14 research outputs found

    Trends und Visionen im modernen Bibliotheksbau : mit den Beispielen Seattle Public Library, Sendai MĂ©diathĂšque, Phoenix Central Library

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    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

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    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

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    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 –artifacts– 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 – Tool for Reflection – to the construction of a theoretical model from the design outcome –Make 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 ‘outcome’ and as an ‘instrument’ of the research process

    CIRCUS 2001 Conference Proceedings: New Synergies in Digital Creativity. Conference for Content Integrated Research in Creative User Systems

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    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. Snow’s ‘two cultures’, 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 haven’t 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

    Autonomic ubiquitous computing: a home environment management system

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    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 uniĂŁo 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 “desapareçam” 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. É 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 sĂŁo as principais preocupaçÔes na investigação dos Sistemas de Computação UbĂ­qua, constituindo tambĂ©m a base para as acçÔes autĂłnomas neste tipo de sistemas. Essa investigação levanta questĂ”es 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 responsĂĄvel por controlar toda a iluminação elĂ©ctrica da casa, atravĂ©s 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 padrĂ”es 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 gestĂŁo autĂłnoma, inspirando-se no modelo dos processos que ocorrem num acto reflexo no corpo humano. As acçÔes de reflexo ou acçÔes bĂĄsicas sĂŁo 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 tambĂ©m usado o conceito da difusĂŁo (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 contĂ©m o conhecimento dos padrĂ”es 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 energĂ©tico 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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