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    Human-computer interaction in ubiquitous computing environments

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    Purpose &ndash; The purpose of this paper is to explore characteristics of human-computer interaction when the human body and its movements become input for interaction and interface control in pervasive computing settings. Design/methodology/approach &ndash; The paper quantifies the performance of human movement based on Fitt\u27s Law and discusses some of the human factors and technical considerations that arise in trying to use human body movements as an input medium. Findings &ndash; The paper finds that new interaction technologies utilising human movements may provide more flexible, naturalistic interfaces and support the ubiquitous or pervasive computing paradigm. Practical implications &ndash; In pervasive computing environments the challenge is to create intuitive and user-friendly interfaces. Application domains that may utilize human body movements as input are surveyed here and the paper addresses issues such as culture, privacy, security and ethics raised by movement of a user\u27s body-based interaction styles. Originality/value &ndash; The paper describes the utilization of human body movements as input for interaction and interface control in pervasive computing settings. <br /

    Ontology-based user modeling in an augmented audio reality system for museums

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    Ubiquitous computing is a challenging area that allows us to further our understanding and techniques of context-aware and adaptive systems. Among the challenges is the general problem of capturing the larger context in interaction from the perspective of user modeling and human–computer interaction (HCI). The imperative to address this issue is great considering the emergence of ubiquitous and mobile computing environments. This paper provides an account of our addressing the specific problem of supporting functionality as well as the experience design issues related to museum visits through user modeling in combination with an audio augmented reality and tangible user interface system. This paper details our deployment and evaluation of ec(h)o – an augmented audio reality system for museums. We explore the possibility of supporting a context-aware adaptive system by linking environment, interaction object and users at an abstract semantic level instead of at the content level. From the user modeling perspective ec(h)o is a knowledge based recommender system. In this paper we present our findings from user testing and how our approach works well with an audio and tangible user interface within a ubiquitous computing system. We conclude by showing where further research is needed

    Envisioning Future Playful Interactive Environments for Animals

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    The final publication is available at Springer via http://dx.doi.org/10.1007/978-981-287-546-4_6Play stands as one of the most natural and inherent behavior among the majority of living species, specifically humans and animals. Human play has evolved significantly over the years, and so have done the artifacts which allow us to play: from children playing tag games without any tools other than their bodies, to modern video games using haptic and wearable devices to augment the playful experience. However, this ludic revolution has not been the same for the humans’ closest companions, our pets. Recently, a new discipline inside the human–computer interaction (HCI) community, called animal–computer interaction (ACI), has focused its attention on improving animals’ welfare using technology. Several works in the ACI field rely on playful interfaces to mediate this digital communication between animals and humans. Until now, the development of these interfaces only comprises a single goal or activity, and its adaptation to the animals’ needs requires the developers’ intervention. This work analyzes the existing approaches, proposing a more generic and autonomous system aimed at addressing several aspects of animal welfare at a time: Intelligent Playful Environments for Animals. The great potential of these systems is discussed, explaining how incorporating intelligent capabilities within playful environments could allow learning from the animals’ behavior and automatically adapt the game to the animals’ needs and preferences. The engaging playful activities created with these systems could serve different purposes and eventually improve animals’ quality of life.This work was partially funded by the Spanish Ministry of Science andInnovation under the National R&D&I Program within the projects Create Worlds (TIN2010-20488) and SUPEREMOS (TIN2014-60077-R), and from Universitat Politècnica de València under Project UPV-FE-2014-24. It also received support from a postdoctoral fellowship within theVALi+d Program of the Conselleria d’Educació, Cultura I Esport (Generalitat Valenciana) awarded to Alejandro Catalá (APOSTD/2013/013). The work of Patricia Pons has been supported by the Universitat Politècnica de València under the “Beca de Excelencia” program and currently by an FPU fellowship from the Spanish Ministry of Education, Culture, and Sports (FPU13/03831).Pons Tomás, P.; Jaén Martínez, FJ.; Catalá Bolós, A. (2015). Envisioning Future Playful Interactive Environments for Animals. En More Playful User Interfaces: Interfaces that Invite Social and Physical Interaction. Springer. 121-150. https://doi.org/10.1007/978-981-287-546-4_6S121150Alfrink, K., van Peer, I., Lagerweij H, et al.: Pig Chase. Playing with Pigs project. (2012) www.playingwithpigs.nlAmat, M., Camps, T., Le, Brech S., Manteca, X.: Separation anxiety in dogs: the implications of predictability and contextual fear for behavioural treatment. Anim. Welf. 23(3), 263–266 (2014). doi: 10.7120/09627286.23.3.263Barker, S.B., Dawson, K.S.: The effects of animal-assisted therapy on anxiety ratings of hospitalized psychiatric patients. Psychiatr. Serv. 49(6), 797–801 (1998)Bateson, P., Martin, P.: Play, Playfulness, Creativity and Innovation. Cambridge University Press, New York (2013)Bekoff, M., Allen, C.: Intentional communication and social play: how and why animals negotiate and agree to play. In: Bekoff, M., Byers, J.A. (eds.) Animal Play Evolutionary. 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Jossey-Bass Publishers, Hoboken (1975)Filan, S.L., Llewellyn-Jones, R.H.: Animal-assisted therapy for dementia: a review of the literature. Int. Psychogeriatr. 18(4), 597–611 (2006). doi: 10.1017/S1041610206003322García-Herranz, M., Haya, P.A., Alamán, X.: Towards a ubiquitous end-user programming system for smart spaces. J. Univ. Comput. Sci. 16(12), 1633–1649 (2010). doi: 10.3217/jucs-016-12-1633Hirskyj-Douglas, I., Read, J.C.: Who is really in the centre of dog computer interaction? In: Adjunct Proceedings of the 11th Conference on Advances in Computer Entertainment—Workshop on Animal Human Computer Interaction (2014)Hu, F., Silver, D., Trude, A.: LonelyDog@Home. In: International Conference Web Intelligence Intelligent Agent Technology—Workshops, 2007 IEEE/WIC/ACM IEEE, pp. 333–337, (2007)Huizinga, J.: Homo Ludens. Wolters-Noordhoff, Groningen (1985)Kamioka, H., Okada, S., Tsutani, K., et al.: Effectiveness of animal-assisted therapy: a systematic review of randomized controlled trials. Complement. Ther. Med. 22(2), 371–390 (2014). doi: 10.1016/j.ctim.2013.12.016Lee, S.P., Cheok, A.D., James, T.K.S., et al.: A mobile pet wearable computer and mixed reality system for human–poultry interaction through the internet. Pers. Ubiquit. Comput. 10(5), 301–317 (2006). doi: 10.1007/s00779-005-0051-6Leo, K., Tan, B.: User-tracking mobile floor projection virtual reality game system for paediatric gait and dynamic balance training. In: Proceedings of the 4th International Convention on Rehabilitation Engineering and Assistive Technology pp. 25:1–25:4 (2010)Mancini, C.: Animal-computer interaction: a manifesto. Mag. Interact. 18(4), 69–73 (2011). doi: 10.1145/1978822.1978836Mancini, C.: Animal-computer interaction (ACI): changing perspective on HCI, participation and sustainability. 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In: CHI ’10 Extended Abstracts on Human Factors in Computing Systems, pp. 2661–2669 (2010

    Customizing smart environments: a tabletop approach

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    Smart environments are becoming a reality in our society and the number of intelligent devices integrated in these spaces is in-creasing very rapidly. As the combination of intelligent elements will open a wide range of new opportunities to make our lives easier, final users should be provided with a simplified method of handling complex intelligent features. Specifying behavior in these environments can be difficult for non-experts, so that more efforts should be directed towards easing the customization tasks. This work presents an entirely visual rule editor based on dataflow expressions for interactive tabletops which allows be-havior to be specified in smart environments. An experiment was carried out aimed at evaluating the usability of the editor in terms of non-programmers understanding of the abstractions and concepts involved in the rule model, ease of use of the pro-posed visual interface and the suitability of the interaction mechanisms implemented in the editing tool. The study revealed that users with no previous programming experience were able to master the proposed rule model and editing tool for specifying be-havior in the context of a smart home, even though some minor usability issues were detected.We would like to thank all the volunteers that participated in the empirical study. Our thanks are also due to the ASIC/Polimedia team for their computer hardware support. This work was partially funded by the Spanish Ministry of Science and Innovation under the National R&D&I Program within the project CreateWorlds (TIN2010-20488). It also received support from a postdoctoral fellowship within the VALi+d Program of the Conselleria d'Educacio, Cultura I Esport (Generalitat Valenciana) awarded to Alejandro Catala (APOSTD/2013/013). The work of Patricia Pons has been supported by the Universitat Politecnica de Valencia under the "Beca de Excelencia" program, and currently by an FPU fellowship from the Spanish Ministry of Education, Culture and Sports (FPU13/03831).Pons Tomás, P.; Catalá Bolós, A.; Jaén Martínez, FJ. (2015). Customizing smart environments: a tabletop approach. Journal of Ambient Intelligence and Smart Environments. 7(4):511-533. https://doi.org/10.3233/AIS-150328S51153374[1]C. Becker, M. Handte, G. Schiele and K. Rothermel, PCOM – a component system for pervasive computing, in: Proc. of the Second IEEE International Conference on Pervasive Computing and Communications (PerCom’04), IEEE Computer Society, Washington, DC, USA, 2004, pp. 67–76.Bhatti, Z. W., Naqvi, N. Z., Ramakrishnan, A., Preuveneers, D., & Berbers, Y. (2014). Learning distributed deployment and configuration trade-offs for context-aware applications in Intelligent Environments. Journal of Ambient Intelligence and Smart Environments, 6(5), 541-559. doi:10.3233/ais-140274Bonino, D., & Corno, F. (2011). What would you ask to your home if it were intelligent? Exploring user expectations about next-generation homes. Journal of Ambient Intelligence and Smart Environments, 3(2), 111-126. doi:10.3233/ais-2011-0099[4]D. Bonino, F. Corno and L. Russis, A user-friendly interface for rules composition in intelligent environments, in: Ambient Intelligence – Software and Applications, Advances in Intelligent and Soft Computing, Vol. 92, Springer, Berlin, Heidelberg, 2011, pp. 213–217.[5]X. Carandang and J. Campbell, The design of a tangible user interface for a real-time strategy game, in: Proc. of the 34th International Conference on Information Systems (ICIS 2013), Association for Information Systems (AIS), 2013, pp. 3781–3790.Catalá, A., Garcia-Sanjuan, F., Jaen, J., & Mocholi, J. A. (2012). TangiWheel: A Widget for Manipulating Collections on Tabletop Displays Supporting Hybrid Input Modality. Journal of Computer Science and Technology, 27(4), 811-829. doi:10.1007/s11390-012-1266-4Catala, A., Pons, P., Jaen, J., Mocholi, J. A., & Navarro, E. (2013). A meta-model for dataflow-based rules in smart environments: Evaluating user comprehension and performance. Science of Computer Programming, 78(10), 1930-1950. doi:10.1016/j.scico.2012.06.010[8]C. Chen, Y. Xu, K. Li and S. Helal, Reactive programming optimizations in pervasive computing, in: Proc. of the 2010 10th IEEE/IPSJ International Symposium on Applications and the Internet (SAINT’10), IEEE Computer Society, Washington, DC, USA, 2010, pp. 96–104.Cook, D. J., Augusto, J. C., & Jakkula, V. R. (2009). Ambient intelligence: Technologies, applications, and opportunities. Pervasive and Mobile Computing, 5(4), 277-298. doi:10.1016/j.pmcj.2009.04.001Dey, A. K. (2009). Modeling and intelligibility in ambient environments. 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    Self-adaptive unobtrusive interactions of mobile computing systems

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    [EN] In Pervasive Computing environments, people are surrounded by a lot of embedded services. Since pervasive devices, such as mobile devices, have become a key part of our everyday life, they enable users to always be connected to the environment, making demands on one of the most valuable resources of users: human attention. A challenge of the mobile computing systems is regulating the request for users¿ attention. In other words, service interactions should behave in a considerate manner by taking into account the degree to which each service intrudes on the user¿s mind (i.e., the degree of obtrusiveness). The main goal of this paper is to introduce self-adaptive capabilities in mobile computing systems in order to provide non-disturbing interactions. We achieve this by means of an software infrastructure that automatically adapts the service interaction obtrusiveness according to the user¿s context. This infrastructure works from a set of high-level models that define the unobtrusive adaptation behavior and its implication with the interaction resources in a technology-independent way. Our infrastructure has been validated through several experiments to assess its correctness, performance, and the achieved user experience through a user study.This work has been developed with the support of MINECO under the project SMART-ADAPT TIN2013-42981-P, and co-financed by the Generalitat Valenciana under the postdoctoral fellowship APOSTD/2016/042.Gil Pascual, M.; Pelechano Ferragud, V. (2017). Self-adaptive unobtrusive interactions of mobile computing systems. Journal of Ambient Intelligence and Smart Environments. 9(6):659-688. https://doi.org/10.3233/AIS-170463S65968896Aleksy, M., Butter, T., & Schader, M. (2008). Context-Aware Loading for Mobile Applications. 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    Human factors of ubiquitous computing: ambient cueing in the digital kitchen?

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    This thesis is concerned with the uses of Ubiquitous Computing (UbiComp) in everyday domestic environments. The concept of UbiComp promises to shift computing away from the desktop into everyday objects and settings. It has the twin goals of providing ‘transparent’ technologies where the information has been thoroughly embedded into everyday activities and objects (thus making the computer invisible to the user) and also (and more importantly) of seamless integration of these technologies into the activities of their users. However, this raises the challenge of how best to support interaction with a ‘transparent’ or ‘invisible’ technology; if the technology is made visible, it will attract the user's attention to it and away from the task at hand, but if it is hidden, then how can the user cope with malfunctions or other problems in the technology? We approach the design of Human-Computer Interaction in the ubiquitous environment through the use of ambient displays, i.e. the use of subtle cueing, embedded in the environment which is intended to guide human activity. This thesis draws on the concept of stimulus-response compatibility and applies this to the design ambient display. This thesis emphasizes the need to understand the users’ perspectives and responses in any particular approach that has been proposed. Therefore, the main contributions of this thesis focus on approaches to improve human performance in the ubiquitous environment through ambient display

    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

    Quality assessment technique for ubiquitous software and middleware

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    The new paradigm of computing or information systems is ubiquitous computing systems. The technology-oriented issues of ubiquitous computing systems have made researchers pay much attention to the feasibility study of the technologies rather than building quality assurance indices or guidelines. In this context, measuring quality is the key to developing high-quality ubiquitous computing products. For this reason, various quality models have been defined, adopted and enhanced over the years, for example, the need for one recognised standard quality model (ISO/IEC 9126) is the result of a consensus for a software quality model on three levels: characteristics, sub-characteristics, and metrics. However, it is very much unlikely that this scheme will be directly applicable to ubiquitous computing environments which are considerably different to conventional software, trailing a big concern which is being given to reformulate existing methods, and especially to elaborate new assessment techniques for ubiquitous computing environments. This paper selects appropriate quality characteristics for the ubiquitous computing environment, which can be used as the quality target for both ubiquitous computing product evaluation processes ad development processes. Further, each of the quality characteristics has been expanded with evaluation questions and metrics, in some cases with measures. In addition, this quality model has been applied to the industrial setting of the ubiquitous computing environment. These have revealed that while the approach was sound, there are some parts to be more developed in the future

    Intelligent Playful Environments for Animals

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    © Owner/Author 2015. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in Interacción '15 Proceedings of the XVI International Conference on Human Computer Interaction, http://dx.doi.org/10.1145/2829875.2829879We are evolving towards an interconnected and ubiquitous world, where digital devices and interfaces progressively adapt themselves to fit our needs and ease our daily activities. Although we coexist with plenty of animal species, such as our pets, we are approaching the evolution of technology in a strictly human-centric manner. A new field in Computer Science, called Animal-Computer Interaction (ACI), aims at filling this technological gap by developing systems and interfaces specifically designed for animals. Supporting animals' natural behavior and habits with suitable technology could improve both humans and animals' wellbeing. As a consequence, this doctoral research aims to explore, design and develop animal-centered intelligent systems that focus on enhancing one of the most natural animal behaviors: play. Therefore, the main goal of this research is to expand ACI with the ability of automatically manage and adapt animals play activity in order to improve their wellbeing.Work supported by MINECO (TIN2010-20488 and TIN2014-60077-R), UPV (UPV-FE-2014-24), MECD (FPU13/03831) and GVA (APOSTD/2013/013).Pons Tomás, P.; Jaén Martínez, FJ.; Catalá Bolós, A. (2015). Intelligent Playful Environments for Animals. ACM. https://doi.org/10.1145/2829875.2829879SHu, F., Silver, D., and Trude, A. LonelyDog@Home. 2007 IEEE/WIC/ACM International Conferences on Web Intelligence and Intelligent Agent Technology - Workshops, IEEE (2007), 333--337.Huizinga, J.Homo ludens. Wolters-Noordhoff, Groningen, The Nederlands, 1985.Mancini, C. Animal-computer interaction: a manifesto. Magazine interactions 18, 4 (2011), 69--73.Mancini, C. Animal-computer interaction (ACI): changing perspective on HCI, participation and sustainability. CHI '13 Extended Abstracts on Human Factors in Computing Systems, ACM Press (2013), 2227--2236.Matsuzawa, T. The Ai project: historical and ecological contexts. Animal cognition 6, 4 (2003), 199--211.Pons, P., Jaen, J., and Catala, A. Animal Ludens: Building Intelligent Playful Environments for Animals. 11th Conference on Advances in Computer Entertainment - Workshop on Animal Human Computer Interaction, (2014).Pons, P., Jaen, J., and Catala, A. Envisioning Future Playful Interactive Environments for Animals. In A. Nijholt, ed., More Playful User Interfaces. Springer, 2015.Robinson, C., Mancini, C., van der Linden, J., Guest, C., and Harris, R. Empowering assistance dogs: an alarm interface for canine use. Intelligent Systems for Animal Welfare, (2014).Rumbaugh, D.M., Gill, T. V., Brown, J. V., et al. A computer-controlled language training system for investigating the language skills of young apes. Behavior Research Methods & Instrumentation 5, 5 (1973), 385--392.Westerlaken, M. and Gualeni, S. Felino: The Philosophical Practice of Making an Interspecies Videogame. The Philosophy of Computer Games Conference, (2014), 1--12.Wingrave, C.A., Rose, J., Langston, T., and LaViola, J.J.J. Early explorations of CAT: canine amusement and training. CHI '10 Extended Abstracts on Human Factors in Computing Systems, (2010), 2661--2669.SpeakDolphin. http://www.speakdolphin.com
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