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Technological framework for ubiquitous interactions using contextâaware mobile devices
This report presents research and development of dedicated system architecture, designed to enable its users to interact with each other as well as to access information on Points of Interest that exist in their immediate environment. This is accomplished through managing personal preferences and contextual information in a distributed manner and in real-time. The advantage of this system architecture is that it uses mobile devices, heterogeneous sensors and a selection of user interface paradigms to produce a sociotechnical framework to enhance the perception of the environment and promote intuitive interactions. The thrust of the work has been on software development and component integration. Iterative prototyping was adopted as a development method in order to effectively implement the usersâ feedback and establish a platform for collaboration that closely meets the requirements and aids their decision-making process. The requirement acquisition was followed by the system-modelling phase in order to produce a robust software prototype. The implementation includes component-based development and extensive use of design patterns over native programming. Conclusively, the software product has become the means to evaluate differences in the use of mixed reality technologies in a ubiquitous scenario.
The prototype can query a number of context sources such as sensors, or details of the personal profile, to acquire relevant data. The data (and metadata) is stored in opensource structures, so that they are accessible at every layer of the system architecture and at any time. By proactively processing the acquired context, the system can assist the users in their tasks (e.g. navigation) without explicit input â e.g. by simply creating a gesture with the device. However, advanced interaction with the application via the user interface is available for requests that are more complex.
Representations of the real world objects, their spatial relations and other captured features of interest are visualised on scalable interfaces, ranging from 2D to 3D models and from photorealism to stylised clues and symbols. Two principal modes of operation have been implemented; one, using geo-referenced virtual reality models of the environment, updated in real time, and second, using the overlay of descriptive annotations and graphics on the video images of the surroundings, captured by a video camera. The latter is referred to as augmented reality.
The continuous feed of the device position and orientation data, from the GPS receiver and the digital compass, into the application, makes the framework fit for use in unknown environments and therefore suitable for ubiquitous operation. This is one of the novelties of the proposed framework, because it enables a whole range of social, peer-to-peer interactions to take place. The scenarios of how the system could be employed to pursue these remote interactions and collaborative efforts on mobile devices are addressed in the context of urban navigation. The conceptual design and implementation of the novel location and orientation based algorithm for mobile AR are presented in detail. The system is, however, multifaceted and capable of supporting peer-to-peer exchange of information in a pervasive fashion, usable in various contexts. The modalities of these interactions are explored and laid out in several scenarios, but particularly in the context of user adoption. Two evaluation tasks took place. The preliminary evaluation examined certain aspects that influence user interaction while being immersed in a virtual environment, whereas the second summative evaluation compared the utility and certain usability aspects of the AR and VR interfaces
Value in Experience. Design and Evaluation Framework based on Case Studies of Novel Mobile Services
The concept of âvalueâ has received extensive interest in research in the fields of psychology, marketing and, more recently, human-computer interaction (HCI). Gaining insights into usersâ personal values can lead to a better understanding of user behaviour. However, the concept of value is not clearly defined, and researchers have produced differing views on the conceptualization of the construct. In the past decade, user experience has received considerable attention in HCI research. Yet the relationship between user experience and value has not gained much attention. The goal of this dissertation is to better understand and articulate the value in user experience. The focus is on novel mobile service solutions, taking into account the viewpoint of different user groups. Achieving an understanding of different user groups will greatly help design successful mobile services for target user populations.
The empirical foundation for this dissertation is findings concerning user experience from seven individual case studies conducted in the field with the endusers. Interpretive case studies of novel mobile services in varying usage contexts involved different user groups: children, teenagers, college students and vision and memory -impaired older people. An initial value framework is developed as a synthesis from the literature. By utilizing this framework, the user experience findings obtained are re-examined from the point of view of value through a crosscase analysis and synthesis. Based on this analysis, value parameters from individual mobile service case studies are interpreted and categorized. The initial value framework is complemented by relying on the value parameters identified from the case studies.
This work contributes to the field of HCI by showing that user experience and value are closely intertwined. The thesis proposes the concept of âvalue in experience (ViE)â, which refers to the userâs iterative (subconscious and conscious) interpretation and evaluation of user experience with a service. A value design and evaluation framework is presented and demonstrated by evaluating value in experience from the case studies. Also the designer values are analysed and compared with the value in experience. The framework presents a rich description of value dimensions relevant to specific user groups and mobile service domains in varying usage contexts. Furthermore, value in experience design and evaluation guidelines related to different user groups are proposed.
The proposed conceptualization of value in experience offers insights to help understand the dimensions of value, and serves as a lens to guide interpretive analysis of value in experience. The complemented value design and evaluation framework is a tool for identifying and describing the key value dimensions for value in experience evaluation. Furthermore, the framework can support service design processes. The cross-case study findings provide insights into the special characteristics of different user groups and their value priorities in specific service domains. Even though the framework is based on mobile services, its main constructs are expected also to be applicable to other types of digital services
Proceedings of the 3rd Workshop on Social Information Retrieval for Technology-Enhanced Learning
Learning and teaching resource are available on the Web - both in terms of digital learning content and people resources (e.g. other learners, experts, tutors). They can be used to facilitate teaching and learning tasks. The remaining challenge is to develop, deploy and evaluate Social information retrieval (SIR) methods, techniques and systems that provide learners and teachers with guidance in potentially overwhelming variety of choices. The aim of the SIRTELâ09 workshop is to look onward beyond recent achievements to discuss specific topics, emerging research issues, new trends and endeavors in SIR for TEL. The workshop will bring together researchers and practitioners to present, and more importantly, to discuss the current status of research in SIR and TEL and its implications for science and teaching
Legal Design Perspectives : Theoretical and Practical Insights from the Field
This publication and its release in gold open access has been made possible thanks to the support of the Erasmus+ Jean Monnet Module grant 599987-EPP-1-2018-1-BE-EPPJMO-MODULE for the course âEuropean IT Law by Designâ. The European Commissionâs support for the production of this publication does not constitute an endorsement of the contents, which reflect the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein.Publisher PD
Wayfinding Situations
Wayfinding, which is the task of getting from some origin to a destination, is one of the primary spatial problems humans encounter in everyday life. When we wayfind, we act in the environment based on the structure and features of the environment, set against a background of knowledge which is generally understood as having visual characteristics. As mobile and wireless technologies proliferate in urban space it can be considered as having an existence in terms of several spaces, those of places that make up our direct perceptual experience and those of the digital devices and networks that facilitate communication, which are primarily non-visual in nature. This thesis will extend existing work on perception and action in urban space to investigate the role of mobile and ubiquitous technologies in wayfinding and environmental legibility, or more literally how we orientate and find our way in space when we experience it both with and through technology. In order to do this, the research takes the approach of considering wayfinding as a situated activity that takes place against a rich and articulated background of experiences and social connections. Through a series of empirical studies the concept of wayfinding situations is explored from two different perspectives. The first study investigates the relationship between an individual and technology as they act in environmental settings, by comparing learning for a spatial task depending on whether the individual accesses a map or a mobile map to make judgements. The second study seeks to understand the relationship between individual and environment as they act in technological settings, and focuses on the perception and action in space as affected by wireless technologies. The combined outcome of these two empirical studies provides the basis for the definition of a richer and more differentiated concept of wayfinding situations. This informs the final stage of the research in which an applied response is proposed to supporting wayfinding in a specific urban scenario, where the aim is to embed the technology into the spatial setting.Eine der grundlegenden Arten, wie wir die Welt wahrnehmen, ist die räumliche Wahrnehmung: Die physische Gestalt und Erscheinung unserer Umgebung ist der SchlĂźssel fĂźr unsere Handlungen und Wahrnehmungen darin. Das Aufkommen von Kommunikationstechnologien hat den Charakter der visuellen Präsenz im Alltag wesentlich beeinflusst, so dass das Bild, das der Einzelne von der Stadt hat (Lynch 1965), das er benutzt, um sich im städtischen Raum zurechtzufinden und zu orientieren, nicht länger ausschlieĂlich auf physische Elemente und Strukturen beschränkt ist. Bei dem Versuch, die räumliche Erfahrung in zunehmend vermittelten Umgebungen zu entflechten, besteht der Bedarf, zu Ăźberdenken, wie wir in räumlichen Situationen denken, handeln und interagieren. In diesem Kontext bietet uns der Bereich der Wegfindung eine MĂśglichkeit, zu verstehen and darauf zu reagieren, wie wir im Raum handeln und uns zurechtfinden. Die Wegfindung ist eine zielorientierte, gelenkte und motivierte Handlung (Golledge 1999). Menschen benutzen unterschiedliche Wegfindungsstrategien, je nach ihrem eigenen individuellen räumlichen Bewusstsein und nach ihrer Kenntnis der Umgebung, durch die sie reisen. Wahrnehmung und Handlung im Raum werden teilweise durch unsere Fähigkeit ermĂśglicht, auf Denkschemata des Raumes zu reagieren (z. B. Siegel and White 1975, Tversky 1993). Wenn wir uns in der städtischen Umgebung bewegen und auf motivierte Art handeln, eignen wir uns Kenntnisse Ăźber sie an, die in geistige Repräsentationen umgewandelt werden. Diese Repräsentationen kĂśnnen abgerufen werden, um während des Navigierens Entscheidungen zu treffen; aber wir benutzen auĂerdem grafische Repräsentationen, wie Karten und mobile Karten, zur UnterstĂźtzung. UnterstĂźtzung in Form von Papierkarten wird zunehmend durch dynamische Karten verdrängt, die mithilfe von mobilen Vorrichtungen mit GPS arbeiten. Da solche Technologien es dem Einzelnen ermĂśglichen, Kenntnisse abzuladen, sind wir der Ansicht, dass ein Lernprozess Ăźber die Umgebung während dieser Aufgabe nicht gefĂśrdert wird. Die kognitiven Fähigkeiten Einzelner werden als solche nicht unbedingt von den derzeitigen Interaktionsmodellen solcher Anwendungen unterstĂźtzt. Zur weitergehenden Untersuchung dieses Themas beschreibt die erste Phase unserer Forschung eine Studie, die die Kenntnisaneignung bei einer Anzahl von räumlichen Aufgaben vergleicht, je nachdem, ob der Teilnehmer Zugang zu einer Papierkarte oder einer mobilen Karte hatte. Die zweite Phase unserer empirischen Arbeit bemĂźht sich um das Verständnis dessen, wie Einzelne die räumliche Situation wahrnehmen, wenn sie in Kommunikationstechnologie gebettet ist und untersucht den Fall âdrahtlose Netzwerkeâ. Diese Ergebnisse werden dann in einer Zusammenfassung dargestellt, die sich bemĂźht, Wegfindungssituationen zu charakterisieren. Sie werden dann als Grundlage fĂźr das Design einer Anwendung genutzt, die solche Wegfindungssituationen innerhalb spezifischer städtischer Situationen unterstĂźtzt
Legal Design Perspectives
Over the last few years, Legal Design has grown as a field of research and practice. The potential of design in the legal domain has been investigated and experimented in various sectors such as access to justice, dispute resolution, privacy indicators, policy prototyping, contractual negotiation. Being an interdisciplinary area of study, Legal Design combines different disciplines and methodologies and relies on insights from legal practice.
This book intends to contribute to the study and advancement of Legal Design by presenting different voices and perspectives from scholars and practitioners active in this field. The volume brings together critical essays on the nature and methods of Legal Design and illustrations from the practice. The contributions provide the readers with the state of the art of Legal Design and a prospective outline of its future development.illustrato
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