2,345 research outputs found

    Public ubiquitous computing systems:lessons from the e-campus display deployments

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    In this paper we reflect on our experiences of deploying ubiquitous computing systems in public spaces and present a series of lessons that we feel will be of benefit to researchers planning similar public deployments. We focus on experiences gained from building and deploying three experimental public display systems as part of the e-campus pro ject. However, we believe the lessons are likely to be generally applicable to many different types of public ubicomp deployment

    Leveraging the Grid to Provide a Global Platform for Ubiquitous Computing Research

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    The requirement for distributed systems support for Ubicomp has led to the development of numerous platforms, each addressing a subset of the overall requirements of ubiquitous systems. In contrast, many other scientific disciplines have embraced the vision of a global distributed computing platform, i.e. the Grid. We believe that the Grid has the potential to evolve into an ideal platform for building ubiquitous computing applications. In this paper we explore in detail the areas of synergy between Grid computing and ubiquitous computing and highlight a series of research challenges in this space

    Mobility is the Message: Experiments with Mobile Media Sharing

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    This thesis explores new mobile media sharing applications by building, deploying, and studying their use. While we share media in many different ways both on the web and on mobile phones, there are few ways of sharing media with people physically near us. Studied were three designed and built systems: Push!Music, Columbus, and Portrait Catalog, as well as a fourth commercially available system – Foursquare. This thesis offers four contributions: First, it explores the design space of co-present media sharing of four test systems. Second, through user studies of these systems it reports on how these come to be used. Third, it explores new ways of conducting trials as the technical mobile landscape has changed. Last, we look at how the technical solutions demonstrate different lines of thinking from how similar solutions might look today. Through a Human-Computer Interaction methodology of design, build, and study, we look at systems through the eyes of embodied interaction and examine how the systems come to be in use. Using Goffman’s understanding of social order, we see how these mobile media sharing systems allow people to actively present themselves through these media. In turn, using McLuhan’s way of understanding media, we reflect on how these new systems enable a new type of medium distinct from the web centric media, and how this relates directly to mobility. While media sharing is something that takes place everywhere in western society, it is still tied to the way media is shared through computers. Although often mobile, they do not consider the mobile settings. The systems in this thesis treat mobility as an opportunity for design. It is still left to see how this mobile media sharing will come to present itself in people’s everyday life, and when it does, how we will come to understand it and how it will transform society as a medium distinct from those before. This thesis gives a glimpse at what this future will look like

    Gaming on the edge: using seams in ubicomp games

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    Outdoor multi-player games are an increasingly popular application area for ubiquitous computing, supporting experimentation both with new technologies and new user experiences. This paper presents an outdoor ubicomp game that exploits the gaps or seams that exist in complex computer systems. Treasure is designed so that players move in and out of areas of wireless network coverage, taking advantage not only of the connectivity within a wireless ‘hotspot’ but of the lack of connectivity outside it. More broadly, this paper discusses how the notion of seamful design can be a source of design ideas for ubicomp games

    Smart Signs: Showing the way in Smart Surroundings

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    This paper presents a context-aware guidance and messaging system for large buildings and surrounding venues. Smart Signs are a new type of electronic door- and way-sign based on wireless sensor networks. Smart Signs present in-situ personalized guidance and messages, are ubiquitous, and easy to understand. They combine the easiness of use of traditional static signs with the flexibility and reactiveness of navigation systems. The Smart Signs system uses context information such as user’s mobility limitations, the weather, and possible emergency situations to improve guidance and messaging. Minimal infrastructure requirements and a simple deployment tool make it feasible to easily deploy a Smart Signs system on demand. An important design issue of the Smart Signs system is privacy: the system secures communication links, does not track users, allow almost complete anonymous use, and prevent the system to be used as a tool for spying on users

    Enhancing Personal Informatics Through Social Sensemaking

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    Personal informatics practices are increasingly common, with a range of consumer technologies available to support, largely individual, interactions with data (e.g., performance measurement and activity/health monitoring). In this paper, we explore the concept of social sensemaking. In contrast to high-level statistics, we posit that social networking and reciprocal sharing of fine-grained self-tracker data can provide valuable context for individuals in making sense of their data. We present the design of an online platform called Citizense Makers (CM), which facilitates group sharing, annotating and discussion of self-tracker data. In a field trial of CM, we explore design issues around willingness to share data reciprocally; the importance of familiarity between individuals; and understandings of common activities in contextualising one's own data

    Federated Embedded Systems – a review of the literature in related fields

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    This report is concerned with the vision of smart interconnected objects, a vision that has attracted much attention lately. In this paper, embedded, interconnected, open, and heterogeneous control systems are in focus, formally referred to as Federated Embedded Systems. To place FES into a context, a review of some related research directions is presented. This review includes such concepts as systems of systems, cyber-physical systems, ubiquitous computing, internet of things, and multi-agent systems. Interestingly, the reviewed fields seem to overlap with each other in an increasing number of ways

    Social issues of power harvesting as key enables of WSN in pervasive computing

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    Pervasive systems have gained popularity and open the door to new applications that will improve the quality of life of the users. Additionally, the implementation of such systems over an infrastructure of Wireless Sensor Networks has been proven to be very powerful. To deal with the WSN problems related to the battery of the elements or nodes that constitute the WSN, Power Harvesting techniques arise as good candidates. With PH each node can extract the energy from the surrounding environment. However, this energy source could not be constant, affecting the continuity and quality of the services provided. This behavior can have a negative impact on the user's perception about the system, which could be perceived as unreliable or faulty. In the current paper, some related works regarding pervasive systems within the home environment are referenced to extrapolate the conclusions and problems to the paradigm of Power Harvesting Pervasive Systems from the user perspective. Besides, the paper speculates about the approach and methods to overcome these potential problems and presents the design trends that could be followed.<br/

    Public HMDs: Modeling and Understanding User Behavior Around Public Head-Mounted Displays

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    Head-Mounted Displays (HMDs) are becoming ubiquitous; we are starting to see them deployed in public for different purposes. Museums, car companies and travel agencies use HMDs to promote their products. As a result, situations arise where users use them in public without experts supervision. This leads to challenges and opportunities, many of which are experienced in public display installations. For example, similar to public displays, public HMDs struggle to attract the passer-by's attention, but benefit from the honeypot effect that draws attention to them. Also passersby might be hesitant to wear a public HMD, due to the fear that its owner might not approve, or due to the perceived need for a prior permission. In this work, we discuss how public HMDs can benefit from research in public displays. In particular, based on the results of an in-the-wild deployment of a public HMD, we propose an adaptation of the audience funnel flow model of public display users to fit the context of public HMD usage. We discuss how public HMDs bring in challenges and opportunities, and create novel research directions that are relevant to both researchers in HMDs and researchers in public displays
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