7,579 research outputs found
Personalized Ambience: An Integration of Learning Model and Intelligent Lighting Control
The number of households and offices adopting automation system is on the rise. Although devices and actuators can be controlled through wireless transmission, they are mostly static with preset schedules, or at different times it requires human intervention. This paper presents a smart ambience system that analyzes the user’s lighting habits, taking into account different environmental context variables and user needs in order to automatically learn about the user’s preferences and automate the room ambience dynamically. Context information is obtained from Yahoo Weather and environmental data pertaining to the room is collected via Cubesensors to study the user’s lighting habits. We employs a learning model known as the Reduced Error Prune Tree (REPTree) to analyze the users’ preferences, and subsequently predicts the preferred lighting condition to be actuated in real time through Philips Hue. The system is able to ensure the user’s comfort at all time by performing a closed feedback control loop which checks and maintains a suitable lighting ambience at optimal level
On the Design of Ambient Intelligent Systems in the Context of Assistive Technologies
The design of Ambient Intelligent Systems (AISs) is discussed in the
context of assistive technologies. The main issues include ubiquitous communications,
context awareness, natural interactions and heterogeneity, which are
analyzed using some examples. A layered architecture is proposed for heterogeneous
sub-systems integration with three levels of interactions that may be
used as a framework to design assistive AISs.Ministerio de Ciencia y TecnologÃa TIC2001-1868-C0
The Mundane Computer: Non-Technical Design Challenges Facing Ubiquitous Computing and Ambient Intelligence
Interdisciplinary collaboration, to include those who are not natural scientists, engineers and computer scientists, is inherent in the idea of ubiquitous computing, as formulated by Mark Weiser in the late 1980s and early 1990s. However, ubiquitous computing has remained largely a computer science and engineering concept, and its non-technical side remains relatively underdeveloped.
The aim of the article is, first, to clarify the kind of interdisciplinary collaboration envisaged by Weiser. Second, the difficulties of understanding the everyday and weaving ubiquitous technologies into the fabric of everyday life until they are indistinguishable from it, as conceived by Weiser, are explored. The contributions of Anne Galloway, Paul Dourish and Philip Agre to creating an understanding of everyday life relevant to the development of ubiquitous computing are discussed, focusing on the notions of performative practice, embodied interaction and contextualisation. Third, it is argued that with the shift to the notion of ambient intelligence, the larger scale socio-economic and socio-political dimensions of context become more explicit, in contrast to the focus on the smaller scale anthropological study of social (mainly workplace) practices inherent in the concept of ubiquitous computing. This can be seen in the adoption of the concept of ambient intelligence within the European Union and in the focus on rebalancing (personal) privacy protection and (state) security in the wake of 11 September 2001. Fourth, the importance of adopting a futures-oriented approach to discussing the issues arising from the notions of ubiquitous computing and ambient intelligence is stressed, while the difficulty of trying to achieve societal foresight is acknowledged
Automation of play:theorizing self-playing games and post-human ludic agents
This article offers a critical reflection on automation of play and its significance for the theoretical inquiries into digital games and play. Automation has become an ever more noticeable phenomenon in the domain of video games, expressed by self-playing game worlds, self-acting characters, and non-human agents traversing multiplayer spaces. On the following pages, the author explores various instances of automated non-human play and proposes a post-human theoretical lens, which may help to create a new framework for the understanding of videogames, renegotiate the current theories of interaction prevalent in game studies, and rethink the relationship between human players and digital games
Recommended from our members
The telematic dress: Evolving garments and distributed proprioception in streaming media and fashion performance
Centered around several short films from streaming performances created in 2005, this paper
explores new ideas for movement technologies and garment design in an arts and digital research
context. The "telematic dress" project, developed at the DAP Lab in Nottingham, involves
transdisciplinary intersections between fashion and live performance, interactive system architecture,
electronic textiles, wearable technologies, choreography, and anthropology.
The concept on an evolving garment design that is materialized (moved) in live performance
originates from DAP Lab's experimentation with telematics and distributed media (http://art.ntu.ac.
uk/performance_research/birringer/dap.htm] addressing "connective tissues" through a study of
perception/proprioception in the wearer (tactile sensory processing) and the dancer/designer/viewer
relationship. This study is conducted as cross-cultural communication with online performance
partners in Europe, the US, Brazil and Japan. The inter-active space is predicated on transcultural
questions: how does the movement with an evolving design and wearable interactive sensors travel,
how does movement - and capturing of movement - allow the design to emerge toward a garment
statement, and how are bodies-in-relation-to sensory fabrics affected by the multidimensional
kinesthetics of a media-rich, responsive environment
An ethnography of a neighbourhood café: informality, table arrangements and background noise
Café society is something that many of us as customers and/or social theorists take for granted. Cafés are places where we are not simply served hot beverages but are also in some way partaking of a specific form of public life. It is this latter aspect that has attracted the attention of social theorists, especially Jürgen Habermas, and leads them to locate the café as a key place in the development of modernity. Our approach to cafés is to ‘turn the tables’ on theories of the public sphere and return to just what the life of a particular café consists of, and in so doing re-specify a selection of topics related to public spaces. The particular topics we deal with in a ‘worldly manner’ are the socio-material organisation of space, informality and rule following. In as much as we are able we have drawn on an ethnomethodological way of doing and analysing our ethnographic studies
Creative and productive workplaces: a review
The built environment affects our well-being and this in turn influences our effectiveness in the workplace. Poor environments contribute to absenteeism and to people not working as well as they might. This is an enormous cost to the nation. High-quality environmental design is an investment, as occupants are healthier, staff-retention rates are higher, productivity is higher and sustainability ideals are more likely to be met. Workplaces reflect the culture of companies and are places that are not just functional and convenient but give the occupant a wholesome experience in terms of body and spirit
- …