4,733 research outputs found

    Living Innovation Laboratory Model Design and Implementation

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    Living Innovation Laboratory (LIL) is an open and recyclable way for multidisciplinary researchers to remote control resources and co-develop user centered projects. In the past few years, there were several papers about LIL published and trying to discuss and define the model and architecture of LIL. People all acknowledge about the three characteristics of LIL: user centered, co-creation, and context aware, which make it distinguished from test platform and other innovation approaches. Its existing model consists of five phases: initialization, preparation, formation, development, and evaluation. Goal Net is a goal-oriented methodology to formularize a progress. In this thesis, Goal Net is adopted to subtract a detailed and systemic methodology for LIL. LIL Goal Net Model breaks the five phases of LIL into more detailed steps. Big data, crowd sourcing, crowd funding and crowd testing take place in suitable steps to realize UUI, MCC and PCA throughout the innovation process in LIL 2.0. It would become a guideline for any company or organization to develop a project in the form of an LIL 2.0 project. To prove the feasibility of LIL Goal Net Model, it was applied to two real cases. One project is a Kinect game and the other one is an Internet product. They were both transformed to LIL 2.0 successfully, based on LIL goal net based methodology. The two projects were evaluated by phenomenography, which was a qualitative research method to study human experiences and their relations in hope of finding the better way to improve human experiences. Through phenomenographic study, the positive evaluation results showed that the new generation of LIL had more advantages in terms of effectiveness and efficiency.Comment: This is a book draf

    Urban Generative Intelligence (UGI): A Foundational Platform for Agents in Embodied City Environment

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    Urban environments, characterized by their complex, multi-layered networks encompassing physical, social, economic, and environmental dimensions, face significant challenges in the face of rapid urbanization. These challenges, ranging from traffic congestion and pollution to social inequality, call for advanced technological interventions. Recent developments in big data, artificial intelligence, urban computing, and digital twins have laid the groundwork for sophisticated city modeling and simulation. However, a gap persists between these technological capabilities and their practical implementation in addressing urban challenges in an systemic-intelligent way. This paper proposes Urban Generative Intelligence (UGI), a novel foundational platform integrating Large Language Models (LLMs) into urban systems to foster a new paradigm of urban intelligence. UGI leverages CityGPT, a foundation model trained on city-specific multi-source data, to create embodied agents for various urban tasks. These agents, operating within a textual urban environment emulated by city simulator and urban knowledge graph, interact through a natural language interface, offering an open platform for diverse intelligent and embodied agent development. This platform not only addresses specific urban issues but also simulates complex urban systems, providing a multidisciplinary approach to understand and manage urban complexity. This work signifies a transformative step in city science and urban intelligence, harnessing the power of LLMs to unravel and address the intricate dynamics of urban systems. The code repository with demonstrations will soon be released here https://github.com/tsinghua-fib-lab/UGI

    Methods to Obtain the Occupant Perspective

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    This chapter summarizes the most important methods for actively engaging occupants in the processes of designing buildings. Each stage in the building life cycle places different demands on the professional-to-occupant relationship. Both objective and subjective data are important in this relationship and raises key epistemological questions about factors that cannot be directly observedā€”e.g., how do we know what we know about occupant behavior? The chapter guides the reader through this intellectually dangerous terrain by suggesting that the best way to find out what people think is to ask them. Some methods discussed here are familiar to practitioners, including interviews, surveys, focus groups, and direct observation. Others are just entering widespread practice, including virtual reality simulations, ubiquitous sensors and monitoring systems, and momentary ecological assessments. Each method has strengths, weaknesses, and appropriateness for use during certain stages of the building life cycle. The key takeaways from this chapter are that (1) building designers and operators can learn much value from occupants and (2) the new skills needed to engage successfully can be quickly learned. Occupant-centric design approaches that employ these methods improve the likelihood of successful building, interface design, and occupant outcomes

    Network of excellence in internet science: D13.2.1 Internet science ā€“ going forward: internet science roadmap (preliminary version)

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    Incentive Mechanisms for Participatory Sensing: Survey and Research Challenges

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    Participatory sensing is a powerful paradigm which takes advantage of smartphones to collect and analyze data beyond the scale of what was previously possible. Given that participatory sensing systems rely completely on the users' willingness to submit up-to-date and accurate information, it is paramount to effectively incentivize users' active and reliable participation. In this paper, we survey existing literature on incentive mechanisms for participatory sensing systems. In particular, we present a taxonomy of existing incentive mechanisms for participatory sensing systems, which are subsequently discussed in depth by comparing and contrasting different approaches. Finally, we discuss an agenda of open research challenges in incentivizing users in participatory sensing.Comment: Updated version, 4/25/201

    Principles for Designing Context-Aware Applications for Physical Activity Promotion

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    Mobile devices with embedded sensors have become commonplace, carried by billions of people worldwide. Their potential to influence positive health behaviors such as physical activity in people is just starting to be realized. Two critical ingredients, an accurate understanding of human behavior and use of that knowledge for building computational models, underpin all emerging behavior change applications. Early research prototypes suggest that such applications would facilitate people to make difficult decisions to manage their complex behaviors. However, the progress towards building real-world systems that support behavior change has been much slower than expected. The extreme diversity in real-world contextual conditions and user characteristics has prevented the conception of systems that scale and support end-usersā€™ goals. We believe that solutions to the many challenges of designing context-aware systems for behavior change exist in three areas: building behavior models amenable to computational reasoning, designing better tools to improve our understanding of human behavior, and developing new applications that scale existing ways of achieving behavior change. With physical activity as its focus, this thesis addresses some crucial challenges that can move the field forward. Specifically, this thesis provides the notion of sweet spots, a phenomenological account of how people make and execute their physical activity plans. The key contribution of this concept is in its potential to improve the predictability of computational models supporting physical activity planning. To further improve our understanding of the dynamic nature of human behavior, we designed and built Heed, a low-cost, distributed and situated self-reporting device. Heedā€™s single-purpose and situated nature proved its use as the preferred device for self-reporting in many contexts. We finally present a crowdsourcing system that leverages expert knowledge to write personalized behavior change messages for large-scale context-aware applications.PHDInformationUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttps://deepblue.lib.umich.edu/bitstream/2027.42/144089/1/gparuthi_1.pd

    Training of Crisis Mappers and Map Production from Multi-sensor Data: Vernazza Case Study (Cinque Terre National Park, Italy)

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    This aim of paper is to presents the development of a multidisciplinary project carried out by the cooperation between Politecnico di Torino and ITHACA (Information Technology for Humanitarian Assistance, Cooperation and Action). The goal of the project was the training in geospatial data acquiring and processing for students attending Architecture and Engineering Courses, in order to start up a team of "volunteer mappers". Indeed, the project is aimed to document the environmental and built heritage subject to disaster; the purpose is to improve the capabilities of the actors involved in the activities connected in geospatial data collection, integration and sharing. The proposed area for testing the training activities is the Cinque Terre National Park, registered in the World Heritage List since 1997. The area was affected by flood on the 25th of October 2011. According to other international experiences, the group is expected to be active after emergencies in order to upgrade maps, using data acquired by typical geomatic methods and techniques such as terrestrial and aerial Lidar, close-range and aerial photogrammetry, topographic and GNSS instruments etc.; or by non conventional systems and instruments such us UAV, mobile mapping etc. The ultimate goal is to implement a WebGIS platform to share all the data collected with local authorities and the Civil Protectio

    SPA: Verbal Interactions between Agents and Avatars in Shared Virtual Environments using Propositional Planning

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    We present a novel approach for generating plausible verbal interactions between virtual human-like agents and user avatars in shared virtual environments. Sense-Plan-Ask, or SPA, extends prior work in propositional planning and natural language processing to enable agents to plan with uncertain information, and leverage question and answer dialogue with other agents and avatars to obtain the needed information and complete their goals. The agents are additionally able to respond to questions from the avatars and other agents using natural-language enabling real-time multi-agent multi-avatar communication environments. Our algorithm can simulate tens of virtual agents at interactive rates interacting, moving, communicating, planning, and replanning. We find that our algorithm creates a small runtime cost and enables agents to complete their goals more effectively than agents without the ability to leverage natural-language communication. We demonstrate quantitative results on a set of simulated benchmarks and detail the results of a preliminary user-study conducted to evaluate the plausibility of the virtual interactions generated by SPA. Overall, we find that participants prefer SPA to prior techniques in 84\% of responses including significant benefits in terms of the plausibility of natural-language interactions and the positive impact of those interactions
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