25,501 research outputs found

    Designing and deploying an information awareness interface

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    Middleware Technologies for Cloud of Things - a survey

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    The next wave of communication and applications rely on the new services provided by Internet of Things which is becoming an important aspect in human and machines future. The IoT services are a key solution for providing smart environments in homes, buildings and cities. In the era of a massive number of connected things and objects with a high grow rate, several challenges have been raised such as management, aggregation and storage for big produced data. In order to tackle some of these issues, cloud computing emerged to IoT as Cloud of Things (CoT) which provides virtually unlimited cloud services to enhance the large scale IoT platforms. There are several factors to be considered in design and implementation of a CoT platform. One of the most important and challenging problems is the heterogeneity of different objects. This problem can be addressed by deploying suitable "Middleware". Middleware sits between things and applications that make a reliable platform for communication among things with different interfaces, operating systems, and architectures. The main aim of this paper is to study the middleware technologies for CoT. Toward this end, we first present the main features and characteristics of middlewares. Next we study different architecture styles and service domains. Then we presents several middlewares that are suitable for CoT based platforms and lastly a list of current challenges and issues in design of CoT based middlewares is discussed.Comment: http://www.sciencedirect.com/science/article/pii/S2352864817301268, Digital Communications and Networks, Elsevier (2017

    Middleware Technologies for Cloud of Things - a survey

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    The next wave of communication and applications rely on the new services provided by Internet of Things which is becoming an important aspect in human and machines future. The IoT services are a key solution for providing smart environments in homes, buildings and cities. In the era of a massive number of connected things and objects with a high grow rate, several challenges have been raised such as management, aggregation and storage for big produced data. In order to tackle some of these issues, cloud computing emerged to IoT as Cloud of Things (CoT) which provides virtually unlimited cloud services to enhance the large scale IoT platforms. There are several factors to be considered in design and implementation of a CoT platform. One of the most important and challenging problems is the heterogeneity of different objects. This problem can be addressed by deploying suitable "Middleware". Middleware sits between things and applications that make a reliable platform for communication among things with different interfaces, operating systems, and architectures. The main aim of this paper is to study the middleware technologies for CoT. Toward this end, we first present the main features and characteristics of middlewares. Next we study different architecture styles and service domains. Then we presents several middlewares that are suitable for CoT based platforms and lastly a list of current challenges and issues in design of CoT based middlewares is discussed.Comment: http://www.sciencedirect.com/science/article/pii/S2352864817301268, Digital Communications and Networks, Elsevier (2017

    Smart objects as building blocks for the internet of things

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    The combination of the Internet and emerging technologies such as nearfield communications, real-time localization, and embedded sensors lets us transform everyday objects into smart objects that can understand and react to their environment. Such objects are building blocks for the Internet of Things and enable novel computing applications. As a step toward design and architectural principles for smart objects, the authors introduce a hierarchy of architectures with increasing levels of real-world awareness and interactivity. In particular, they describe activity-, policy-, and process-aware smart objects and demonstrate how the respective architectural abstractions support increasingly complex application

    Situational Awareness Support to Enhance Teamwork in Collaborative Environments

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    Modern collaborative environments often provide an overwhelming amount of visual information on multiple displays. The multitude of personal and shared interaction devices leads to lack of awareness of team members on ongoing activities, and awareness of who is in control of shared artefacts. This research addresses the situational awareness (SA) support of multidisciplinary teams in co-located collaborative environments. This work aims at getting insights into design and evaluation of large displays systems that afford SA and effective teamwork

    Developing a MovieBrowser for supporting analysis and browsing of movie content

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    There is a growing awareness of the importance of system evaluation directly with end-users in realistic environments, and as a result some novel applications have been deployed to the real world and evaluated in trial contexts. While this is certainly a desirable trend to relate a technical system to a real user-oriented perspective, most of these efforts do not involve end-user participation right from the start of the development, but only after deploying it. In this paper we describe our research in designing, deploying and assessing the impact of a web-based tool that incorporates multimedia techniques to support movie analysis and browsing for students of film studies. From the very start and throughout the development we utilize methodologies from usability engineering in order to feed in end-user needs and thus tailoring the underlying technical system to those needs. Starting by capturing real users’ current practices and matching them to the available technical elements of the system, we deployed an initial version of our system to University classes for a semester during which we obtained an extensive amount of rich usage data. We describe the process and some of the findings from this trial

    Designing appliances for mobile commerce and retailtainment

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    In the emerging world of the new consumer and the `anytime, anywhere' mobile commerce, appliances are located at the collision point of the retailer and consumer agendas. The consequence of this is twofold: on the one hand appliances that were previously considered plain and utilitarian become entertainment devices and on the other, for the effective design of consumer appliances it becomes paramount to employ multidisciplinary expertise. In this paper, we discuss consumer perceptions of a retailtainment commerce system developed in collaboration between interactivity designers, information systems engineers, hardware and application developers, marketing strategists, product development teams, social scientists and retail professionals. We discuss the approached employed for the design of the consumer experience and its implications for appliance design

    The urban screen as a socialising platform: exploring the role of place within the urban space

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    In this paper we explore shared encounters mediated by technologies in the urban space. We investigate aspects that influence the interactions between people and people and people and their surroundings when technology is introduced in the urban space. We highlight the importance of space and the role of place in providing temporal and spatial mechanisms facilitating different types of social interactions and shared encounters. An emperical experiment was condeucted with a prototype that was implemented in the form of a digital screen, embeded in the physical surrounding in selected locations with low, medium and high pedestrian flows in the heritage City of Bath, UK. The aim is to create a novel urban experience that triggers shared encounters among friends, observers or strangers. Using the body as an interaface, the screen acted as a non-traditional interface and a facilitator between people and people and people and their surrounding environment. Here we outline early findings from deploying the digital screen as a socialiasing platform in a city context. We describe the user experience and demonstrate how people move, congregate and socialize around the digital surface. We illustrate the impact of the spatial and syntactical properties on the type of shared interactions in and highlight related issues. The initial findings indicated that introducing a digital platform as a public interactive installation in the urban space may provide a stage for emergent social interactions among various people and motivate users to actively and collaboratively play with the media. However, situating the digital platform in various locations, and depending on the context, might generate diverse and unpredicted social behaviours designers might be unaware of. In this respect we believe that the final experience is shaped by interconnection of structural, social, cultural, temporal and perhaps personal elements. We conclude by mentioning briefly our on going work

    Usable Security: Why Do We Need It? How Do We Get It?

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    Security experts frequently refer to people as “the weakest link in the chain” of system security. Famed hacker Kevin Mitnick revealed that he hardly ever cracked a password, because it “was easier to dupe people into revealing it” by employing a range of social engineering techniques. Often, such failures are attributed to users’ carelessness and ignorance. However, more enlightened researchers have pointed out that current security tools are simply too complex for many users, and they have made efforts to improve user interfaces to security tools. In this chapter, we aim to broaden the current perspective, focusing on the usability of security tools (or products) and the process of designing secure systems for the real-world context (the panorama) in which they have to operate. Here we demonstrate how current human factors knowledge and user-centered design principles can help security designers produce security solutions that are effective in practice

    Functional Skills Support Programme: Developing functional skills in design and technology

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    This booklet is part of "... a series of 11 booklets which helps schools to implement functional skills across the curriculum. The booklets illustrate how functional skills can be applied and developed in different subjects and contexts, supporting achievement at Key Stage 3 and Key Stage 4. Each booklet contains an introduction to functional skills for subject teachers, three practical planning examples with links to related websites and resources, a process for planning and a list of additional resources to support the teaching and learning of functional skills." - The National Strategies website
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