2,692 research outputs found
A pathway to independence : wayfinding systems which adapt to a visually impaired person's context
Despite an increased amount of technologies and systems designed to address the navigational requirements of the visually impaired community of approximately 7.4 million in Europe, current research has failed to sufficiently address the human issues associated to their design and use. As more types of sensing technologies are developed to facilitate visually impaired travellers for different navigational purposes (local vs. distant and indoor vs. outdoor), an effective process of synchronisation is required. This synchronisation is represented through context-aware computing, which allows contextual information to not just be sensed (like most current wayfinding systems), but also adapted, discovered and augmented. In this paper, three user studies concerning the suitability of different types of navigational information for visually impaired and sighted people are described. For such systems to be effective, human cognitive maps, models and intentions need to be the focus of further research, in order to provide information that is tailored to a user's task, situation or environment. Methodologies aimed at establishing these issues need to be demonstrated through a multidisciplinary framework
Investigating design issues of context-aware mobile guides for people with visual impairments
While mobile wayfinding systems for visually impaired people offer huge potential, most insufficiently address the differences between visual impairments and contextual environments, and offer very little context-awareness - usability issues of which are vital in supporting independent mobility. Participants experiencing a loss of central vision, loss of peripheral vision, and total vision loss made up three groups. Our multidisciplinary model of context was used to design a user study, which involved asking participants to walk to pre-determined outdoor and indoor landmarks. Significant differences were found between groups relating to information requirements, and the environmental cues encoded and used to orientate and navigate. The study also found differences between indoor and outdoor contexts. It was concluded that what is meaningful to one form of visual impairment is incidental to another. These issues need to be captured and accounted for if wayfinding systems are to be usable
Digital places: location-based digital practices in higher education using Bluetooth Beacons
The physical campus is a shared space that enables staff and students, industry and the public, to collaborate in the acquisition, construction and consolidation of knowledge. However, its position as the primary place for learning is being challenged by blended modes of study that range from learning experiences from fully online to more traditional campus-based approaches. Bluetooth beacons offer the potential to combine the strengths of both the digital world and the traditional university campus by augmenting physical spaces to enhance learning opportunities, and the student experience more generally. This simple technology offers new possibilities to extend and enrich opportunities for learning by exploiting the near-ubiquitous nature of personal technology. This paper provides a high-level overview of Bluetooth beacon technology, along with an indication of some of the ways in which it is developing, and ways that it could be used to support learning in higher education
Include 2011 : The role of inclusive design in making social innovation happen.
Include is the biennial conference held at the RCA and hosted by the Helen Hamlyn Centre for Design. The event is directed by Jo-Anne Bichard and attracts an international delegation
A Computer Vision and Maps Aided Tool for Campus Navigation
Current study abroad trips rely on students utilizing GPS directions and digital maps for navigation. While GPS-based navigation may be more straightforward and easier for some to use than traditional paper maps, studies have shown that GPS-based navigation may be associated with disengagement with the environment, hindering the development of spatial knowledge and development of a mental representation or cognitive map of the area. If one of the outcomes of a study abroad trip is not only to navigate to the location, but also to learn about important features such as urban configurations and architectural style, then there needs to be a better solution than students only following GPS directions. This research introduces one such explored solution being a new feature within wayfinding mobile applications that emphasizes engagement with landmarks during navigation. This feature, powered by computer vision, was integrated into a newly developed wayfinding mobile application, and allows one to take pictures of various Texas A&M University buildings and retrieve information about them. Following the development of the mobile application, a user study was conducted to determine the effects of the presence or absence of this building recognition feature and GPS-based navigation on spatial cognition and cognitive mapping performance. Additionally, the study explores the wayfinding accuracy performance of the building recognition feature and GPS-based navigation compared with traditional paper maps. This paper includes preliminary results where it was found that groups without GPS-based navigation took longer routes to find destinations than those with GPS-based navigation. It was also found that cognitive mapping performance improved for all participants when identifying destination buildings. Final data collection and analysis is planned for April 2022
Wayfinding localized research practices through mobile technology
This dissertation presents wayfinding—the process of orienting oneself amid the myriad users, technologies, and digital spaces impacting any writing work—as a research methodology for contextualizing writing in mobile environments. Central to web design and non-web service design, wayfinding is an important addition to rhetoric and writing studies. First, it is descriptive: it observes and records first, showing how people go about tasks, and revealing relationships among people and their environments. Second, it helps when people get lost and then found. It records traces of the mental work people do to get unlost. Finding themselves, peoples’ maps help them both narrate the experience of finding their way as well as to recover their process by “reading over the map,” a process central to chapter 4. Third, wayfinding informs the scholarly representation of method, allowing for discussions of research to be grounded in a contextual, reflexive methodology of practice. We find ourselves, as scholars, amid the stories we tell to make sense of the fields of study we pursue and chapter 5 includes articulations of our scholarly wayfinding conversations. These stories describe how being self-conscious about using the design language of wayfinding will help keep rhetorical methodology in the forefront of our conversations about mobile writing and research practices
An interface design for urban recreational walking: A practice-based case study
GPS-enabled mobile maps are now commonly used to wayfind in urban locations. Though increasingly efficient and more widely available, little attention has been paid to how novel approaches to the design of the visual interface may support particular user-experiences.
This article presents the results of a practice-based study focusing on the design of an interface which allows walkers to maintain an awareness of the surrounding environment as they wayfind. Through an iterative process, a mixed-fidelity working prototype was developed and tested in a field setting. Results indicate that the interface promoted a high level of awareness of the surrounding environment
Wayfinding without Visual Cues: Evaluation of an Interactive Audio Map System
Work completed as part of an MSc by Research project
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Technological framework for ubiquitous interactions using context–aware mobile devices
This report presents research and development of dedicated system architecture, designed to enable its users to interact with each other as well as to access information on Points of Interest that exist in their immediate environment. This is accomplished through managing personal preferences and contextual information in a distributed manner and in real-time. The advantage of this system architecture is that it uses mobile devices, heterogeneous sensors and a selection of user interface paradigms to produce a sociotechnical framework to enhance the perception of the environment and promote intuitive interactions. The thrust of the work has been on software development and component integration. Iterative prototyping was adopted as a development method in order to effectively implement the users’ feedback and establish a platform for collaboration that closely meets the requirements and aids their decision-making process. The requirement acquisition was followed by the system-modelling phase in order to produce a robust software prototype. The implementation includes component-based development and extensive use of design patterns over native programming. Conclusively, the software product has become the means to evaluate differences in the use of mixed reality technologies in a ubiquitous scenario.
The prototype can query a number of context sources such as sensors, or details of the personal profile, to acquire relevant data. The data (and metadata) is stored in opensource structures, so that they are accessible at every layer of the system architecture and at any time. By proactively processing the acquired context, the system can assist the users in their tasks (e.g. navigation) without explicit input – e.g. by simply creating a gesture with the device. However, advanced interaction with the application via the user interface is available for requests that are more complex.
Representations of the real world objects, their spatial relations and other captured features of interest are visualised on scalable interfaces, ranging from 2D to 3D models and from photorealism to stylised clues and symbols. Two principal modes of operation have been implemented; one, using geo-referenced virtual reality models of the environment, updated in real time, and second, using the overlay of descriptive annotations and graphics on the video images of the surroundings, captured by a video camera. The latter is referred to as augmented reality.
The continuous feed of the device position and orientation data, from the GPS receiver and the digital compass, into the application, makes the framework fit for use in unknown environments and therefore suitable for ubiquitous operation. This is one of the novelties of the proposed framework, because it enables a whole range of social, peer-to-peer interactions to take place. The scenarios of how the system could be employed to pursue these remote interactions and collaborative efforts on mobile devices are addressed in the context of urban navigation. The conceptual design and implementation of the novel location and orientation based algorithm for mobile AR are presented in detail. The system is, however, multifaceted and capable of supporting peer-to-peer exchange of information in a pervasive fashion, usable in various contexts. The modalities of these interactions are explored and laid out in several scenarios, but particularly in the context of user adoption. Two evaluation tasks took place. The preliminary evaluation examined certain aspects that influence user interaction while being immersed in a virtual environment, whereas the second summative evaluation compared the utility and certain usability aspects of the AR and VR interfaces
Accounting for knowledge embedded in artefacts within healthcare settings: Defining the direction of the research
This research takes place within the framework of the Knowledge and Information Management (KIM) is
an EPSRC funded Grand Challenge Project which brings together expertise from management and
engineering disciplines. The project recognises that, 'in response to customers‟ changing needs,
organisations across all sectors are increasingly being asked not only to provide products in the first instance, but also to support them throughout their service life' (KIM 2006).Thus, the need to consider ways in which knowledge can be preserved in practices, records and artefacts is considered.
The aim of this research, which is in its earliest stages, is to explore multi-disciplinary contributions to this problem from the knowledge management and production management perspectives. The focus is on the role of artefacts in preserving and communicating knowledge. An ethnomethodological approach will be used to produce uniquely adequate (UA) accounts of the situated meaning of artefacts within social
processes. The proposed settings for research are healthcare facilities where the researcher will adopt an ethnographic approach to achieve a UA understanding of how patients, staff and visitors in chosen healthcare settings make sense of their built environments
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