148 research outputs found

    ECSCW 2013 Adjunct Proceedings The 13th European Conference on Computer Supported Cooperative Work 21 - 25. September 2013, Paphos, Cyprus

    Get PDF
    This volume presents the adjunct proceedings of ECSCW 2013.While the proceedings published by Springer Verlag contains the core of the technical program, namely the full papers, the adjunct proceedings includes contributions on work in progress, workshops and master classes, demos and videos, the doctoral colloquium, and keynotes, thus indicating what our field may become in the future

    GEO-C:Enabling open cities and the open city toolkit

    Get PDF
    The GEO-C doctoral programme, entitled “Geoinformatics: Enabling Open Cities”, is funded by the EU Marie SkƂodowska-Curie actions (International Training Networks (ITN), European Joint Doctorates) until December 2018, and is managed by three European universities in Germany, Portugal and Spain. 15 doctoral grantholders (Early Stage Researchers) were selected to work on specific three-year projects, all contributing to improving the notion of open cities, and specifically to an Open City Toolkit of methodologies, code, and best practice examples. Contributions include volunteered geographic information (VGI), public information displays, mobility apps to encourage green living, providing open data to immigrant populations, reducing the second-order digital divide, sensing of quality of life, proximity based privacy protection, and spatio-temporal online social media analysis. All doctoral students conducted long-term visits and were embedded in city governments and businesses, to gain experience from multiple perspectives in addition to the researcher and users’ perspective. The projects are situated within three areas: transparency, participation, and collaboration. They took mostly a bottom-up (citizen-centric) approach to (smart) open cities, rather than relying on large IT companies to create smart open cities in a top-down manner. This paper discusses the various contributions to enabling open cities, explains in some detail the Open City Toolkit, and its possible uses and impact on stakeholders. A follow-up doctoral program has been solicited and, if successful, will continue this line of research and will strengthen aspects of privacy, data provenance, and trust, in an effort to improve relations between data (e.g. news) publishers and consumers

    Practical, appropriate, empirically-validated guidelines for designing educational games

    Get PDF
    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with

    A Review of Research on Participation in Democratic Decision-Making Presented at SIGCHI Conferences : Toward an Improved Trading Zone Between Political Science and HCI

    Get PDF
    We present a review of 80 papers representing efforts to support participation in democratic decision-making mostly related to local or national governments. The papers were published in leading human–computer interaction (SIGCHI conferences) venues. Most of this literature represents attempts to support assembly- oriented participation, wherein decisions are made through discussion, although referendum-type participation, involving decision-making based on voting, has gained attention too. Primarily, those papers addressing agenda-setting have examined organization-led forms, in which the agenda is controlled by those issuing the call for participation. Accordingly, the authors call for more research into support for representative models and participant-driven agenda-setting. Furthermore, the literature review pinpoints areas wherein further interdisciplinary engagement may be expected to improve research quality: in political science, HCI-informed methods and new ways of using physical input in participation merit more research, while, from the HCI side, cultivating closer relationships with political science concepts such as democratic innovations and calculus of voting could encourage reconsideration of the research foci. These observations speak to the benefits of a new research agenda for human–computer interaction research, involving different forms of participation, most importantly to address lack of engagement under the representative model of participation. Furthermore, in light of these findings, the paper discusses what type of interdisciplinary research is viable in the HCI field today and how political science and HCI scholars could usefully collaborate.Peer reviewe

    Improving User Involvement Through Live Collaborative Creation

    Full text link
    Creating an artifact - such as writing a book, developing software, or performing a piece of music - is often limited to those with domain-specific experience or training. As a consequence, effectively involving non-expert end users in such creative processes is challenging. This work explores how computational systems can facilitate collaboration, communication, and participation in the context of involving users in the process of creating artifacts while mitigating the challenges inherent to such processes. In particular, the interactive systems presented in this work support live collaborative creation, in which artifact users collaboratively participate in the artifact creation process with creators in real time. In the systems that I have created, I explored liveness, the extent to which the process of creating artifacts and the state of the artifacts are immediately and continuously perceptible, for applications such as programming, writing, music performance, and UI design. Liveness helps preserve natural expressivity, supports real-time communication, and facilitates participation in the creative process. Live collaboration is beneficial for users and creators alike: making the process of creation visible encourages users to engage in the process and better understand the final artifact. Additionally, creators can receive immediate feedback in a continuous, closed loop with users. Through these interactive systems, non-expert participants help create such artifacts as GUI prototypes, software, and musical performances. This dissertation explores three topics: (1) the challenges inherent to collaborative creation in live settings, and computational tools that address them; (2) methods for reducing the barriers of entry to live collaboration; and (3) approaches to preserving liveness in the creative process, affording creators more expressivity in making artifacts and affording users access to information traditionally only available in real-time processes. In this work, I showed that enabling collaborative, expressive, and live interactions in computational systems allow the broader population to take part in various creative practices.PHDComputer Science & EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttps://deepblue.lib.umich.edu/bitstream/2027.42/145810/1/snaglee_1.pd

    Museums as part of the network of digital culture: A comparative study between the Republic of Korea and the UK

    Get PDF
    This thesis explores the networks of digital culture surrounding six national museums in the Republic of Korea and the UK. Via qualitative research methods, it answers the following research questions: 1) How do the dynamics between the key actors in the museum sector affect the use of digital technology as a foundation of visitor experience? 2) How have museum practices evolved to accommodate digital technology? This study also draws comparisons and contrasts between the two countries’ different approaches to digital culture in museums. Based on Actor-Network theory (ANT) and activity theory (AT), this research identifies actors who have influenced the digital projects of the case museums, for example, government, the museum itself, museum practitioners, digital industry, the public, and so on. The ways they have interconnected with each other are analysed also, as is tracing the actors. The research also highlights the importance of communities of practice (CoP) for museum practitioners’ professional development because of the rapid evolution of technology and the nature of museum digital projects that are situated between the digital and museum sectors. A comparative analysis between the two countries’ national museums is also presented through different actors, their roles and their relationship with the museums. The research also identifies how communication and learning theories adopted in digital projects are dependent on the museums’ overall missions, working processes, and the actors involved in the development of the digital projects. Most digital projects seem to adopt one-way communication and focus on knowledge delivery. However, game-like digital exhibits, maker spaces and online crowdsourcing projects that further consider learner-centred and sociocultural learning approaches are also found, although the museums in the two countries have different approaches. Based on the research findings, this research provides a holistic context for understanding the digital phenomenon in museums and the degree to which the museums have shaped/been impacted by digital culture. I also suggest that museums develop digital projects through a collaborative process and harness digital technology to empower the public

    Geographic Information Systems and Science

    Get PDF
    Geographic information science (GISc) has established itself as a collaborative information-processing scheme that is increasing in popularity. Yet, this interdisciplinary and/or transdisciplinary system is still somewhat misunderstood. This book talks about some of the GISc domains encompassing students, researchers, and common users. Chapters focus on important aspects of GISc, keeping in mind the processing capability of GIS along with the mathematics and formulae involved in getting each solution. The book has one introductory and eight main chapters divided into five sections. The first section is more general and focuses on what GISc is and its relation to GIS and Geography, the second is about location analytics and modeling, the third on remote sensing data analysis, the fourth on big data and augmented reality, and, finally, the fifth looks over volunteered geographic information.info:eu-repo/semantics/publishedVersio

    Supporting public participation through interactive

    Get PDF
    A thesis submitted in partial fulfillment of the requirements for the degree of Doctor in Information Management, specialization in Geographic Information SystemsCitizen participation as a key priority of open cities, gives citizens the chance to influence public decision-making. Effectively engaging broader types of citizens into high participation levels has long been an issue due to various situational and technical constrains. Traditional public participation technologies (e.g. public hearing) usually are blame for low accessibility by the general public. The development of Information Communication Technology brings new methods to engage a broader spectrum of citizens in deeper participation level during urban planning processes. Interactive public displays as a public communication medium, hold some key advantages in comparison to other media. Compared to personal devices, public displays make public spaces into sociable places, where social communication and interaction can be enriched without intentionally or unintentionally excluding some groups’ opinions. Public displays can increase the visibility of public events while it is more flexible and up-to-date regarding showing information. Besides, they can also foster a collective awareness and support group behavioral changes. Moreover, due to the public nature of public displays, they provide broad accessibility to different groups of citizens. Public displays have a great potential in bringing new opportunities to facilitate public participation in an urban planning process. In the light of previous work on public displays, the research goal is to investigate a relatively new form of citizen participation known as Public Display Participation. This participation form refers to the use of public displays for citizen participation in the context of urban planning. The main research question of the thesis is how public displays can be used for facilitating citizen consultation in an urban planning process. First, a systematic literature review is done to get an understanding of the current achievements and gaps of research on public displays for public participation. Second, an elicitation study has been conducted to design end user centered interactions with public displays for citizens’ consulting activities. Finally, we run a usability to evaluate the usability of public displays for citizen consultation and their user experience. The main contributions of this thesis can be summarized as: (1) the identification of key challenges and opportunities for future research in using public displays for public participation in urban contexts; (2) two sets of user-defined gestures for two sets of user-defined phone gestures and hand gestures for performing eleven consulting activities, which are about examining the urban planning designs and giving feedback related to design alternatives, are also identified. (3) a new approach for using public displays for voting and commenting in urban planning, and a multi-level evaluation of a prototypical system implementing the proposed approach. Designers and researchers can use the contributions of this thesis, to create interactive public displays for supporting higher public participat i.e. citizen collaboration and empowerment
    • 

    corecore