2,725 research outputs found

    Controlled Experiments

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    VR/Urban: spread.gun - design process and challenges in developing a shared encounter for media façades

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    Designing novel interaction concepts for urban environments is not only a technical challenge in terms of scale, safety, portability and deployment, but also a challenge of designing for social configurations and spatial settings. To outline what it takes to create a consistent and interactive experience in urban space, we describe the concept and multidisciplinary design process of VR/Urban's media intervention tool called Spread.gun, which was created for the Media Façade Festival 2008 in Berlin. Main design aims were the anticipation of urban space, situational system configuration and embodied interaction. This case study also reflects on the specific technical, organizational and infrastructural challenges encountered when developing media façade installations

    Implications for Adoption

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    In this paper we explore the motivations for, and practicalities of, incorporating ‘implications for adoption’ into HCI research practice. Implications for adoption are speculations which may be used in research projects to scrutinize and explore the implications and requirements associated with a technology’s potential adoption in the future. There is a rich tradition within the HCI community of implementing, demonstrating, and testing new interactions or technologies by building prototypes. User-centered design methods help us to develop prototypes to and move toward designs that are validated, efficient, and rewarding to use. However, these studies rarely shift their temporal focus to consider, in any significant detail, what it would mean for a technology to exist beyond its prototypical implementation, in other words how these prototypes might ultimately be adopted. Given the CHI community’s increasing interest in technology-related human and social effects, the lack of attention paid to adoption represents a significant and relevant gap in current practices. It is this gap that the paper addresses and in doing so offers three contributions: (1) exploring and unpacking different notions of adoption from varying disciplinary perspectives; (2) discussing why considering adoption is relevant and useful, specifically in HCI research; (3) discussing methods for addressing this need, specifically design fiction, and understanding how utilizing these methods may provide researchers with means to better understand the myriad of nuanced, situated, and technologically-mediated relationships that innovative designs facilitate

    Computing With Contexts A simple approach

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    AbstractThis article describes how the use of a higher-order syntax representation of contexts [due to A. Pitts] combines smoothly with higher-order syntax for evaluation rules, so that definitions can be extended to work over contexts. This provides “for free” — without the development of any new language-specific context calculi - evaluation rules for contexts which commute with hole-filling. We have found this to be a useful technique for directly reasoning about operational equivalence. A small illustration is given based on a unique fixed-point induction principle for a notion of guarded context in a functional language

    Survey on face detection methods

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    Face detection has attracted attention from many researchers due to its wide range of applications such as video surveillance, face recognition, object tracking and expression analysis. It consists of three stages which are preprocessing, feature extraction and classification. Firstly, preprocessing is the process of extracting regionsfrom images or real-time web camera, which then acts as a face or non-face candidate images. Secondly, feature extraction involves segmenting the desired features from preprocessed images. Lastly, classification is a process of clustering extracted features based on certain criteria. In this paper, 15 papers published from year 2013 to 2018 are reviewed. In general, there are seven face detection methods which are Skin Colour Segmentation, Viola and Jones, Haar features, 3D-mean shift, Cascaded Head and Shoulder detection (CHSD), and Libfacedetection. The findings show that skin colour segmentation is the most popular method used for feature extraction with 88% to 98% detection rate. Unlike skin colour segmentation method, Viola and Jones method mostly comprise of face regions and other parts of human body with 80% to 90% detection rate. OpenCV, Python or MATLAB can be used to develop real-life face detection system

    Self-Control in Cyberspace: Applying Dual Systems Theory to a Review of Digital Self-Control Tools

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    Many people struggle to control their use of digital devices. However, our understanding of the design mechanisms that support user self-control remains limited. In this paper, we make two contributions to HCI research in this space: first, we analyse 367 apps and browser extensions from the Google Play, Chrome Web, and Apple App stores to identify common core design features and intervention strategies afforded by current tools for digital self-control. Second, we adapt and apply an integrative dual systems model of self-regulation as a framework for organising and evaluating the design features found. Our analysis aims to help the design of better tools in two ways: (i) by identifying how, through a well-established model of self-regulation, current tools overlap and differ in how they support self-control; and (ii) by using the model to reveal underexplored cognitive mechanisms that could aid the design of new tools.Comment: 11.5 pages (excl. references), 6 figures, 1 tabl

    The Teletalker – A Design Researcher’s Tool to Explore Intergenerational Online Video Connectivity in-the-Wild

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    Although a fair amount of research around older adults’ perception of digital technology exists, there is only a moderate amount of research investigating older people’s reactions and sense-making in real-world contexts with emerging digital tools. This paper reports on the constructivist research approach used by the author, which initiated co-production with participants to gather older and younger adults’ reactions towards digital video connectivity during a series of design research interventions. For this, the author had built a research tool, the Teletalker kiosks (TT), which connected two locations using digital live video to provide a ‘window into the other space’. Participants, if they wished, could activate the volume with a designed mechanism aimed at non-computer literate people, which was used in order to speak to each other. The three connections were between an older people’s charity day centre and the university, between two locations at the university, and between two-day centres in the U.K. The returns collected revealed overall positive reactions towards video connectivity by younger adults and mixed reactions by older adults. The design for the volume mechanism did not work as expected for both groups. The interventions also brought out opinions and conformity dynamics within groups of older adults and attitudes by younger audiences towards older people. More research is needed to understand these reactions and attitudes in comparable contexts

    Designing online social interaction for and with older people

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    This thesis describes my explorations and reflections regarding the design of online social interaction for and with older people. In 2008 when I started my doctoral investigation only a third of people over 65 years in the UK were using the Internet. This number has now increased to half of the population of 65-75 year-olds being connected to the Internet. From 2000 onwards EU wide directives increasingly encouraged research in the development of online technologies to manage the needs of an ageing population in the EU. Alongside health-related risks, the issue of social isolation is of particular interest to be tackled, considering there is a rapid development of new forms of communication and interaction media based on online technologies that could help in maintaining contact between people. A beneficial design strategy is to involve older people in the design process to ensure that technological developments are welcomed and actually used. However, engaging older people, who are not necessarily familiar with digital technologies, is not without challenges for the design researcher. My research focuses both on design practice (the development of artefacts) and the design process for online social interaction involving older people. The thesis describes practice-led research, for which I built the Teletalker (TT) and Telewalker (TW) systems as prototypes for experimentation and design research interventions. The TT can be described as a simple TV like online audio-video presence system connecting two locations. The TW is based on the same concept has been built specifically for vulnerable older people living in a care home. The work described involves embodied real-world interventions with contemporary approaches to designing with people. In particular I explore the delicate nature of the researcher/participant relationship. The research is reported as four sequential journeys. The first design journey started from a user-centred iterative design perspective and resulted in the construction of a wireframe for a website for older users. The second journey focused on building the TT and investigated its use in the real world by people with varied computer experience. The third journey involved designing the TW system specifically for elderly people in a care home. The fourth journey employed a co-design approach, with invited stakeholders, to reflect on the physical artefacts, discuss narratives of the previous design journeys and to co-create new online social technologies for the future. In summary, my PhD thesis contributes to design theory by providing: a reflected rationale for the choices of design approaches, documented examples of design research for social interaction and a novel approach to research with older people (the extended showroom). It further offers insights into people's online social interaction and proposes guidelines for conducting empirical research with older and vulnerable older people

    Planetary Biology and Microbial Ecology: Molecular Ecology and the Global Nitrogen cycle

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    This report summarizes the results of the Planetary Biology and Molecular Ecology's summer 1991 program, which was held at the Marine Biological Laboratory in Woods Hole, Massachusetts. The purpose of the interdisciplinary PBME program is to integrate, via lectures and laboratory work, the contributions of university and NASA scientists and student interns. The goals of the 1991 program were to examine several aspects of the biogeochemistry of the nitrogen cycle and to teach the application of modern methods of molecular genetics to field studies of organisms. Descriptions of the laboratory projects and protocols and abstracts and references of the lectures are presented
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