14 research outputs found
Trends und Visionen im modernen Bibliotheksbau : mit den Beispielen Seattle Public Library, Sendai MĂ©diathĂšque, Phoenix Central Library
Die vorliegende Diplomarbeit setzt sich mit Trends und Visionen im modernen Bibliotheksbau auseinander. Es werden einige Visionen fĂŒr Bibliotheken und BibliotheksgebĂ€ude in der nahen Zukunft vorgestellt und der Frage nachgegangen welche Gestalt und welche Funktionen die Bibliothek und ihr GebĂ€ude kĂŒnftig haben könnten, ebenso welche Trends bereits zum gegenwĂ€rtigen Zeitpunkt zu erkennen sind. Anhand der drei nachfolgenden exemplarischen Tendenzen soll den Fragen nachgegangen werden wie intelligent BibliotheksgebĂ€ude sein mĂŒssen, wie real oder virtuell die Bibliothek und ihr GebĂ€ude sein werden und wie sich die Bibliothek im stĂ€dtischen Kontext positionieren kann. Drei Beispiele aus dem gegenwĂ€rtigen Bibliotheksbau werden nĂ€her vorgestellt: Die neue Zentralbibliothek in Seattle, welche nĂ€chstes Jahr eröffnet wird, die MĂ©diathĂšque in Sendai, Japan und die bereits 1995 eröffnete Zentralbibliothek in Phoenix, Arizona
Building communities for design education : using telecommunication technology for remote collaborative learning
Thesis (Ph.D.)--Massachusetts Institute of Technology, Dept. of Architecture, 2001.Includes bibliographical references (p. 277-280).The design studio, as both a learning environment and a social place, is one of the major components of architectural education. Traditionally, the studio has been considered a place for individual design work and one-on-one mentoring between an instructor and a student. With the integration of new information and telecommunication technologies, the nature of the design studio and the learning processes within it are being altered. This new landscape of the design studio offers opportunities for globally distributed collaborative work as well as new interpretations of design processes and studio practices. The technologies and the studio system are interwoven and their symbiotic relationships need to be understood if these technology-mediated long-distance collaborative design studios are to be common, valuable, and creative occurrences in architectural education. In this study, the consequences of integrating telecommunication technologies into the design studio are examined through ten cases. The new studios involve multidisciplinary design participants from separate and distant physical and social environments that are electronically connected for sharing design ideas, creating a common understanding of design practices, and co-constructing design objects. With technology use, changes occur in the studio's participants and relationships, the design content and processes, and the events and organization. I argue that the changes to the studio can create an enriched environment for design learning. The successive case studies represent a dynamic pedagogic strategy in which both students and teachers are active participants in constructing their new technology-mediated learning environment through creative experimentation. The findings of these cases provide a comprehensive description of the technical and social characteristics, conditions, and practices of remote collaborative design studios. In these new virtual design studios, there are rich opportunities for building innovative and effective communities for design education in which the traditional boundaries of time, culture, language, discipline, and institution are blurred and new configurations for design learning become possible.by Susan Yee.Ph.D
Designing Tools for Reflection: a concept-driven approach
We are surrounded by objects. We often use and interact with them to do our daily activities. They do not only support us and augment our abilities, but also, can be considered as companions of our thoughts. We think with objects, because they contain information about us: about our memories, experiences, emotions, and activities as Sherry Turkle highlights (2011). Furthermore, our everyday objects are increasingly computed, smart and connected to the Internet. They are able to collect data, elaborate and provide real-time feedbacks. These feedbacks cannot only support us to improve our activities, but also enables critical thinking and reflection on our actions. This resonates very well with what Donald Schön meant by having reflective conversation with materials at hand (1983;1996). He highlighted that materials âartifactsâ of a situation talk back to designer, so they enable and support reflection in action of designing. So, how about if we consider that our daily objects can
talk back and make us think on our actions in order to consider alternatives? This dissertation, is an attempt to consider this opportunity.
The nature of this dissertation is mostly conceptual and its scope is defining the physical and behavioral characteristics of smart artifacts able to provoke thoughts and reflection in user leading to a conscious behavior change. I sought to use existing theories about reflective thinking in HCI and beyond, as valuable sources for developing design concept. I have been inspired by the Concept-Driven interaction design research (Stolterman and Wiberg 2011) and created and defined the whole
structure of this dissertation based on this methodology, from the definition of the concept â Tool for Reflection â to the construction of a theoretical model from the design outcome âMake Me Think model. During this process, I used different methods such as conducting literature analysis, context analysis, survey, participatory session and prototyping.
The sustainable urban mobility behaviors in the city of Turin (Italy) as the target behavior and home as the place for using Tool for Reflection have been chosen for this research. In particular, informed by architectural studies, I conceptualized In-Between Places as a category of places that connect home places to city places. I suggested to consider such areas as suitable places for evoking thoughts on urban mobility behaviors, in home.
This dissertation provides a theoretical perspective with which to guide the design of smart objects that evoke reflection. It first provides a set of characteristics of a Tool for Reflection as a physical artifact. Then it provides a theoretical model, considering the relationship between a Tool for Reflection and a user. The key contributions include the design of the SĂłle, a smart lamp, not only as an example of a Tool for Reflection with its theoretically pre-defined characteristics, but also as
an instrument for iterating from design to the theory. The overall approach, the methodology and the findings should be of interest in particular to researchers working on design for reflection in the HCI. More broadly this dissertation can be of interest of researchers in the HCI, whose research is around designing artifacts, both as an âoutcomeâ and as an âinstrumentâ of the research process
CIRCUS 2001 Conference Proceedings: New Synergies in Digital Creativity. Conference for Content Integrated Research in Creative User Systems
CIRCUS (Content Integrated Research For Creative User Systems) was an ESPRIT Working Group, originally set up in 1988 as one of the very last additional actions in Framework 4, under DG III. Its purpose was to develop models for collaborative work between artists (the term here used in its widest sense) and technologists (ditto) and to promote these models by whatever means available. While some have criticised this aim as implicitly promoting a 1950s agenda of building bridges across C.P. Snowâs âtwo culturesâ, there is no such intention here, rather that technology, particularly computer and communications technology (ICT) , is irresistibly intruding into what is normally thought of as creative work (and so practised by artists) and that, like any new technique, this has to be understood by its potential practitioners in terms of its true strengths and limitations. The specific problem that computer technology poses is that it is in principle malleable to such an extent that the limitations on its form and functionality are still barely understood, yet the people charged with the task of making the technology available have little or no understanding of the needs of creative users. What the artist usually sees is a tool which is in principle capable of being harnessed to creative ends but in practice resists being so applied. Quite often the tool is shaped more by blind economic forces than by a clear response to a specific, here creative, need.
CIRCUS came into existence as a forum in which both artists and technologists could work out how best to play to the strengths of ICT and how to apply both creative and technological solutions (possibly both together) to its limitations. In particular the then new Framework V programme invited projects in such areas as new media but required them to be addressed in essentially the same old way, by technologists working towards commercialisation. The only obvious exception to this was in the area of cultural heritage which, incidentally, CIRCUS was also capable of reviewing. The scope for effective participation by artists was thus limited by an essentially technological agenda although everybody at the time, the participants of CIRCUS and programme managers in DG III, believed that we could do far better than this, and to develop new models of working which could inform the nature of Framework VI or even the later stages of F V. It is fair to say that everyone involved was excited by the idea of doing something quite new (and iconoclastic), not least the expanding of the expertise base on which future Frameworks could draw.
It is also fair to say that, while not ultimately wholly original, the CIRCUS agenda was an ambitious one and the WG has had a chequered history peppered with misunderstandings perpetrated by the very people who might have thought would give the WG their strongest support. The CIRCUS idea has been aired before, specifically at the University of Illinois at Urbana- Champaign, the MIT Media Lab (and its imitators), and a recent IEEE forum. However a near total change in participation, fuelled by natural migration and a switch to DG XIII, has resulted in the CIRCUS agenda being restarted on at least one occasion and a fairly regular questioning of the principles on whose elucidation we are engaged. While this is no bad thing in principle, in practice we havenât learned anything new from these periodic bouts of self-examination other than a reinforcement of the values our goals. On the other hand it is evident that we have made progress and have moved on a long way from where we started. A recent experience of a workshop whose agenda appeared to be to form another version of CIRCUS, this time with an overwhelmingly technological (DG III) membership, demonstrates they have a CIRCUS-worth of work to do before they will have reached where we are now. (Foreword of CIRCUS for Beginners
THEORETICAL MODEL OF MEDIATED SHARED SPACE FOR SUPPORTING INFORMAL INTERACTION AT A DISTANCE
Ph.DDOCTOR OF PHILOSOPH
Autonomic ubiquitous computing: a home environment management system
Tese de doutoramento em ElectrĂłnica Industrial (ramo do conhecimento InformĂĄtica Industrial)The Ubiquitous Computing and Autonomic Computing reached a point of convergence in
which pervasive technology in the environment meets the ability of people to interact with it, making
use of all the possibilities made available by this technology. Ubiquitous computing envisions a
habitat where the abundance of devices, services and applications allows the physical and virtual
worlds to become seamlessly merged. The promise of ubiquitous computing environments is not
feasible unless these systems can effectively "disappear". In order to achieve this goal, they need to
become autonomic, by managing their own evolution and configuration with minimal user
intervention. It is in this context that aspects like self-configuration and self-healing from the
autonomic computing concept were adopted in this project.
The context awareness and the creation of applications which use that context are the core
concern of Ubiquitous Computing Systems and represent the fundamentals for autonomic actions
in this type of systems. Such research raises questions on context acquisition, distribution and
manipulation, as well as on artificial intelligence algorithms that decide autonomic actions in the
environment, having implications in the human interaction with Autonomic Ubiquitous Systems.
The research presented in this thesis concentrates on some of those issues. During this
project it was developed an experimental setup for context acquisition, in an effortless way, of some
activities of a small group of users. This experimental setup was installed in a real home where a
young family, a couple and a small child, were actually living. This experimental setup was mainly
responsible for the control of the light system of the house, by a network of several inter-connected
devices scattered in the home with limited resources. This prototype installation allowed the
validation of the system ability, to capture daily life behaviour patterns of the inhabitants.
The system architecture was designed based on the concept of a high level and a low level
autonomic management system taking from nature the model of the human reflex arc. A reflexive
behaviour is managed at a local level by the small devices, with limited resources, high level
management is responsible for processing and analysis of the events broadcast by the group of
small devices, and run in a centralized mode in a PC. The concept of device information broadcast, to the communication medium, as events was
used as an approach to: inter-connect future systems, monitor correct operation of the system
devices, capture raw data for estimation of context; allow the visualization of system feedback in
user interface devices.
Finally, an algorithm using artificial neural networks in combination with simple statistics was
developed which allowed the house to learn the routines of its inhabitants, making it truly intelligent
by embedding the knowledge about patterns of activities of the users in the devices scattered in the
environment, increasing their comfort and, at same time, leading to more energy efficiency. The
analysis of the data captured, during two complete years, shows that the reduction of power
consumption could be as high as 50%, depending on the profile of the usage of the light.A Computação UbĂqua e a Computação AutĂłnoma atingiram um ponto de convergĂȘncia no
qual a tecnologia dispersa nos ambientes, juntamente com a capacidade das pessoas interagirem,
permite tirar partido do seu uso para novas potencialidades. A computação ubĂqua vislumbra
habitats repletos de dispositivos, serviços e aplicaçÔes que permitem a união perfeita do mundo
real com o mundo virtual, mas de uma forma natural. A promessa da criação de tais ambientes de
computação ubĂqua nĂŁo se tornarĂĄ possĂvel sem que a complexidade destes sistemas
âdesapareçamâ efectivamente da percepção dos utilizadores. Para que isso seja possĂvel, estes
necessitam de ser autĂłnomos, gerindo a sua prĂłpria evolução e configuração com o mĂnimo de
intervenção do utilizador. Ă neste contexto que a noção de Sistemas UbĂquos AutĂłnomos
envolvendo as facetas de auto-configuração e auto-reparação derivadas do conceito da computação
autĂłnoma, serĂĄ usada nesta tese.
A percepção do contexto e a criação de aplicaçÔes que o usam são as principais
preocupaçÔes na investigação dos Sistemas de Computação UbĂqua, constituindo tambĂ©m a base
para as acçÔes autónomas neste tipo de sistemas. Essa investigação levanta questÔes sobre a
forma como o contexto Ă© capturado, distribuĂdo e manipulado. Por outro lado, provoca impacto nos
algoritmos de inteligĂȘncia artificial que efectuam as decisĂ”es de acçÔes autĂłnomas no ambiente,
afectando consequentemente a interacção humana com os Sistemas UbĂquos AutĂłnomos.
A investigação apresentada nesta dissertação concentra-se efectivamente em alguns destes
aspectos. Durante a tese foi desenvolvido um sistema experimental com o objectivo de capturar o
contexto, de uma forma perceptĂvel, das actividades de um pequeno grupo de utilizadores. Este
sistema experimental foi instalado numa casa real, onde vive uma jovem famĂlia constituĂda por
uma casal e uma pequena criança. O sistema experimental era responsåvel por controlar toda a
iluminação eléctrica da casa, através de um conjunto de dispositivos, com recursos limitados,
conectados em rede e espalhados pela casa. A instalação permitiu validar a capacidade do sistema
de capturar os padrÔes de comportamento quotidiano dos habitantes da casa.
A arquitectura do sistema foi projectada baseando-se no conceito de alto-nĂvel e baixo-nivel
dos sistemas de gestão autónoma, inspirando-se no modelo dos processos que ocorrem num acto reflexo no corpo humano. As acçÔes de reflexo ou acçÔes båsicas são geridas pelo baixo-nivel nos
pequenos dispositivos e com recursos limitados, e quanto o gestĂŁo de alto-nivel Ă© responsĂĄvel pelo
processamento e analise dos eventos disponĂveis no barramento de dados da rede dos pequenos
dispositivos.
Foi também usado o conceito da difusão (broadcast) da informação, para o barramento de
dados, na forma de eventos para permitir: a interligação com sistema futuros, monitorização do
correcto funcionamento do sistema, captura da informação para posterior determinação do
contexto; e por fim permitir a visualização do estado do sistema na interface com os utilizadores.
Por Ășltimo, foi desenvolvido um algoritmo usando redes neuronais artificiais e em
combinação com estatĂstica bĂĄsica que permite aprender, de uma forma autĂłnoma, as rotinas dos
habitantes em casa, conferindo a esta um ambiente inteligente. Desta forma, a casa contém o
conhecimento dos padrÔes quotidianos dos habitantes, aumentando consequentemente o seu
conforto e ao mesmo tempo, permitindo melhor eficiĂȘncia energĂ©tica. As anĂĄlises dos dados
capturados, durante dois anos completos, mostram que a redução no consumo energético pode
chegar os 50%, dependendo do perfil de uso da iluminação.Fundação para a CiĂȘncia e a Tecnologia (FCT)Scholarship number SFRH/BD/8290/2004
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Storing, caring and sharing: Examining organisational practices around material stuff in the home
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Homes are a much discussed, but little empirically examined resource for action. Material stuff at home offer resources for social, organisational and individual activities that we routinely encounter and use on an everyday basis. Yet their purposes, storing and sharing practices of use and roles in social and organisational actions are hardly touched upon within Human Computer Interaction (HCI) and Computer Supported Cooperative Work (CSCW) academic literature. As a consequence of this, there are critical gaps in understanding home organisation and management methods as a means of informing the design of novel technologies. This thesis is an examination of everyday routines in home, paying particular attention to tidying, storing, retrieving and sharing practices.
To examine these practices at home, this thesis presents a combination of two qualitative studies using ethnographically oriented methods. Study one (Homeâs Tidying up, Storing and Retrieving) concerns the topic of home storage in practice; investigating how householders create and use domestic storage practices and the methods used to manage their storage at home. Study two (Social Interaction around Shared Resources) concerns social interaction around shared resources, and the methods used to manage sharing practices at home. Semi-structured interviews, fieldwork observation, tour around a home, and a photo diary were undertaken to produce a ârichâ description of how householders collaborate in storing and sharing set of practices to manage their everyday routines.
Several key finding emerged from the research, that are used to identify important implications for design of home organisational technologies, for example to support effective lightweight interactions, providing user controlled mechanism to make different levels of privacy protection for family members, offering effective awareness of family communications and notifications of the activities of other people around these organisation systems, and making available a range of flexible options for family members to access a shared resource. The thesis make the case that flexible systems should be designed allowing people to categorise things in different ways, and have the values of home asserted in technologies, considering factors such as emotion around the use of space in home organisation to make homes become the unique places that they are understood to be