354 research outputs found
Co-present photo sharing on mobile devices
This dissertation researches current approaches to photo sharing. We have found that most current methods of photo sharing are not as compelling as traditional photo sharing - with the increasing in popularity of digital photography, consumers do not print photos as often as before and thus typically require a group display (such as a PC) to view their photographs collectively. This dissertation describes a mobile application that attempts to support traditional photo sharing activities by allowing users to share photos with other co-present users by synchronizing the display on multiple mobile devices. Various floor control policies (software locks that determine when someone can control the displays) were implemented. The behaviour of groups of users was studied to determine how people would use this application for sharing photos and how various floor control policies affect this behaviour
A Novel Idea Generation Method for the Internet of Digital Reality Era: The Spinning Aufheben Method
Internet of Digital Reality (IoD) will be one of the essential next-generation information technologies. The content and presentation of information are the most important aspects that will make IoD work efficiently. However, the generation of ideas for IoD has not much progress in discussion because formalizing it is difficult. This paper presents an outline of the Spinning Aufheben (SA) method, which is a novel idea generation method, its application and model, validity, actual cases of the first application of the author, and potential social impact. Aufheben is one of the common mechanisms for generating ideas from two elements. This method enables the infinite generation of ideas by rotating three elements of a dialectic. We also present the result of pilot projects on 51 university students to determine its effectivity as an application for helping them determine future career plans after graduation. As a result, 46 students identified their career goals. The students expressed appreciation of the career search results using the SA methood
Brave New Wireless World: Mapping the Rise of Ubiquitous Connectivity from Myth to Market
This dissertation offers a critical and historical analysis of the myth of ubiquitous connectivity—a myth widely associated with the technological capabilities offered by “always on” Internet-enabled mobile devices like smartphones and tablets. This myth proclaims that work and social life are optimized, made more flexible, manageable, and productive, through the use of these devices and their related services. The prevalence of this myth—whether articulated as commercial strategy, organizational goal, or mode of social mediation—offers repeated claims that the experience and organization of daily life has passed a technological threshold. Its proponents champion the virtues of the invisible “last mile” tethering individuals (through their devices) primarily to commercial networks.
The purpose of this dissertation is to uncover the interaction between the proliferation of media artifacts and the political economic forces and relations occluded by this myth. To do this, herein the development of the BlackBerry, as a specific brand of devices and services, is shown to be intimately interrelated with the myth of ubiquitous connectivity. It demonstrates that the BlackBerry is a technical artifact whose history sheds light on key characteristics of our media environment and the political economic dynamics shaping the development of other technologies, workforce composition and management, and more general consumption proclivities. By pointing to the analytic significance of the BlackBerry, this work does not intend to simply praise its creators for their technical and commercial achievements. Instead, it aims to show how these achievements express a synthesis that represents the motivations of economic actors and prevailing modes of thought most particularly as they are drawn together in and through the myth of ubiquitous connectivity. The narrative arc of this dissertation is anchored by moments of harmonization among political economic interests as these shape (and are shaped by) prevailing modes of producing and relating through ubiquitous connectivity
E-Learning
E-learning enables students to pace their studies according to their needs, making learning accessible to (1) people who do not have enough free time for studying - they can program their lessons according to their available schedule; (2) those far from a school (geographical issues), or the ones unable to attend classes due to some physical or medical restriction. Therefore, cultural, geographical and physical obstructions can be removed, making it possible for students to select their path and time for the learning course. Students are then allowed to choose the main objectives they are suitable to fulfill. This book regards E-learning challenges, opening a way to understand and discuss questions related to long-distance and lifelong learning, E-learning for people with special needs and, lastly, presenting case study about the relationship between the quality of interaction and the quality of learning achieved in experiences of E-learning formation
Single Display Groupware
We discuss a model for supporting collaborative work between people that are
physically close to each other. We call this model Single Display Groupware
(SDG). In this paper, we describe the model, comparing it to more traditional
remote collaboration. We describe the requirements that SDG places on
computer technology, and our understanding of the benefits and costs of SDG
systems. Finally, we describe a prototype SDG system that we built and the
results of a usability test we ran with 60 elementary school children.
Through participant observation, video analysis, program instrumentation, and
an informal survey, we discovered that the SDG approach to collaboration has
strong potential. Children overwhelmingly prefer two mice to one mouse when
collaborating with other children. We identified several collaborative styles
including a dominant partner, independent simultaneous use, a mentor/mentee
relationship, and active collaboration.
(Also cross-referenced as UMIACS-TR-99-75
IFIP TC 13 Seminar: trends in HCI proceedings, March 26, 2007, Salamanca (Spain)
Actas del 13o. Seminario de la International Federation for Information Processing (IFIP), celebrado en Salamanca el 26 de marzo de 2007, sobre las nuevas líneas de investigación en la interacción hombre-máquina, gestión del conocimiento y enseñanza por la Web
Understanding and supporting creativity in design
Belgium Herbarium image of Meise Botanic Garden
Supporting Collaboration in Mobile Environments
Continued rapid improvements in the hardware capabilities of mobile computing devices is driving a parallel need for a paradigm shift in software design for such devices with the aim of ushering in new classes of software applications for devices of the future. One such class of software application is collaborative applications that seem to reduce the burden and overhead of collaborations on human users by providing automated computational support for the more mundane and mechanical aspects of a cooperative effort. This dissertation addresses the research and software engineering questions associated with building a workflow-based collaboration system that can operate across mobile ad hoc networks, the most dynamic type of mobile networks that can function without dependence on any fixed external resources. While workflow management systems have been implemented for stable wired networks, the transition to a mobile network required the development of a knowledge management system for improving the predictability of the network topology, a mobility-aware specification language to specify workflows, and its accompanying algorithms that help automate key pieces of the software. In addition to details of the formulation, design, and implementation of the various algorithms and software components. this dissertation also describes the construction of a custom mobile workflow simulator that can be used to conduct simulation experiments that verify the effectiveness of the approaches presented in this document and beyond. Also presented are empirical results obtained using this simulator that show the effectiveness of the described approaches
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Development of virtual network computing (VNC) environment for networking and enhancing user experience
Virtual Network Computing (VNC) is a thin client developed by Real VNC Ltd, Formerly of Olivetti Research Ltd/AT&T labs Cambridge and can be used as a collaborative environment, therefore it has been chosen as the basis of this research study. The purpose of this thesis is to investigate and develop a VNC based environment over the network and to improve the users’ Quality of Experience (QoE) of using VNC between networked groups by the incorporation of videoconferencing with VNC and enhancing QoE in Mobile environments where the network status is far from ideal and is prone to disconnection.
This thesis investigates the operation of VNC in different environments and scenarios such as wireless environments by investigating user and device mobility and ways to sustain their seamless connection when in motion. As part of the study I also researched all groups that implement VNC like universities, research groups and laboratories and virtual laboratories. In addition to that I identified the successful features and security measures in VNC in order to create a secure environment. This was achieved by pinpointing the points of strength and weakness in VNC as opposed to popular thin clients and remote control applications and analysing VNC according to conforming to several security measures.
Furthermore, it is reasonable to say that the success of any scheme that attempts to deliver desirable levels of Quality of Service (QoS) of an effective application for the future Internet must be based, not only on the progress of technology, but on usersʹ requirements. For instance, a collaborative environment has not yet reached the desired expectation of its users since it is not capable of handling any unexpected events which can result from a sudden disconnection of a nomadic user engaged in an ongoing collaborative session; this is consequently associated with breaking the social dynamics of the group collaborating in the session. Therefore, I have concluded that knowing the social dynamics of application’s users as a group and their requirements and expectations of a successful experience can lead an application designer to exploit technology to autonomously support the initiating and maintaining of social interaction. Moreover, I was able to successfully develop a VNC based environment for networked groups that facilitates the administration of different remote VNC sessions. In addition to a prototype that uses videoconferencing in parallel to VNC to provide a better user’s QoE of VNC. The last part of the thesis was concerned with designing a framework to improve and assess QoE of all users in a collaborative environment where it can be especially applied in the presence of nomadic clients with their much frequent disconnections. I have designed a conceptual algorithm called Improved Collaborative Quality of Experience (IC‐QoE), an algorithm that aims to eliminate frustration and improve QoE of users in a collaborative session in the case of disconnections and examined its use and benefits in real world scenarios such as research teams and implemented a prototype to present the concepts of this algorithm. Finally, I have designed a framework to suggest ways to evaluate this algorithm
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