2,620 research outputs found

    Calm ICT design in hotels: A critical review of applications and implications

    Get PDF
    There has recently been a call for revisiting the effect of ICT on guest experience in hotels. This is because ICT solutions can act not only as enhancers of hotel guest experience, but also as its inhibitors. In response to this call, the notion of calm ICT design has recently been introduced. Calm ICT design describes the ICT solutions that are used only when and if required, thus not calling user’s attention at all times. Although this concept is highly relevant to the hospitality industry, it has never been systematically considered within. This paper conceptualizes calm ICT design for application in the hospitality context. To this end, it analyzes the ICT solutions that are currently employed by hospitality businesses from the calm ICT design perspective; discusses how the opportunities offered by calm ICT design can be better capitalized upon by hospitality managers; and outlines directions for future research

    Speech analysis for Ambient Assisted Living : technical and user design of a vocal order system

    No full text
    International audienceEvolution of ICT led to the emergence of smart home. A Smart Home consists in a home equipped with data-processing technology which anticipates the needs of its inhabitant while trying to maintain their comfort and their safety by action on the house and by implementing connections with the outside world. Therefore, smart homes equipped with ambient intelligence technology constitute a promising direction to enable the growing number of elderly to continue to live in their own homes as long as possible. However, the technological solutions requested by this part of the population have to suit their specific needs and capabilities. It is obvious that these Smart Houses tend to be equipped with devices whose interfaces are increasingly complex and become difficult to control by the user. The people the most likely to benefit from these new technologies are the people in loss of autonomy such as the disabled people or the elderly which cognitive deficiencies (Alzheimer). Moreover, these people are the less capable of using the complex interfaces due to their handicap or their lack ICT understanding. Thus, it becomes essential to facilitate the daily life and the access to the whole home automation system through the smart home. The usual tactile interfaces should be supplemented by accessible interfaces, in particular, thanks to a system reactive to the voice ; these interfaces are also useful when the person cannot move easily. Vocal orders will allow the following functionality: - To ensure an assistance by a traditional or vocal order. - To set up a indirect order regulation for a better energy management. - To reinforce the link with the relatives by the integration of interfaces dedicated and adapted to the person in loss of autonomy. - To ensure more safety by detection of distress situations and when someone is breaking in the house. This chapter will describe the different steps which are needed for the conception of an audio ambient system. The first step is related to the acceptability and the objection aspects by the end users and we will report a user evaluation assessing the acceptance and the fear of this new technology. The experience aimed at testing three important aspects of speech interaction: voice command, communication with the outside world, home automation system interrupting a person's activity. The experiment was conducted in a smart home with a voice command using a Wizard of OZ technique and gave information of great interest. The second step is related to a general presentation of the audio sensing technology for ambient assisted living. Different aspect of sound and speech processing will be developed. The applications and challenges will be presented. The third step is related to speech recognition in the home environment. Automatic Speech Recognition systems (ASR) have reached good performances with close talking microphones (e.g., head-set), but the performances decrease significantly as soon as the microphone is moved away from the mouth of the speaker (e.g., when the microphone is set in the ceiling). This deterioration is due to a broad variety of effects including reverberation and presence of undetermined background noise such as TV radio and, devices. This part will present a system of vocal order recognition in distant speech context. This system was evaluated in a dedicated flat thanks to some experiments. This chapter will then conclude with a discussion on the interest of the speech modality concerning the Ambient Assisted Living

    Robots in gastronomy: psychological and financial considerations

    Get PDF
    Both the popular press as well as a number of academic researchers have enthusiastically endorsed the possibility/prediction that (service) robots will come to play an increasingly important role in the world of quick service restaurants and/or gastronomy in the years ahead. This development, or so it has been suggested, may potentially help to address the seemingly ubiquitous staffing issues that are proving problematic for many in the hospitality industry nowadays. However, until the costs of installing, running, and maintaining such high-tech devices fall, and until such time as consumer opinion changes, such technology (be it robots for food preparation or else service robots) is unlikely to find a place in the market for fast food never mind in the world of fine dining (gastronomy). While robot bartenders and chefs would currently appear to have a certain novelty and/or experiential value, the financial case for their incorporation into the hospitality setting has yet to be convincingly demonstrated, even once the technical challenges have been addressed. As such, there is little sign that such automation will make its way (either in the front or back of house) into the world of either quick-service restaurants or high-end gastronomic establishments

    Consumer engagement with social media platforms: a study of the influence of attitudinal components on cutting edge technology adaptation behaviour

    Get PDF
    Despite pervasive use of digital devices, the influence of simultaneous and combined attitudinal components on consumers’ social media adaptation behaviours remains understudied. This research aims to address this gap in the literature by examining the influence of combined attitudinal components on consumers’ continuous interaction with social media platforms. An online survey was conducted to obtain robust quantitative data on consumers’ interaction and engagement with cutting edge technology such as social media. The findings indicate that consumers’ combined cognitive (perceived opportunity, perceived social influence and perceived control) and affective (enjoyment, self-enhancement, trust and fear) attitudinal components are the antecedents to consumers’ positive and negative adaptation behaviours of social media platforms. Consumers continuously engage with cutting edge social media platforms, either in positive adaptation behaviour (exploration to maximise or exploitation to satisfice social media led benefits) or negative adaptation behaviour (explore to revert from or avoid social media platforms) influenced by combined cognitive and affective attitudinal attributes. The study enriches and advances existing literature by identifying and analysing the influence of both cognitive and affective attitudinal attributes influencing consumers’ positive and negative adaptation behaviours of cutting edge digital technology such as social media platforms. The study helps marketers and IS managers in profiling consumers and understanding consumption patterns while interacting with cutting edge social medial platforms

    Developing persuasive interfaces

    Get PDF
    MSCC Dissertation in Computer EngineeringNowadays, computers are indispensable tools for most people. Since computers’ role is to make everyone’s life easier, systems can be built to be of even more assistance. While today people have to learn how to interact with computers, in the future, instead of having to do that, computer systems will be blended in our everyday things. It is expected that technology will come to a point where it is natural to interact with it like with every other object. Computers have been gaining their space in our lives being considered machines that can do almost anything. This master thesis has the purpose of studying how computers can be used as persuasive technology. To build persuasive systems it is important to know that humans are very different from each other. Given this idea it is of extreme importance that the system is able to determine as much aspects of the surrounding environment as it can, to process that information and interact with people accordingly. To achieve a solution that is effective for this concept, a study of persuasive systems is presented in this document. An architecture was developed in order to provide an infrastructure for the development of persuasive applications. An authoring tool was also implemented in order to allow the creation of context aware persuasive applications by users without programming skills. Furthermore, a persuasive application prototype was developed as proof of concept for this study. Usability tests were performed to analyze if users could successfully create the application prototype, named Smart Bins, using the proposed framework. Further user tests were executed with children, the target users of the application prototype, to evaluate its usability and persuasiveness. A description of the Smart Bins application as well as the results of the user tests are presented in this thesis. The results provide further understanding and new perspectives regarding the use of persuasive technologies as interactive computer products, designed to change people’s habits, therefore helping to improve human’s attitudes and behaviours towards important matters like environmental preservation

    Learning in a Technology Enhanced World

    Get PDF
    Specht, M. (2009). Learning in a Technology Enhanced World: Context in Ubiquitous Learning Support. Inaugural Address. September, 11, 2009, Heerlen, The Netherlands: Open University of the Netherlands.In the following sections I will first outline what the current developments and trends in technology for the next five to ten years are and what their potential for enhancing learning is. OUN Second, I will describe how these developments and innovations already today influence the way we communicate, live, and learn. How the generation gap between digital natives and digital immigrants is leading to different perceptions of digital media and their use for learning and teaching. Third, I will outline some research on context and learning. I will describe examples of what I mean when I talk about context and I will give an overview of the usage of context in education and the key effects we can expect from contextualising technology enhancements for learning. What are the variables and design parameters we have to consider when we design contextualized learning in a technology enhanced world? In the fourth part I will introduce the model of ambient information channels that is a structuring metaphor for contextual learning technology. Last, I will highlight some key questions for a future research agenda in the field of contextual learning support and describe some research we are currently working on at the Centre of Learning Sciences and Technologies (CELSTEC) here at the Open University of the Netherlands

    In Search of the DomoNovus: Speculative Designs for the Computationally-Enhanced Domestic Environment

    Get PDF
    Edited version embargoed until 01.02.2018 Full version: Access restricted permanently due to 3rd party copyright restrictions. Restriction set on 01.02.2017 by SC, Graduate schoolThe home is a physical place that provides isolation, comfort, access to essential needs on a daily basis, and it has a strong impact on a person’s life. Computational and media technologies (digital and electronic objects, devices, protocols, virtual spaces, telematics, interaction, social media, and cyberspace) become an important and vital part of the home ecology, although they have the ability to transform the domestic experience and the understanding of what a personal space is. For this reason, this work investigates the domestication of computational media technology; how objects, systems, and devices become part of the personal and intimate space of the inhabitants. To better understand the taming process, the home is studied and analysed from a range of perspectives (philosophy, sociology, architecture, art, and technology), and a methodological process is proposed for critically exploring the topic with the development of artworks, designs, and computational systems. The methodology of this research, which consists of five points (Context, Media Layers, Invisible Matter, Diffusion, and Symbiosis), suggests a procedure that is fundamental to the development and critical integration of the computationally enhanced home. Accordingly, the home is observed as an ecological system that contains numerous properties (organic, inorganic, hybrid, virtual, augmented), and is viewed on a range of scales (micro, meso and macro). To identify the “choreographies” that are formed between these properties and scales, case studies have been developed to suggest, provoke, and speculate concepts, ideas, and alternative realities of the home. Part of the speculation proposes the concept of DomoNovus (the “New Home”), where technological ubiquity supports the inhabitants’ awareness, perception, and imagination. DomoNovus intends to challenge our understanding of the domestic environment, and demonstrates a range of possibilities, threats, and limitations in relation to the future of home. This thesis, thus, presents methods, experiments, and speculations that intend to inform and inspire, as well as define creative and imaginative dimensions of the computationally-enhanced home, suggesting directions for the further understanding of the domestic life.Alexander S. Onassis Public Benefit Foundatio

    Quantifying Quality of Life

    Get PDF
    Describes technological methods and tools for objective and quantitative assessment of QoL Appraises technology-enabled methods for incorporating QoL measurements in medicine Highlights the success factors for adoption and scaling of technology-enabled methods This open access book presents the rise of technology-enabled methods and tools for objective, quantitative assessment of Quality of Life (QoL), while following the WHOQOL model. It is an in-depth resource describing and examining state-of-the-art, minimally obtrusive, ubiquitous technologies. Highlighting the required factors for adoption and scaling of technology-enabled methods and tools for QoL assessment, it also describes how these technologies can be leveraged for behavior change, disease prevention, health management and long-term QoL enhancement in populations at large. Quantifying Quality of Life: Incorporating Daily Life into Medicine fills a gap in the field of QoL by providing assessment methods, techniques and tools. These assessments differ from the current methods that are now mostly infrequent, subjective, qualitative, memory-based, context-poor and sparse. Therefore, it is an ideal resource for physicians, physicians in training, software and hardware developers, computer scientists, data scientists, behavioural scientists, entrepreneurs, healthcare leaders and administrators who are seeking an up-to-date resource on this subject

    Digitally enhancing tasting experiences

    Get PDF
    Our experience of food and drink depends on more than merely the ingredients that have been combined in a dish or drink and the way in which it has been prepared. There is growing interest in the question of whether digital technologies/solutions can be used to enhance consumers’ multisensory tasting experiences. Projection mapping and sonic seasoning have been incorporated onto the menu in a number of world-leading restaurants for several years now. However, there has, as yet, been relatively little uptake of such digital technologies in the home environment. And while a wide (and growing) range of food and beverage brands have come out with sensory apps and sonic seasoning playlists in recent years, they do not tend to be present in the marketplace for very long. In fact, it would appear that the majority of augmented and virtual reality solutions have more relevance to the world of consumer/food science research than necessarily to enhancing the tasting experience for those in the home environment. Looking to the future, the widespread societal uptake of digitally-enhanced tasting experiences will likely only occur when such solutions provide an obvious, and demonstrable, benefit to the intended users
    • …
    corecore