17,154 research outputs found

    Towards a reading of the Vindolanda Stylus Tablets: Engineers and the Papyrologist

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    We introduce a collaborative project between the Department of Engineering Science and the Centre for the Study of Ancient Documents at the University of Oxford regarding the analysis and reading of the Vindolanda Stylus Tablets. We sketch the imaging and image processing techniques used to digitally capture and analyse the tablets, the development of the image analysis tools to aid papyrologists in the transcription of the texts, and lessons that can be learned so far from such an inter-disciplinary project

    Layered evaluation of interactive adaptive systems : framework and formative methods

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    Ono: an open platform for social robotics

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    In recent times, the focal point of research in robotics has shifted from industrial ro- bots toward robots that interact with humans in an intuitive and safe manner. This evolution has resulted in the subfield of social robotics, which pertains to robots that function in a human environment and that can communicate with humans in an int- uitive way, e.g. with facial expressions. Social robots have the potential to impact many different aspects of our lives, but one particularly promising application is the use of robots in therapy, such as the treatment of children with autism. Unfortunately, many of the existing social robots are neither suited for practical use in therapy nor for large scale studies, mainly because they are expensive, one-of-a-kind robots that are hard to modify to suit a specific need. We created Ono, a social robotics platform, to tackle these issues. Ono is composed entirely from off-the-shelf components and cheap materials, and can be built at a local FabLab at the fraction of the cost of other robots. Ono is also entirely open source and the modular design further encourages modification and reuse of parts of the platform

    Architecture and Implementation of a Trust Model for Pervasive Applications

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    Collaborative effort to share resources is a significant feature of pervasive computing environments. To achieve secure service discovery and sharing, and to distinguish between malevolent and benevolent entities, trust models must be defined. It is critical to estimate a device\u27s initial trust value because of the transient nature of pervasive smart space; however, most of the prior research work on trust models for pervasive applications used the notion of constant initial trust assignment. In this paper, we design and implement a trust model called DIRT. We categorize services in different security levels and depending on the service requester\u27s context information, we calculate the initial trust value. Our trust value is assigned for each device and for each service. Our overall trust estimation for a service depends on the recommendations of the neighbouring devices, inference from other service-trust values for that device, and direct trust experience. We provide an extensive survey of related work, and we demonstrate the distinguishing features of our proposed model with respect to the existing models. We implement a healthcare-monitoring application and a location-based service prototype over DIRT. We also provide a performance analysis of the model with respect to some of its important characteristics tested in various scenarios

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    The design with intent method: A design tool for influencing user behaviour

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    The official published version can be found at the link below.Using product and system design to influence user behaviour offers potential for improving performance and reducing user error, yet little guidance is available at the concept generation stage for design teams briefed with influencing user behaviour. This article presents the Design with Intent Method, an innovation tool for designers working in this area, illustrated via application to an everyday human–technology interaction problem: reducing the likelihood of a customer leaving his or her card in an automatic teller machine. The example application results in a range of feasible design concepts which are comparable to existing developments in ATM design, demonstrating that the method has potential for development and application as part of a user-centred design process
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