149 research outputs found

    What can we expect from navigating? Exploring navigation, wearables and data through critical design concepts

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    What is it to navigate or to be navigated? How, and through what, is information communicated to us? Do our interactions with space need to be limited to when we are moving through it? This paper describes a collection of design concepts generated as part of the initial stages of a research project that combines a critical design mindset and research through design process to explore these types of questions. The project seeks to problematise and diversify the discussion and understanding around pedestrian navigation, wearable technology, crowdsourcing and human data interaction. The goal is to develop one of the concepts using research through design as part of PhD research studies, leading to possible future applications

    Tracing the Portland Athletic Shoe Industry. Innovation, Time & Space

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    The athletic shoe industry in Portland, Oregon is examined in this paper. We argue that Portland’s athletic shoe industry is representative of an industry cluster, and go on to examine the roles of technology diffusion, innovation, local competition, local demand and local factor conditions in the growth of this industry in the Portland area. In addition, we consider the industry’s integration of global commodity chains as a key innovation. We describe historical changes in the control of commodity chain nodes for two main firms in the Portland region, Nike and Adidas. We argue that new technologies and innovations have shifted commodity chain relationships for these firms and suggest that current and future shifts might lead to a lessening importance of some local factors which have previously contributed to the clustering of athletic shoe firms in the region

    Scalable Methods to Collect and Visualize Sidewalk Accessibility Data for People with Mobility Impairments

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    Poorly maintained sidewalks pose considerable accessibility challenges for people with mobility impairments. Despite comprehensive civil rights legislation of Americans with Disabilities Act, many city streets and sidewalks in the U.S. remain inaccessible. The problem is not just that sidewalk accessibility fundamentally affects where and how people travel in cities, but also that there are few, if any, mechanisms to determine accessible areas of a city a priori. To address this problem, my Ph.D. dissertation introduces and evaluates new scalable methods for collecting data about street-level accessibility using a combination of crowdsourcing, automated methods, and Google Street View (GSV). My dissertation has four research threads. First, we conduct a formative interview study to establish a better understanding of how people with mobility impairments currently assess accessibility in the built environment and the role of emerging location-based technologies therein. The study uncovers the existing methods for assessing accessibility of physical environment and identify useful features of future assistive technologies. Second, we develop and evaluate scalable crowdsourced accessibility data collection methods. We show that paid crowd workers recruited from an online labor marketplace can find and label accessibility attributes in GSV with accuracy of 81%. This accuracy improves to 93% with quality control mechanisms such as majority vote. Third, we design a system that combines crowdsourcing and automated methods to increase data collection efficiency. Our work shows that by combining crowdsourcing and automated methods, we can increase data collection efficiency by 13% without sacrificing accuracy. Fourth, we develop and deploy a web tool that lets volunteers to help us collect the street-level accessibility data from Washington, D.C. As of writing this dissertation, we have collected the accessibility data from 20% of the streets in D.C. We conduct a preliminary evaluation on how the said web tool is used. Finally, we implement proof-of-concept accessibility-aware applications with accessibility data collected with the help of volunteers. My dissertation contributes to the accessibility, computer science, and HCI communities by: (i) extending the knowledge of how people with mobility impairments interact with technology to navigate in cities; (ii) introducing the first work that demonstrates that GSV is a viable source for learning about the accessibility of the physical world; (iii) introducing the first method that combines crowdsourcing and automated methods to remotely collect accessibility information; (iv) deploying interactive web tools that allow volunteers to help populate the largest dataset about street-level accessibility of the world; and (v) demonstrating accessibility-aware applications that empower people with mobility impairments

    interActive Environments: Designing interactions to support active behaviors in urban public space

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    interActive Environments: Designing interactions to support active behaviors in urban public space

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    Distributed Technology-Sustained Pervasive Applications

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    Technology-sustained pervasive games, contrary to technology-supported pervasive games, can be understood as computer games interfacing with the physical world. Pervasive games are known to make use of 'non-standard input devices' and with the rise of the Internet of Things (IoT), pervasive applications can be expected to move beyond games. This dissertation is requirements- and development-focused Design Science research for distributed technology-sustained pervasive applications, incorporating knowledge from the domains of Distributed Computing, Mixed Reality, Context-Aware Computing, Geographical Information Systems and IoT. Computer video games have existed for decades, with a reusable game engine to drive them. If pervasive games can be understood as computer games interfacing with the physical world, can computer game engines be used to stage pervasive games? Considering the use of non-standard input devices in pervasive games and the rise of IoT, how will this affect the architectures supporting the broader set of pervasive applications? The use of a game engine can be found in some existing pervasive game projects, but general research into how the domain of pervasive games overlaps with that of video games is lacking. When an engine is used, a discussion of, what type of engine is most suitable and what properties are being fulfilled by the engine, is often not part of the discourse. This dissertation uses multiple iterations of the method framework for Design Science for the design and development of three software system architectures. In the face of IoT, the problem of extending pervasive games into a fourth software architecture, accommodating a broader set of pervasive applications, is explicated. The requirements, for technology-sustained pervasive games, are verified through the design, development and demonstration of the three software system architectures. The ...Comment: 64 pages, 13 figure

    LIPIcs, Volume 277, GIScience 2023, Complete Volume

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    LIPIcs, Volume 277, GIScience 2023, Complete Volum

    THE DEVELOPMENT OF GUIDELINES FOR DESIGNING DIGITAL MEDIA TO ENGAGE VISITORS WITH NON-VISIBLE OUTDOOR HERITAGE

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    This PhD investigates the role of digital media in optimising visitor engagement with non-visible outdoor heritage. Motivated by concerns that digital media products developed for the heritage sector might not be reaching their potential to enrich the visit experience and concerned about a lack of clarity as to what constitutes visitor engagement; this thesis proposes guidance for the production of interpretive digital media and a framework for visitor engagement. Cultural heritage sites featured in this study are characteristically outdoor locations; frequently non-stewarded with very little tangible evidence of the historical or cultural relevance of the site. The unique potential of digital media products to address the specific challenges of engaging visitors with invisible heritage in these locations is discussed within this thesis. The practice of interpreting heritage is investigated to identify the processes, stages, experiences and behavioural states associated with a high level of engagement. Visitor engagement is defined in this study as being a transformational experience in which the visitor’s emotional and/or cognitive relationship with the heritage is altered. This is achieved when the visitor sufficiently experiences appropriate states of engagement across all stages of the visitor engagement framework. This study proposes guidance to advise and support heritage professionals and their associated designers in the design, development and implementation of interpretive digital media products. Within this guide sits the engagement framework which proposes a framework for engagement, defining the stages (process) and the states (experiences and behaviours) of visitor engagement with cultural heritage. In using this resource the cultural heritage practitioner can be confident of their capacity to run and deliver interpretive digital media projects regardless of their expertise in design or technology. This thesis proposes that well designed interpretive digital media can optimise the engagement of visitors in ways which cannot be achieved by any other single method of interpretation. This PhD contributes a design guide and an engagement framework to the existing field of knowledge regarding interpretive digital design
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