8 research outputs found

    TEAMwISE: synchronised immersive environments for exploration and analysis of animal behaviour

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    The recent availability of affordable and lightweight tracking sensors allows researchers to collect large and complex movement data sets. To explore and analyse these data, applications are required that are capable of handling the data while providing an environment that enables the analyst(s) to focus on the task of investigating the movement in the context of the geographic environment it occurred in. We present an extensible, open-source framework for collaborative analysis of geospatial–temporal movement data with a use case in collective behaviour analysis. The framework TEAMwISE supports the concurrent usage of several program instances, allowing to have different perspectives on the same data in collocated or remote set-ups. The implementation can be deployed in a variety of immersive environments, for example, on a tiled display wall and mobile VR devices

    How design for Wellbeing can affect the Vasomotor symptoms of Menopausal Women through the use of Biofeedback Technology

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    Research addressing therapeutic interventions for menopausal vasomotor symptoms has received comparatively less attention than other medical domains, resulting in limited successful outcomes and potential side effects. This study explored the impact of well-being-oriented design, employing biofeedback technology on menopausal vasomotor symptoms. Menopause constitutes a critical phase in a woman's life, often accompanied by vasomotor symptoms that adversely affect well-being. This investigation aimed to assess the viability of utilising biofeedback technology to modulate body temperature, employing a novel framework, thereby enhancing well-being among menopausal women. Through co-creation workshops, an alternative design approach was developed and subsequently tested to ascertain its potential for improving well-being in menopausal women. The outcomes of these tests were comprehensively evaluated to discern the implications and significance of the results. This research culminated in an examination of whether biofeedback technology could effectively mitigate vasomotor symptoms and consequently enhance the well-being of menopausal women. Key investigations revolved around refining the utilisation and triggers of biofeedback to alleviate vasomotor symptoms. A connection was established between increased heart rate and impending hot flushes. A novel wearable design, located on the dorsal side of the wrist, was developed to monitor heart rate and initiate cooling, thereby reducing both heart rate and body temperature. Furthermore, the adaptability of this design for nocturnal symptom alleviation was explored, revealing its efficacy in mitigating vasomotor symptoms during both day and night through localised cooling. This study's contribution to knowledge encompasses the development of a novel methodology that integrates Software Development and Information Design processes to 3 devise an innovative wearable product. The ID-Agile method, born from a rigorous 4-stage design and evaluation process, yielded a refined conceptual framework that demonstrated the feasibility of localised cooling pre-emptively minimising vasomotor symptoms. The outcome manifested as reductions in both perceived and actual body temperatures, supported by empirical evidence in both physiological and cognitive data. Ultimately, this research underscores the pivotal role of biofeedback in diminishing vasomotor symptoms and fostering enhanced well-being during the menopausal transition. The implications of this study extend towards ameliorating the quality of life for women throughout the menopausal and post-menopausal phases. The design approach outlined herein holds the potential to redefine wearable technology development and significantly impact women's health during this crucial life stage

    THE HYBRONAUT AND THE UMWELT: WEARABLE TECHNOLOGY AS ARTISTIC STRATEGY

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    This dissertation explores the use of irony in networked wearable technology art as a strategy to emphasise the complexity of conjunction between techno-organic human and the techno-organic world. The research addresses the relationship between technologically enhanced human and networked hybrid environment, and speculates on the impact of technological enhancements to the subjective construction of Umwelt through ironic interventions. The project employs both artistic practice and critical theory. The practice-based part of the dissertation is comprised of three wearable technology artworks produced during the study. These concrete artefacts employ irony as a means to expose the techno-organic relationship between humans and their environment under scrutiny. The works highlight the significance of technological modifications of the human for the formation of subjective worldview in an everyday hybrid environment. The theoretical part navigates between the fields of art, design, technology, science and cultural studies concerning the impact of technology and networks on human experience and perception of the world. In the background of this research is biologist Jakob von Uexküll’s concept of the Umwelt, which is a subjective perception created by an organism through its active engagement with the everyday living environment. This dissertation focuses on the Umwelt that is formed in an interaction between hybrid environment and the technologically enhanced human, the Hybronaut. 4 Hybrid environment is a physical reality merged with technologically enabled virtual reality. The Hybronaut is an artistic strategy developed during the research based on four elements: wearable technology, network ability, irony and contextualised experience for the public. Irony is one of the prominent characteristics of the Hybronaut. Irony functions as a way to produce multiple paradoxical perspectives that enable a critical inquiry into our subjective construction of Umwelt. The research indicates that ironic networked wearable technology art presents an opportunity to re-examine our perception concerning the human and his environment

    Dictionary of privacy, data protection and information security

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    The Dictionary of Privacy, Data Protection and Information Security explains the complex technical terms, legal concepts, privacy management techniques, conceptual matters and vocabulary that inform public debate about privacy. The revolutionary and pervasive influence of digital technology affects numerous disciplines and sectors of society, and concerns about its potential threats to privacy are growing. With over a thousand terms meticulously set out, described and cross-referenced, this Dictionary enables productive discussion by covering the full range of fields accessibly and comprehensively. In the ever-evolving debate surrounding privacy, this Dictionary takes a longer view, transcending the details of today''s problems, technology, and the law to examine the wider principles that underlie privacy discourse. Interdisciplinary in scope, this Dictionary is invaluable to students, scholars and researchers in law, technology and computing, cybersecurity, sociology, public policy and administration, and regulation. It is also a vital reference for diverse practitioners including data scientists, lawyers, policymakers and regulators

    Multidisciplinary Aspects of Design. Objects, Processes, Experiences and Narratives

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    The book addresses the contemporary perspectives of design on a multidisciplinary through 4 key words: objects, processes, experiences, narratives. It aims at further investigating the role of the archive for the design culture reflecting on “Memory and Future” and “The Tools of Design and the Language of Representation”, and also themes that are yet at the center of the multidisciplinary debate on design. The tenets of the conference (OPEN: objects, processes, experiences and narratives) will hence also correspond to the book sections: -Objects. Design as focused on the object, on its functional and symbolic dimension, and at the same time on the object as a tool for representing cultures; -Processes. The designer’s self-reflective moment which is focused on the analysis and on the definition of processes in various contexts, spanning innovation, social engagement, reflection on emergencies or forecasting. -Experiences. Design as a theoretical and practical strategy aimed at facilitating experiential interactions among people, people and objects or environments. -Narratives. Making history, representing through different media, archiving, narrating, and exhibiting design

    Intelligence, Creativity and Fantasy

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    UID/HIS/04666/2019 This is the 2nd volume of PHI series, published by CRC Press, the 4th published by CRC Press and the 5th volume of PHI proceedings.The texts presented in Proportion Harmonies and Identities (PHI) - INTELLIGENCE, CREATIVITY AND FANTASY were compiled with the intent to establish a multidisciplinary platform for the presentation, interaction and dissemination of research. The aim is also to foster the awareness and discussion on the topics of Harmony and Proportion with a focus on different visions relevant to Architecture, Arts and Humanities, Design, Engineering, Social and Natural Sciences, and their importance and benefits for the sense of both individual and community identity. The idea of modernity has been a significant motor for development since the Western Early Modern Age. Its theoretical and practical foundations have become the working tools of scientists, philosophers, and artists, who seek strategies and policies to accelerate the development process in different contexts.authorsversionpublishe

    Factors Influencing Customer Satisfaction towards E-shopping in Malaysia

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    Online shopping or e-shopping has changed the world of business and quite a few people have decided to work with these features. What their primary concerns precisely and the responses from the globalisation are the competency of incorporation while doing their businesses. E-shopping has also increased substantially in Malaysia in recent years. The rapid increase in the e-commerce industry in Malaysia has created the demand to emphasize on how to increase customer satisfaction while operating in the e-retailing environment. It is very important that customers are satisfied with the website, or else, they would not return. Therefore, a crucial fact to look into is that companies must ensure that their customers are satisfied with their purchases that are really essential from the ecommerce’s point of view. With is in mind, this study aimed at investigating customer satisfaction towards e-shopping in Malaysia. A total of 400 questionnaires were distributed among students randomly selected from various public and private universities located within Klang valley area. Total 369 questionnaires were returned, out of which 341 questionnaires were found usable for further analysis. Finally, SEM was employed to test the hypotheses. This study found that customer satisfaction towards e-shopping in Malaysia is to a great extent influenced by ease of use, trust, design of the website, online security and e-service quality. Finally, recommendations and future study direction is provided. Keywords: E-shopping, Customer satisfaction, Trust, Online security, E-service quality, Malaysia
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