including those dealing with massive volumes of data. In this paper, we introduce a Distributed Data Service (DDS) to collect and process data for IoT environments. One central goal of this DDS is to enable multiple and distinct IoT middleware systems to share common data services from a loosely-coupled provider. In this context, we propose a new specification of functionalities for a DDS and the conception of the corresponding techniques for collecting, filtering and storing data conveniently and efficiently in this environment. Another contribution is a data aggregation component that is proposed to support efficient real-time data querying. To validate its data collecting and querying functionalities and performance, the proposed DDS is evaluated in two case studies regarding a simulated smart home system, the first case devoted to evaluating data collection and aggregation when the DDS is interacting with the UIoT middleware, and the second aimed at comparing the DDS data collection with this same functionality implemented within the Kaa middleware

    Supporting awareness in heterogeneous collaboration environments

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    Rapid technological advancements have made it possible for humans to collaborate as never before. However demands of group work necessitate distributed collaboration in very heterogeneous environments. Heterogeneity as in various applications, platforms, hardware and communication infrastructure. User mobility, lack of availability and cost often make imposing a common collaboration environment infeasible. Awareness is essential for successful collaboration. Awareness is a key design criterion in groupware but often collaboration occurs with applications not designed to support useful awareness. This dissertation deals with the issue of effective group awareness support in heterogeneous environments.;Awareness propagation is effective if the appropriate amount of information, relevant to the user\u27s sphere of activity is delivered in a timely, unobtrusive fashion. Thus issues such as information overload, and distraction have to be addressed. Furthermore ability to establish the appropriate balance between awareness and privacy is essential. Enhanced forms of awareness such as intersubjectivity and historical awareness are often invaluable. Heterogeneous environments significantly impact the above quality factors impeding effective awareness propagation. Users are unable to tailor the quality of awareness received.;Heterogeneity issues that affect awareness quality are identified. An awareness framework is proposed that binds various sources of awareness information. However for effective awareness support, physical integration must be augmented by information integration. As a solution, an awareness model is proposed. Specification of the awareness model and framework\u27s architecture and features is the key contribution. The proposed model has been validated through simulations of realistic collaboration involving human participation. Scenarios created, have tested the model\u27s usefulness in enhancing the quality of group work by propagating effective awareness among users. To accomplish the same, an Awareness Simulator application has been created. In the validation process, efforts made to create an experimental methodology revealed some techniques related to awareness evaluation in CSCW, which are proposed. Various issues required to successfully engineer such awareness frameworks are identified and their impact on requirements such as security and performance, discussed. With various standards and technologies that can be harnessed to create awareness frameworks, there is great promise that barriers in heterogeneous collaboration environments can be overcome

    SeaWiFS calibration and validation plan, volume 3

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    The Sea-viewing Wide Field-of-view Sensor (SeaWiFS) will be the first ocean-color satellite since the Nimbus-7 Coastal Zone Color Scanner (CZCS), which ceased operation in 1986. Unlike the CZCS, which was designed as a proof-of-concept experiment, SeaWiFS will provide routine global coverage every 2 days and is designed to provide estimates of photosynthetic concentrations of sufficient accuracy for use in quantitative studies of the ocean's primary productivity and biogeochemistry. A review of the CZCS mission is included that describes that data set's limitations and provides justification for a comprehensive SeaWiFS calibration and validation program. To accomplish the SeaWiFS scientific objectives, the sensor's calibration must be constantly monitored, and robust atmospheric corrections and bio-optical algorithms must be developed. The plan incorporates a multi-faceted approach to sensor calibration using a combination of vicarious (based on in situ observations) and onboard calibration techniques. Because of budget constraints and the limited availability of ship resources, the development of the operational algorithms (atmospheric and bio-optical) will rely heavily on collaborations with the Earth Observing System (EOS), the Moderate Resolution Imaging Spectrometer (MODIS) oceans team, and projects sponsored by other agencies, e.g., the U.S. Navy and the National Science Foundation (NSF). Other elements of the plan include the routine quality control of input ancillary data (e.g., surface wind, surface pressure, ozone concentration, etc.) used in the processing and verification of the level-0 (raw) data to level-1 (calibrated radiances), level-2 (derived products), and level-3 (gridded and averaged derived data) products

    Large scale collaborative virtual environments

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    [N.B. Pagination of eThesis differs from printed thesis. The content is identical.] This thesis is concerned with the theory, design, realisation and evaluation of large-scale collaborative virtual environments. These are 3D audio-graphical computer generated environments which actively support collaboration between potentially large numbers of distributed users. The approach taken in this thesis reflects both the sociology of interpersonal communication and the management of communication in distributed systems. The first part of this thesis presents and evaluates MASSIVE-1, a virtual reality tele-conferencing system which implements the spatial model of interaction of Benford and Fahlén. The evaluation of MASSIVE-1 has two components: a user-oriented evaluation of the system’s facilities and the underlying awareness model; and a network-oriented evaluation and modelling of the communication requirements of the system with varying numbers of users. This thesis proposes the “third party object” concept as an extension to the spatial model of interaction. Third party objects can be used to represent the influence of context or environment on interaction and awareness, for example, the effects of boundaries, rooms and crowds. Third party objects can also be used to introduce and manage dynamic aggregates or abstractions within the environments (for example abstract overviews of distant crowds of participants). The third party object concept is prototyped in a second system, MASSIVE-2. MASSIVE-2 is also evaluated in two stages. The first is a user-oriented reflection on the capabilities and effectiveness of the third party concept as realised in the system. The second stage of the evaluation develops a predictive model of total and per-participant network bandwidth requirements for systems of this kind. This is used to analyse a number of design decisions relating to this type of system, including the use of multicasting and the form of communication management adopted

    Cloud computing and adult literacy: How cloud computing can sustain the promise of adult learning

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    Cloud Computing and Adult Literacy is the final report of an Alpha Plus Project to examine How cloud computing can sustain the promise of Adult Learning. The report includes a review of recent literature on cloud computing, on the role of technology in literacy, and on the characteristics of the Adult Literacy in Canada.AlphaPlus, Athabasca Universit

    Large scale collaborative virtual environments

    Get PDF
    [N.B. Pagination of eThesis differs from printed thesis. The content is identical.] This thesis is concerned with the theory, design, realisation and evaluation of large-scale collaborative virtual environments. These are 3D audio-graphical computer generated environments which actively support collaboration between potentially large numbers of distributed users. The approach taken in this thesis reflects both the sociology of interpersonal communication and the management of communication in distributed systems. The first part of this thesis presents and evaluates MASSIVE-1, a virtual reality tele-conferencing system which implements the spatial model of interaction of Benford and Fahlén. The evaluation of MASSIVE-1 has two components: a user-oriented evaluation of the system’s facilities and the underlying awareness model; and a network-oriented evaluation and modelling of the communication requirements of the system with varying numbers of users. This thesis proposes the “third party object” concept as an extension to the spatial model of interaction. Third party objects can be used to represent the influence of context or environment on interaction and awareness, for example, the effects of boundaries, rooms and crowds. Third party objects can also be used to introduce and manage dynamic aggregates or abstractions within the environments (for example abstract overviews of distant crowds of participants). The third party object concept is prototyped in a second system, MASSIVE-2. MASSIVE-2 is also evaluated in two stages. The first is a user-oriented reflection on the capabilities and effectiveness of the third party concept as realised in the system. The second stage of the evaluation develops a predictive model of total and per-participant network bandwidth requirements for systems of this kind. This is used to analyse a number of design decisions relating to this type of system, including the use of multicasting and the form of communication management adopted
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