191 research outputs found

    Human-to-Human Interaction: the Killer Application of Ubiquitous Computing

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    Twenty-five years past the Weiser\u2019s vision of Ubiquitous Computing, and there is not a clear understanding of what is or is not a pervasive system. Due to the loose boundaries of such paradigm, almost any kind of remotely ac-cessible networked system is classified as a pervasive system. We think that that is mainly due to the lack of killer applications that could make this vi-sion clearer. Actually, we think that the most promising killer application is already here, but we are so used to it that we do not see it, as a perfect fitting of the Weiser\u2019s vision: the Human-to-Human Interaction mediated by com-puters

    Sound based social networks

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    The sound environment is an eco of the activity and character of each place, often carrying additional information to that made available to the eyes (both new and redundant). It is, therefore, an intangible and volatile acoustic fingerprint of the place, or simply an acoustic snapshot of a single event. Such rich resource, full of meaning and subtleness, Schaeffer called Soundscape. The exploratory research project presented here addresses the Soundscape in the context of Mobile Online Social Networking, aiming at determining the extent of its applicability regarding the establishment and/or strengthening of new and existing social links. Such research goal demanded an interdisciplinary approach, which we have anchored in three main stems: Soundscapes, Mobile Sound and Social Networking. These three areas pave the scientific ground for this study and are introduced during the first part of the thesis. An extensive survey of the state-of-the-arte projects related with this research is also presented, gathering examples from different but adjacent areas such as mobile sensing, wearable computing, sonification, social media and contextaware computing. This survey validates that our approach is scientifically opportune and unique, at the same time. Furthermore, in order to assess the role of Soundscapes in the context of Social Networking, an experimental procedure has been implemented based on an Online Social Networking mobile application, enriched with environmental sensing mechanisms, able to capture and analyze the surrounding Soundscape and users' movements. Two main goals guided this prototypal research tool: collecting data regarding users' activity (both sonic and kinetic) and providing users with a real experience using a Sound-Based Social Network, in order to collect informed opinions about this unique type of Social Networking. The application – Hurly-Burly – senses the surrounding Soundscape and analyzes it using machine audition techniques, classifying it according to four categories: speech, music, environmental sounds and silence. Additionally, it determines the sound pressure level of the sensed Soundscape in dB(A)eq. This information is then broadcasted to the entire online social network of the user, allowing each element to visualize and audition a representation of the collected data. An individual record for each user is kept available in a webserver and can be accessed through an online application, displaying the continuous acoustic profile of each user along a timeline graph. The experimental procedure included three different test groups, forming each one a social network with a cluster coefficient equal to one. After the implementation and result analysis stages we concluded that Soundscapes can have a role in the Online Social Networking paradigm, specially when concerning mobile applications. Has been proven that current offthe- shelf mobile technology is a promising opportunity for accomplishing this kind of tasks (such as continuous monitoring, life logging and environment sensing) but battery limitations and multitasking's constraints are still the bottleneck, hindering the massification of successful applications. Additionally, online privacy is something that users are not enthusiastic in letting go: using captured sound instead of representations of the sound would abstain users from utilizing such applications. We also demonstrated that users who are more aware of the Soundscape concept are also more inclined to assume it as playing an important role in OSN. This means that more pedagogy towards the acoustic phenomenon is needed and this type of research gives a step further in that direction.O ambiente sonoro de um lugar Ă© um eco da sua atividade e carĂĄcter, transportando, na maior parte da vezes, informação adicional Ă quela que Ă© proporcionada Ă  visĂŁo (quer seja redundante ou complementar). É, portanto, uma impressĂŁo digital acĂșstica - tangĂ­vel e volĂĄtil - do lugar a que pertence, ou simplesmente uma fotografia acĂșstica de um evento pontual. A este opulento recurso, carregado de significados e subtilezas, Schafer chamou de Paisagem-Sonora. O projeto de investigação de carĂĄcter exploratĂłrio que aqui apresentamos visa o estudo da Paisagem-Sonora no contexto das Redes Sociais MĂłveis Em-Linha, procurando entender os moldes e limites da sua aplicação, tendo em vista o estabelecimento e/ou reforço de novos ou existente laços sociais, respectivamente. Para satisfazer este objectivo foi necessĂĄria uma abordagem multidisciplinar, ancorada em trĂȘs pilares principais: a Paisagem-Sonora, o Som MĂłvel e as Redes Sociais. Estas trĂȘs ĂĄreas determinaram a moldura cientĂ­fica de referĂȘncia em que se enquadrou esta investigação, sendo explanadas na primeira parte da tese. Um extenso levantamento do estado-da-arte referente a projetos relacionados com este estudo Ă© tambĂ©m apresentado, compilando exemplos de ĂĄreas distintas mas adjacentes, tais como: Computação Sensorial MĂłvel, Computação VestĂ­vel, Sonificação, MĂ©dia Social e Computação Contexto-Dependente. Este levantamento veio confirmar quer a originalidade quer a pertinĂȘncia cientĂ­fica do projeto apresentado. Posteriormente, a fim de avaliar o papel da Paisagem-Sonora no contexto das Redes Sociais, foi posto em prĂĄtica um procedimento experimental baseado numa Rede Social Sonora Em-Linha, desenvolvida de raiz para dispositivos mĂłveis e acrescida de mecanismos sensoriais para estĂ­mulos ambientais, capazes de analisar a Paisagem-Sonora envolvente e os movimentos do utilizador. Dois objectivos principais guiaram a produção desta ferramenta de investigação: recolher dados relativos Ă  atividade cinĂ©tica e sonora dos utilizadores e proporcionar a estes uma experiĂȘncia real de utilização uma Rede Social Sonora, de modo a recolher opiniĂ”es fundamentadas sobre esta tipologia especĂ­fica de socialização. A aplicação – Hurly-Burly – analisa a Paisagem-Sonora atravĂ©s de algoritmos de Audição Computacional, classificando- a de acordo com quatro categorias: diĂĄlogo (voz), mĂșsica, sons ambientais (“ruĂ­dos”) e silĂȘncio. Adicionalmente, determina o seu nĂ­vel de pressĂŁo sonora em dB(A)eq. Esta informação Ă© entĂŁo distribuĂ­da pela rede social dos utilizadores, permitindo a cada elemento visualizar e ouvir uma representação do som analisado. É mantido num servidor Web um registo individual da informação sonora e cinĂ©tica captada, o qual pode ser acedido atravĂ©s de uma aplicação Web que mostra o perfil sonoro de cada utilizador ao longo do tempo, numa visualização ao estilo linha-temporal. O procedimento experimental incluiu trĂȘs grupos de teste distintos, formando cada um a sua prĂłpria rede social com coeficiente de aglomeração igual a um. ApĂłs a implementação da experiĂȘncia e anĂĄlise de resultados, concluĂ­mos que a Paisagem- Sonora pode desempenhar um papel no paradigma das Redes Sociais Em- Linha, em particular no que diz respeito Ă  sua presença nos dispositivos mĂłveis. Ficou provado que os dispositivos mĂłveis comerciais da atualidade apresentam-se com uma oportunidade promissora para desempenhar este tipo de tarefas (tais como: monitorização contĂ­nua, registo quotidiano e anĂĄlise sensorial ambiental), mas as limitaçÔes relacionadas com a autonomia energĂ©tica e funcionamento em multitarefa representam ainda um constrangimento que impede a sua massificação. AlĂ©m disso, a privacidade no mundo virtual Ă© algo que os utilizadores atuais nĂŁo estĂŁo dispostos a abdicar: partilhar continuamente a Paisagem-Sonora real em detrimento de uma representação de alto nĂ­vel Ă© algo que refrearia os utilizadores de usar a aplicação. TambĂ©m demonstrĂĄmos que os utilizadores que mais conhecedores do fenĂłmeno da Paisagem-Sonora sĂŁo tambĂ©m os que consideram esta como importante no contexto das Redes Sociais Em-Linha. Isso significa que uma atitude pedagĂłgica em relação ao fenĂłmeno sonoro Ă© essencial para obter dele o maior ganho possĂ­vel. Esta investigação propĂ”e-se a dar um passo em frente nessa direção

    Revealing individual and collective pasts : visualizations of online social archives

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2005.Includes bibliographical references (p. 118-125).As mediated communication becomes an increasingly central part of everyday life, people have started going online to conduct business, to get emotional support, to find communities of interest, and to look for potential romantic partners. Most of these social activities take place primarily through the exchange of conversational texts that, over time, accrue into vast archives. As valuable as these collections of documents may be for our comprehension of the online social world, they are usually cumbersome, impenetrable records of the past. This thesis posits that history visualization- the visualization of people's past presence and activities in mediated environments- helps users make better sense of the online social spaces they inhabit and the relationships they maintain. Here, a progressive series of experimental visualizations explores different ways in which history may enhance social legibility. The projects visualize the history of people's activities in four different environments: a graphical chat room, a wiki site, Usenet newsgroups, and email. History and the persistent nature of online communication are the common threads connecting these projects. Evaluation of these tools shows that history visualizations can be utilized in a variety of ways, ranging from aids for quicker impression formation and mirrors for self-reflection, to catalysts for storytelling and artifacts for posterity.by Fernanda Bertini Viégas.Ph.D

    Using natural user interfaces to support synchronous distributed collaborative work

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    Synchronous Distributed Collaborative Work (SDCW) occurs when group members work together at the same time from different places together to achieve a common goal. Effective SDCW requires good communication, continuous coordination and shared information among group members. SDCW is possible because of groupware, a class of computer software systems that supports group work. Shared-workspace groupware systems are systems that provide a common workspace that aims to replicate aspects of a physical workspace that is shared among group members in a co-located environment. Shared-workspace groupware systems have failed to provide the same degree of coordination and awareness among distributed group members that exists in co-located groups owing to unintuitive interaction techniques that these systems have incorporated. Natural User Interfaces (NUIs) focus on reusing natural human abilities such as touch, speech, gestures and proximity awareness to allow intuitive human-computer interaction. These interaction techniques could provide solutions to the existing issues of groupware systems by breaking down the barrier between people and technology created by the interaction techniques currently utilised. The aim of this research was to investigate how NUI interaction techniques could be used to effectively support SDCW. An architecture for such a shared-workspace groupware system was proposed and a prototype, called GroupAware, was designed and developed based on this architecture. GroupAware allows multiple users from distributed locations to simultaneously view and annotate text documents, and create graphic designs in a shared workspace. Documents are represented as visual objects that can be manipulated through touch gestures. Group coordination and awareness is maintained through document updates via immediate workspace synchronization, user action tracking via user labels and user availability identification via basic proxemic interaction. Members can effectively communicate via audio and video conferencing. A user study was conducted to evaluate GroupAware and determine whether NUI interaction techniques effectively supported SDCW. Ten groups of three members each participated in the study. High levels of performance, user satisfaction and collaboration demonstrated that GroupAware was an effective groupware system that was easy to learn and use, and effectively supported group work in terms of communication, coordination and information sharing. Participants gave highly positive comments about the system that further supported the results. The successful implementation of GroupAware and the positive results obtained from the user evaluation provides evidence that NUI interaction techniques can effectively support SDCW

    The age of interactivity: An historical analysis of public discourses on interactivity in Ireland 1995 - 2009.

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    Interactivity is integral to media and communications and yet is a contested concept in the literature. There is little agreement on its meaning not least because of its multidisciplinary nature. Previous research, concerned with finding a single definition of interactivity, has focused narrowly on specific contexts of communication using limited methodologies. This thesis argues that several meanings of interactivity are in circulation and that the search for one bounded definition constrains understanding of its role and fails to recognise its analytical potential. The study makes an original contribution to research by presenting findings from an analysis of public discourses on interactivity, a valuable source of material neglected in research to date. It shows that at least nine thematic representations of interactivity are in circulation representing different aspects of its role in communicative events. These are identified as the Empowering, Commercial, Pedagogical, Aesthetic, Ludological, Futuropia, Hula-hoop, Sceptical and Information Society themes. The results are based on a longitudinal content and discourse analysis of fifteen years of newspaper coverage in Ireland, an original methodological addition to research, reflecting both a unique national perspective on the concept and the flow of influential international discourses within a small state. The content analysis draws a detailed quantitative picture of how and where interactivity arises in news coverage while the discourse analysis examines qualitative aspects of the dominant, overlapping and conflicting discourses around interactivity and the discourse communities operating behind the talk. The analysis illustrates how thematic representations of interactivity coexist both in discourse and in individual communicative events, suggesting the potential for layered interactivities in communication. The ‘age of interactivity’ describes a wide range of discourses from hype and myths around interactivity to its potentially transformative role in communication. Overall this thesis highlights the value of interactivity as a communication concept and analytical tool with rich research potential

    Practical, appropriate, empirically-validated guidelines for designing educational games

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    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with

    Dance performance in cyberspace - transfer and transformation

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    The aim of this research undertaking is to understand the potential development of dance performance in the context of cyberculture, by examining the way practitioners use new media to create artworks that include audience participation, and by endeavouring in their theorization. With specific reference to cyberspace as a concept of electronic, networked and navigable space, the enquiry traces the connections such practices have with conventions of the medium of dance, which operate in its widely known condition as a live performing art. But acknowledgement that new media and new contexts of production and reception inform the characteristics of these artworks and their discursive articulation, in terms of the way people and digital technologies interact in contemporary culture, is a major principle to their analysis and evaluation. This qualitative research is based on case-study design as a means of finding pragmatic evidence in particulars, to illustrate abstract concepts, technological processes and aesthetic values that are underway in a new area of knowledge. The field where this research operates within is located by a mapping of published literature that informs a theoretical interdisciplinary framework, which contextualizes the interpretation of artworks. The selected case studies have been subject to a process of systematic and detailed analysis, entailed with a model devised for the purpose of this enquiry. From this undertaking it can be claimed that while an extensive array of technologies, media and interactive models is available in this field, the artists pursue a commitment to demonstrate their worth for specifically developing (new media) dance performance, and for dance performance to articulate technological and critical issues for cyberculture studies. The results of this enquiry also contribute to conceptual understanding of what dance can be, today, in the light of technological changes
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