8,456 research outputs found

    Thinking outside the box – A vision of ambient learning displays

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    Börner, D., Kalz, M., & Specht, M. (2011). Thinking outside the box – A vision of ambient learning displays. International Journal Technology Enhanced Learning, 3(6), 627–642.With a focus on the situated support of informal and non-formal learning scenarios in ubiquitous learning environments the presented paper outlines the authors’ vision of ambient learning displays - enabling learners to view, access, and interact with contextualised digital content presented in an ambient way. The vision is based on a detailed exploration of the characteristics of ubiquitous learning and a deduction of informational, interactional, and instructional aspects to focus on. Towards the vision essential research questions and objectives as well as a conceptual framework that acquires, channels, and delivers the information framed in the learning process are presented. To deliver scientific insights into the authentic learning support in informal and non-formal learning situations and to provide suggestions for the future design of ambient systems for learning the paper concludes with a research agenda proposing a research project including a discussion of related issues and challenges

    Designing and evaluating mobile multimedia user experiences in public urban places: Making sense of the field

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    The majority of the world’s population now lives in cities (United Nations, 2008) resulting in an urban densification requiring people to live in closer proximity and share urban infrastructure such as streets, public transport, and parks within cities. However, “physical closeness does not mean social closeness” (Wellman, 2001, p. 234). Whereas it is a common practice to greet and chat with people you cross paths with in smaller villages, urban life is mainly anonymous and does not automatically come with a sense of community per se. Wellman (2001, p. 228) defines community “as networks of interpersonal ties that provide sociability, support, information, a sense of belonging and social identity.” While on the move or during leisure time, urban dwellers use their interactive information communication technology (ICT) devices to connect to their spatially distributed community while in an anonymous space. Putnam (1995) argues that available technology privatises and individualises the leisure time of urban dwellers. Furthermore, ICT is sometimes used to build a “cocoon” while in public to avoid direct contact with collocated people (Mainwaring et al., 2005; Bassoli et al., 2007; Crawford, 2008). Instead of using ICT devices to seclude oneself from the surrounding urban environment and the collocated people within, such devices could also be utilised to engage urban dwellers more with the urban environment and the urban dwellers within. Urban sociologists found that “what attracts people most, it would appear, is other people” (Whyte, 1980, p. 19) and “people and human activity are the greatest object of attention and interest” (Gehl, 1987, p. 31). On the other hand, sociologist Erving Goffman describes the concept of civil inattention, acknowledging strangers’ presence while in public but not interacting with them (Goffman, 1966). With this in mind, it appears that there is a contradiction between how people are using ICT in urban public places and for what reasons and how people use public urban places and how they behave and react to other collocated people. On the other hand there is an opportunity to employ ICT to create and influence experiences of people collocated in public urban places. The widespread use of location aware mobile devices equipped with Internet access is creating networked localities, a digital layer of geo-coded information on top of the physical world (Gordon & de Souza e Silva, 2011). Foursquare.com is an example of a location based 118 Mobile Multimedia – User and Technology Perspectives social network (LBSN) that enables urban dwellers to virtually check-in into places at which they are physically present in an urban space. Users compete over ‘mayorships’ of places with Foursquare friends as well as strangers and can share recommendations about the space. The research field of Urban Informatics is interested in these kinds of digital urban multimedia augmentations and how such augmentations, mediated through technology, can create or influence the UX of public urban places. “Urban informatics is the study, design, and practice of urban experiences across different urban contexts that are created by new opportunities of real-time, ubiquitous technology and the augmentation that mediates the physical and digital layers of people networks and urban infrastructures” (Foth et al., 2011, p. 4). One possibility to augment the urban space is to enable citizens to digitally interact with spaces and urban dwellers collocated in the past, present, and future. “Adding digital layer to the existing physical and social layers could facilitate new forms of interaction that reshape urban life” (Kjeldskov & Paay, 2006, p. 60). This methodological chapter investigates how the design of UX through such digital placebased mobile multimedia augmentations can be guided and evaluated. First, we describe three different applications that aim to create and influence the urban UX through mobile mediated interactions. Based on a review of literature, we describe how our integrated framework for designing and evaluating urban informatics experiences has been constructed. We conclude the chapter with a reflective discussion on the proposed framework

    The Four Phases of Pervasive Computing: From Vision-Inspired to Societal-Challenged

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    This article reflects on the visions and motivations underlying Pervasive Computing and advances made ending with considering future directions for the field. It describes these in terms of four phases: 1) vision-inspired, 2) the design of engaging experiences, 3) innovation-based, and 4) addressing societal challenges. It is proposed that in the future we will need to embrace a paradigm shift that will be far more challenging than previously. While we can continue to harness pervasive computing advances to augment ever more aspects of ourselves and the environment, we will need in the current climate to be more mindful and responsible of our aspirations. This may mean, paradoxically, contemplating how the field scales down its technology innovation in order to scale up its impact. This article sets out how to achieve this

    SmartSantander: Internet of Things research and innovation through citizen participation

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    The Smart City concept relates to improving efficiency of city services and facilitating a more sustainable development of cities. However, it is important to highlight that, in order to effectively progress towards such smart urban environments, the people living in these cities must be tightly engaged in this endeavour. This paper presents two novel services that have been implemented in order to bring the Smart City closer to the citizen. The Participatory Sensing service we are proposing exploits the advanced features of smartphones to make the user part of the ubiquitous sensing infrastructure over which the Smart City concept is built. The Augmented Reality service is connected to the smart city platform in order to create an advanced visualization tool where the plethora of available information is presented to citizens embedded in their natural surroundings. A brief description of the smart city platform on top of which these services are built is also presented.Although only a few names appear in this paper’s list of authors, this work would not have been possible without the contribution and encouragement of the enthusiastic team of the SmartSantander project which has been partially funded by the European Commission under the contract number FP7-ICT-257992

    The Curse of the Smart Machine? Digitalisation and the children of the mainframe

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    We are the children of the mainframe. From the early 1950s this smart machine glowed its alluring lights, zoomed its magnetic tapes, and worked hard a couple of megabyte memory worth millions of dollars. The mainframe computer created a foundation for the field of Information Systems (IS) educating IS professionals and researching how software and organisational practices could be designed and implemented, and what effects could result from such efforts. Nearly 70 years on, since the Lyons Electronic Office began in 1951, much has happened. The radical digitalisation and transformation of organisational and public service processes challenges not only perceived wisdoms amongst IS practitioners, but also within academia. This essay challenges the IS field on its fundamental ability to address the grand challenges associated with the digital transformation of societies, organisations, as well as the lives and livelihoods of individuals. The essay argues that the IS field will need to more explicitly address its assumptions rooted in the organisational mainframe. The IS field must transcend the mainframe heritage from our inception if it wishes to escape a pathological curse rendering the field unable to deal with the powerful synthesis of: wholesale digitalisation of society; the computerised distribution of human activities; and exponential scaling of computational capabilities

    Moving on from Weiser's Vision of Calm Computing: engaging UbiComp experiences

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    A motivation behind much UbiComp research has been to make our lives convenient, comfortable and informed, following in the footsteps of Weiser's calm computing vision. Three themes that have dominated are context awareness, ambient intelligence and monitoring/tracking. While these avenues of research have been fruitful their accomplishments do not match up to anything like Weiser's world. This paper discusses why this is so and argues that is time for a change of direction in the field. An alternative agenda is outlined that focuses on engaging rather than calming people. Humans are very resourceful at exploiting their environments and extending their capabilities using existing strategies and tools. I describe how pervasive technologies can be added to the mix, outlining three areas of practice where there is much potential for professionals and laypeople alike to combine, adapt and use them in creative and constructive ways

    Data-enabled design for social change: Two case studies

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    Smartness in contemporary society implies the use of massive data to improve the experience of people with connected services and products. The use of big data to collect information about people's behaviours opens a new concept of "user-centred design" where users are remotely monitored, observed and profiled. In this paradigm, users are considered as sources of information and their participation in the design process is limited to a role of data generators. There is a need to identify methodologies that actively involve people and communities at the core of ecosystems of interconnected products and services. Our contribution to designing for social innovation in ecosystems relies on developing new methods and approaches to transform data-driven design using a participatory and co-creative data-enabled design approach. To this end, we present one of the methods we have developed to design "smart" systems called Experiential Design Landscapes (EDL), and two sample projects, Social Stairs and [Y]our Perspective. Social Stairs faces the topic of behaviour change mediated by sensing technologies. [Y]our Perspective is a social platform to sustain processes of deliberative democracy. Both projects exemplify our approach to data-enabled design as a social proactive participatory design approach

    Extending the Social Construction of Technology (SCOT) Framework to the Digital World

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    The rapid rise of digital technologies forces us to re-think our current conceptualization of Information Technologies (IT) where recent theoretical approaches like complexity, evolutionary and network theories tend to remain silent on human (managerial and organizational) choices underlying the development of digital technologies. In this Research-in-Progress paper, we first describe the Social Construction of Technology (SCOT) framework, originating in the 1980s. We then propose extending the SCOT framework along four dimensions in order to ensure its suitability for the digital world: (1) Technology – focus towards digital technologies, (2) Interaction – focus on interpersonal, person-technology, technology-technology and technology-physical environment interactions (3) Social Groups – focus on networked individualism, and (4) Context – focus on socio-digital context. We conclude by proposing to co-develop and -test the extended framework as a joint effort across several academic disciplines in order to use it when conducting research on the social construction of digital ecosystems
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