67,985 research outputs found

    The Mundane Computer: Non-Technical Design Challenges Facing Ubiquitous Computing and Ambient Intelligence

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    Interdisciplinary collaboration, to include those who are not natural scientists, engineers and computer scientists, is inherent in the idea of ubiquitous computing, as formulated by Mark Weiser in the late 1980s and early 1990s. However, ubiquitous computing has remained largely a computer science and engineering concept, and its non-technical side remains relatively underdeveloped. The aim of the article is, first, to clarify the kind of interdisciplinary collaboration envisaged by Weiser. Second, the difficulties of understanding the everyday and weaving ubiquitous technologies into the fabric of everyday life until they are indistinguishable from it, as conceived by Weiser, are explored. The contributions of Anne Galloway, Paul Dourish and Philip Agre to creating an understanding of everyday life relevant to the development of ubiquitous computing are discussed, focusing on the notions of performative practice, embodied interaction and contextualisation. Third, it is argued that with the shift to the notion of ambient intelligence, the larger scale socio-economic and socio-political dimensions of context become more explicit, in contrast to the focus on the smaller scale anthropological study of social (mainly workplace) practices inherent in the concept of ubiquitous computing. This can be seen in the adoption of the concept of ambient intelligence within the European Union and in the focus on rebalancing (personal) privacy protection and (state) security in the wake of 11 September 2001. Fourth, the importance of adopting a futures-oriented approach to discussing the issues arising from the notions of ubiquitous computing and ambient intelligence is stressed, while the difficulty of trying to achieve societal foresight is acknowledged

    Designing a smooth service experience: Finding the balance between online and offline service

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    Tutkimuksen tavoitteena on selvittÀÀ, kuinka digitaalisen ja analogisen palvelun voi paremmin yhdistÀÀ kokonaispalveluksi niin, ettĂ€ asiakas saa mahdollisimman sujuvan palvelukokemuksen. Tutkimuksen aihe nousee Tunteesta arvoa palvelulle –hankkeesta, jossa toteutettiin palvelumuotoilun kehitysprojekteja yhdessĂ€ viiden yrityksen kanssa. NiistĂ€ useammassa konseptien osana oli digitaalinen palvelu, mutta haasteeksi nousi digitaalisen kanavan yhdistĂ€minen analogiseen, eli fyysisessĂ€ tilassa tapahtuvaan palveluun. NykypĂ€ivĂ€nĂ€ digitaalisten palveluiden yleisyys on kasvanut ja ihmiset ovat yhĂ€ tottuneempia kĂ€yttĂ€mÀÀn digitaalisia kanavia osana palvelukokonaisuutta. Toisaalta kĂ€yttĂ€jĂ€t ovat myös tietoisia digitaalisten kanavien tarjoamista mahdollisuuksista ja siten heidĂ€n odotuksensa ja vaatimuksensa palvelua kohtaan kasvavat. Eri palvelukanavien vĂ€lillĂ€ on kuitenkin havaittavissa eroavaisuuksia ja siten yhtenĂ€isen ja sujuvan palvelukokemuksen syntyminen asiakkaalle on vaikeaa. Asiakkaan tarpeiden ja odotusten sekĂ€ yrityksen tavoitteiden huomioiden palvelupolun luomisessa mahdollistavat palvelun sujuvan etenemisen palvelukanavien vĂ€lillĂ€. TĂ€ssĂ€ on laadullisessa tutkimuksessa tutkimusaineisto on kerĂ€tty puolistrukturoituina teemahaastatteluina. Tutkimusaineisto on analysoitu teemoittelemalla ja tutkimuksen löydökset vastaavat kysymyksiin, miten sujuva palvelukokemus muotoillaan palvelumuotoilun menetelmin, ja miten digitaalisia ja analogisia palvelukanavia tasapainotetaan palvelupolussa. Tutkimuksen tuloksen muodostaa seitsemĂ€stĂ€ osasta koostuva työkalu, jonka tarkoituksena on toimia palvelun muotoilun ja kehittĂ€misen tukena.While working as a research assistant in Value through Emotion research project at University of Lapland and doing service design projects with several companies, I noticed that there is a challenge in designing a service that combines online and offline service channels. Nowadays the trend is to have an online service, such as service application, as a part of the overall service path, but there is often a gap between the online and offline elements of the service in regards of the communication and the quality of service delivery. The customers are more and more used to digital service channels and they are aware of the possibilities that online channels can provide. Therefore the customers have high expectations about the service delivery. Designing a service that keeps the continuity throughout the service despite the form of delivery channel would be a solution for providing the customer a smooth service experience. In this research I study how a smooth service experience can be built using service design methods. I also study how the balance between online and offline service channels can be found in the overall service path. The research data of partly structured theme interviews are analysed by qualitative research methods. As a result for this case study I present a toolkit with seven templates that can be used as a guideline and support in the service design process when combining online and offline service elements as a smooth service experience

    Preliminary Studies on the fluctuation of the biomass of sizefractionated zooplankton in sea grass bed of Pulau Tinggi, Malaysia

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    Zooplanktons biomass was extensively studied in the sea grass bed of Pulau Tinggi, Malaysia for six months. In 2015, sampling months were April, June, October, whereas in 2016, April, June, August were the sampling months. A cone shaped plankton net was used with 0.30 m mouth, 1.00 m length and 100 ÎŒm mesh size. The fractionation of zooplankton size was carried out in to >2000 ÎŒm (large), 501-2000 ÎŒm (medium) and <500 ÎŒm (small). Zooplankton was classified as copepods, larvaceans, chaetognaths, cnidarians, ctenophores, decapods and polychaetes. Copepods were categorized as Calanoida, Poecilostomatoida, Cyclopoida and Harpacticoida but identified as a total of 54 species, 26 genera and 19 families. We conclude that among the biomass of 3 size fractions; medium (36%) was dominant followed by large and small (32% each) throughout the study period

    The educational research-practice interface revisited

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    The question of how the realms of research and practice might successfully relate to one another is a persisting one, and especially so in education. The article takes a fresh look at this issue by using the terminology of collaboration scripts to reflect upon various forms of this relationship. Under this perspective, several approaches towards bridging the research/ practice gap are being described with regard to the type and closeness of interaction between the two realms. As different focuses and blind spots become discernible, the issue is raised concerning which 'script' might be appropriate depending upon the starting conditions of research interacting with practice

    Role of Artificial Intelligence (AI) art in care of ageing society: focus on dementia

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    open access articleBackground: Art enhances both physical and mental health wellbeing. The health benefits include reduction in blood pressure, heart rate, pain perception and briefer inpatient stays, as well as improvement of communication skills and self-esteem. In addition to these, people living with dementia benefit from reduction of their noncognitive, behavioural changes, enhancement of their cognitive capacities and being socially active. Methods: The current study represents a narrative general literature review on available studies and knowledge about contribution of Artificial Intelligence (AI) in creative arts. Results: We review AI visual arts technologies, and their potential for use among people with dementia and care, drawing on similar experiences to date from traditional art in dementia care. Conclusion: The virtual reality, installations and the psychedelic properties of the AI created art provide a new venue for more detailed research about its therapeutic use in dementia
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