44,596 research outputs found

    Feasibility Study of Ubiquitous Interaction Concepts

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    AbstractThere are all sorts of consumer electronics in a home environment. Using “apps” to interact with each device is neither feasible nor practical in an ubicomp future. Prototyping and evaluating interaction concepts for this future is a challenge. This paper proposes four concepts for device discovery and device interaction implemented in a virtual environment. The interaction concepts were compared in a controlled experiment for evaluation and comparison.Some statistically significant differences and subjective preferences could be observed in the quantitative and qualitative data respectively.Overall, the results indicate that the proposed interaction concepts were found natural and easy to use

    A Surface-based In-House Network Medium for Power, Communication and Interaction

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    Recent advances in communication and signal processing methodologies have paved the way for a high speed home network Power Line Communication (PLC) system. The development of powerline communications and powerline control as a cost effective and rapid mechanism for delivering communication and control services are becoming attractive in PLC application, to determine the best mix of hard and software to support infrastructure development for particular applications using power line communication. Integrating appliances in the home through a wired network often proves to be impractical: routing cables is usually difficult, changing the network structure afterwards even more so, and portable devices can only be connected at fixed connection points. Wireless networks aren’t the answer either: batteries have to be regularly replaced or changed, and what they add to the device’s size and weight might be disproportionate for smaller appliances. In Pin&Play, we explore a design space in between typical wired and wireless networks, investigating the use of surfaces to network objects that are attached to it. This article gives an overview of the network model, and describes functioning prototypes that were built as a proof of concept. The first phase of the development is already demonstrated both in appropriate conferences and publications. [1] The intention of researchers is to introduce this work to powerline community; as this research enters phase II of the Pin&Play architecture to investigate, develop prototype systems, and conduct studies in two concrete application areas. The first area is user-centric and concerned with support for collaborative work on large surfaces. The second area is focused on exhibition spaces and trade fairs, and concerned with combination of physical media such as movable walls and digital infrastructure for fast deployment of engaging installations. In this paper we have described the functionality of the Pin&Play architecture and introduced the second phase together with future plans. Figure 1 shows technical approach, using a surface with simple layered structure Pushpin connectors, dual pin or coaxial

    The Mundane Computer: Non-Technical Design Challenges Facing Ubiquitous Computing and Ambient Intelligence

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    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

    Adaptive development and maintenance of user-centric software systems

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    A software system cannot be developed without considering the various facets of its environment. Stakeholders – including the users that play a central role – have their needs, expectations, and perceptions of a system. Organisational and technical aspects of the environment are constantly changing. The ability to adapt a software system and its requirements to its environment throughout its full lifecycle is of paramount importance in a constantly changing environment. The continuous involvement of users is as important as the constant evaluation of the system and the observation of evolving environments. We present a methodology for adaptive software systems development and maintenance. We draw upon a diverse range of accepted methods including participatory design, software architecture, and evolutionary design. Our focus is on user-centred software systems
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