4,002 research outputs found

    MONUMENTAL-IT: A \u27ROBOTIC-WIKI\u27 MONUMENT FOR EMBODIED INTERACTION IN THE INFORMATION WORLD

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    ABSTRACT Conventional monuments are concrete manifestations of memories without the capacity to reflect individual interpretations of history. In an increasingly digital society, however, there is a need for configurable monuments reflecting our contemporary, open and complex community. “Monumental-IT” reflects the dynamic and inclusive character of our time. Rather than static, Monumental-IT is a dynamic, robotic, intelligent environment reconfigured or “retuned” by citizens and by historical information accumulating on the World Wide Web. This information is periodically “coded,” altering the multi-sensorial physical-digital “Robotic-Wiki” components of Monumental-IT. Monumental-IT is designed to embody a new form of human-robotic interaction evolving from the monument typology. This research is a response to three questions: What is the monument for a world that is increasingly digital and \u27free\u27?; How can intelligent systems \u27creatively\u27 reconcile current conceptualizations of history with monument‐making?; and, What role can intelligent systems and Human Centered Computing (HCC) play in creating significant, meaningful, physical, urban places for collective memories?. This research involves designing, prototyping, and empirically evaluating Monumental-IT. The research employs a mixed-methodological research design which includes: quasi-experimental design, usability, heuristic evaluations, and cognitive walkthroughs as its research methods; and multivariate statistics to validate significance and usability with real users and experts in the domain fields of \u27architectural-robotics\u27 and human factors psychology. Results strongly suggest that the four distinct configurations of the robotic, multi-sensorial Monumental-IT evoke four distinct emotions in users. As well, users interacting with the Monumental-IT prototype evaluate the design as strongly aiding their recollection of human events (here, the history of slavery in the testbed, Charleston, South Carolina, USA). Finally, users overwhelmingly evaluated the Monumental-IT design to be more apt for our increasingly digital society than conventional monument design. Key contributions are: the identification of metrics for evaluating complex digital-physical environments; the advancement of human-robotic interaction via environmental-scaled robotics and multi-sensorial features (colors, sounds and motions); and, the conceptualization of the monument as a cybernetic system

    Memory probes:Exploring retrospective user experience through traces of use on cherished objects

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    Our daily interactions with objects can not only leave traces of use on the objects but also leave memories in our minds. These human traces on objects are potential cues that can trigger our autobiographical memories and connect us to social networks. The first aim of this paper is to demonstrate what might be a suitable method of inquiry into the way materials can enrich dialogues about remembered experiences derived from human traces left on cherished possessions. The second aim is to investigate how the accumulation of human traces on objects influences people’s remembering and usage. The design of our research artifacts, Memory Probes, was situated in relation to three spectra of paired values: (1) the familiarity and strangeness of tool use, (2) the definiteness and ambiguity of data capture, and (3) the objective and subjective reality of interpretation. Our field study revealed a transactive nature between traces of interaction with possessions and memories in the owners’ minds. It also informed us of how gradual and curiosity-driven understanding could become a methodological nuance when we are empathetically engaged in a collaborative way of knowing with other participants. To conclude, several implications for designing products that can participate in our everyday reminiscing and meaning-making are proposed

    Designing and evaluating a user interface for continous embedded lifelogging based on physical context

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    PhD ThesisAn increase in both personal information and storage capacity has encouraged people to store and archive their life experience in multimedia formats. The usefulness of such large amounts of data will remain inadequate without the development of both retrieval techniques and interfaces that help people access and navigate their personal collections. The research described in this thesis investigates lifelogging technology from the perspective of the psychology of memory and human-computer interaction. The research described seeks to increase my understanding of what data can trigger memories and how I might use this insight to retrieve past life experiences in interfaces to lifelogging technology. The review of memory and previous research on lifelogging technology allows and support me to establish a clear understanding of how memory works and design novel and effective memory cues; whilst at the same time I critiqued existing lifelogging systems and approaches to retrieving memories of past actions and activities. In the initial experiments I evaluated the design and implementation of a prototype which exposed numerous problems both in the visualisation of data and usability. These findings informed the design of novel lifelogging prototype to facilitate retrieval. I assessed the second prototype and determined how an improved system supported access and retrieval of users’ past life experiences, in particular, how users group their data into events, how they interact with their data, and the classes of memories that it supported. In this doctoral thesis I found that visualizing the movements of users’ hands and bodies facilitated grouping activities into events when combined with the photos and other data captured at the same time. In addition, the movements of the user's hand and body and the movements of some objects can promote an activity recognition or support user detection and grouping of them into events. Furthermore, the ability to search for specific movements significantly reduced the amount of time that it took to retrieve data related to specific events. I revealed three major strategies that users followed to understand the combined data: skimming sequences, cross sensor jumping and continued scanning

    The art of digital scent - people, space and time

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    The sense of smell is closely related with people across time and space. The aesthetic, affective and evocative aspects of smell are widely portrayed in art practices. Olfactory art has its unique expression that other modalities hardly have. Yet this aesthetic medium seems to be underestimated when it comes to the digital age. Current digital olfaction researches mainly focus on meeting tasks and solving problems. The aesthetic experience and the meaning behind are seldom discussed. This paper proposes a potential area where the people from digital art and digital olfaction can contribute together. This paper firstly gives an overview about the affective and evocative impacts of scent on people across time and space, reviewing how scent is treated as the aesthetic medium in the art form, then examining current usages of olfactory display, and lastly discussing the opportunities lying ahead. It provides the way to appreciate the world aesthetically through this affective and evocative medium. &nbsp

    QuintEssence: A Probe Study to Explore the Power of Smell on Emotions, Memories, and Body Image in Daily Life

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    Previous research has shown the influence of smell on emotions, memories, and body image. However, most of this work has taken place in laboratory settings and little is known about the influence of smell in real-world environments. In this paper, we present novel insights gained from a field study investigating the emotional effect of smell on memories and body image. Taking inspiration from the cultural design probes approach, we designed QuintEssence, a probe package that includes three scents and materials to complete three tasks over a period of four weeks. Here, we describe the design of QuintEssence and the main findings based on the outcomes of the three tasks and a final individual interview. The findings show similar results between participants based on the scent. For example, with cinnamon, participants experienced feelings of warmth, coziness, happiness, and relaxation; they recalled blurred memories of past moments about themselves and reported a general feeling of being calm and peaceful towards their bodies. Our findings open up new design spaces for multisensory experiences and inspire future qualitative explorations beyond laboratory boundaries

    The value of information cues for lifelog video navigation

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    With the advent of lifelogging cameras the amount of personal video material is massively growing to an extent that easily overwhelms the user. To efficiently review lifelog data, we need well designed video navigation tools. In this paper, we analyze which cues are most beneficial for lifelog video navigation. We show that the information kind determines the most appropriate cue in single cue systems, but that multicue approaches are more appreciated. These findings can inspire to design video players with multiple navigation cues, including time, place, persons, and events for easier and more efficient lifelog video retrieval

    ACII 2009: Affective Computing and Intelligent Interaction. Proceedings of the Doctoral Consortium 2009

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    Minds Online: The Interface between Web Science, Cognitive Science, and the Philosophy of Mind

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    Alongside existing research into the social, political and economic impacts of the Web, there is a need to study the Web from a cognitive and epistemic perspective. This is particularly so as new and emerging technologies alter the nature of our interactive engagements with the Web, transforming the extent to which our thoughts and actions are shaped by the online environment. Situated and ecological approaches to cognition are relevant to understanding the cognitive significance of the Web because of the emphasis they place on forces and factors that reside at the level of agent–world interactions. In particular, by adopting a situated or ecological approach to cognition, we are able to assess the significance of the Web from the perspective of research into embodied, extended, embedded, social and collective cognition. The results of this analysis help to reshape the interdisciplinary configuration of Web Science, expanding its theoretical and empirical remit to include the disciplines of both cognitive science and the philosophy of mind

    Living Without a Mobile Phone: An Autoethnography

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    This paper presents an autoethnography of my experiences living without a mobile phone. What started as an experiment motivated by a personal need to reduce stress, has resulted in two voluntary mobile phone breaks spread over nine years (i.e., 2002-2008 and 2014-2017). Conducting this autoethnography is the means to assess if the lack of having a phone has had any real impact in my life. Based on formative and summative analyses, four meaningful units or themes were identified (i.e., social relationships, everyday work, research career, and location and security), and judged using seven criteria for successful ethnography from existing literature. Furthermore, I discuss factors that allow me to make the choice of not having a mobile phone, as well as the relevance that the lessons gained from not having a mobile phone have on the lives of people who are involuntarily disconnected from communication infrastructures.Comment: 12 page
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