67,985 research outputs found
The Mundane Computer: Non-Technical Design Challenges Facing Ubiquitous Computing and Ambient Intelligence
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
Tutkimuksen tavoitteena on selvittÀÀ, kuinka digitaalisen ja analogisen palvelun voi paremmin
yhdistÀÀ kokonaispalveluksi niin, ettÀ asiakas saa mahdollisimman sujuvan palvelukokemuksen.
Tutkimuksen aihe nousee Tunteesta arvoa palvelulle âhankkeesta, jossa
toteutettiin palvelumuotoilun kehitysprojekteja yhdessÀ viiden yrityksen kanssa. NiistÀ
useammassa konseptien osana oli digitaalinen palvelu, mutta haasteeksi nousi digitaalisen
kanavan yhdistÀminen analogiseen, eli fyysisessÀ tilassa tapahtuvaan palveluun.
NykypÀivÀnÀ digitaalisten palveluiden yleisyys on kasvanut ja ihmiset ovat yhÀ tottuneempia
kÀyttÀmÀÀn digitaalisia kanavia osana palvelukokonaisuutta. Toisaalta kÀyttÀjÀt ovat
myös tietoisia digitaalisten kanavien tarjoamista mahdollisuuksista ja siten heidÀn odotuksensa
ja vaatimuksensa palvelua kohtaan kasvavat. Eri palvelukanavien vÀlillÀ on kuitenkin
havaittavissa eroavaisuuksia ja siten yhtenÀisen ja sujuvan palvelukokemuksen syntyminen
asiakkaalle on vaikeaa. Asiakkaan tarpeiden ja odotusten sekÀ yrityksen tavoitteiden
huomioiden palvelupolun luomisessa mahdollistavat palvelun sujuvan etenemisen palvelukanavien
vÀlillÀ.
TÀssÀ on laadullisessa tutkimuksessa tutkimusaineisto on kerÀtty 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 seitsemÀstÀ osasta koostuva työkalu, jonka
tarkoituksena on toimia palvelun muotoilun ja kehittÀmisen 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
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
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Making sense of assets: Community asset mapping and related approaches for cultivating capacities
This working paper critically reviews some main aspects from asset based approaches highlights key strengths and weaknesses for future research/development. Drawing on a large body of reports and relevant literature we draw on different theoretical traditions and critiques, as well as practices and processes embedded within a broad range of approaches including, widely acknowledged frameworks such Asset Based Community Development (ABCD), Appreciative Inquiry (AI), Sustainable Livelihood Approaches (SLA) and Community Capitals Framework (CCF). Although these are presented as distinct approaches, there is a sense of evolution through them and many of them overlap (in terms of both theories and methodologies). We also include emerging frameworks, including geographical, socio-spatial, visual and creative approaches, stemming from a number of projects within AHRCâs Connected Communities programme and additional collaborations
The educational research-practice interface revisited
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
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Unpacking capabilities underlying design (thinking) process
Engineering graduates must know how to frame and solve non-routine problems. While design classes explicitly teach problem framing and solving, it is lacking throughout much of the rest of the engineering curriculum and is often relegated to capstone classes at the end of the studentsâ educational experience. This paper explores problem framing and solving through the lens of experiential learning theory. It captures core problem framing and solving approaches from critical, design and systems thinking and concludes with a table of learning outcomes that might be drawn upon in designing an engineering curriculum that more fully develops the problem framing and solving capabilities of its students
Role of Artificial Intelligence (AI) art in care of ageing society: focus on dementia
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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