94 research outputs found
Accessibility of Health Data Representations for Older Adults: Challenges and Opportunities for Design
Health data of consumer off-the-shelf wearable devices is often conveyed to users through visual data representations and analyses. However, this is not always accessible to people with disabilities or older people due to low vision, cognitive impairments or literacy issues. Due to trade-offs between aesthetics predominance or information overload, real-time user feedback may not be conveyed easily from sensor devices through visual cues like graphs and texts. These difficulties may hinder critical data understanding. Additional auditory and tactile feedback can also provide immediate and accessible cues from these wearable devices, but it is necessary to understand existing data representation limitations initially. To avoid higher cognitive and visual overload, auditory and haptic cues can be designed to complement, replace or reinforce visual cues. In this paper, we outline the challenges in existing data representation and the necessary evidence to enhance the accessibility of health information from personal sensing devices used to monitor health parameters such as blood pressure, sleep, activity, heart rate and more. By creating innovative and inclusive user feedback, users will likely want to engage and interact with new devices and their own data
Human History and Digital Future
Korrigierter Nachdruck. Im Kapitel "Wallace/Moullou: Viability of Production and Implementation of Retrospective Photogrammetry in Archaeology" wurden die Acknowledgemens enfternt.The Proceedings of the 46th Annual Conference on Computer Applications and Quantitative Methods in Archaeology, held between March 19th and 23th, 2018 at the University of Tübingen, Germany, discuss the current questions concerning digital recording, computer analysis, graphic and 3D visualization, data management and communication in the field of archaeology. Through a selection of diverse case studies from all over the world, the proceedings give an overview on new technical approaches and best practice from various archaeological and computer-science disciplines
Haptics: Science, Technology, Applications
This open access book constitutes the proceedings of the 13th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2022, held in Hamburg, Germany, in May 2022. The 36 regular papers included in this book were carefully reviewed and selected from 129 submissions. They were organized in topical sections as follows: haptic science; haptic technology; and haptic applications
Greening Cities Shaping Cities
The topic of pinpointing Nature-Based Solutions (NBS) in the urban context has been cultivating interest lately from different scholars, urban planning practitioners and policymakers. This Special Issue originates from the Greening Cities Shaping Cities Symposium held at the Politecnico di Milano (12–13 October 2020), aiming at bridging the gap between the science and practice of implementing NBS in the built environment, as well as highlighting the importance of citizen participation in shared governance and policy making. The Special Issue received contributions from all over the world, from Italy, Germany, the Netherlands, Turkey, Brazil, Portugal, Denmark, France, Bulgaria, Sweden, Hungary, Spain, the UAE, the UK, and the USA
Digital Interaction and Machine Intelligence
This book is open access, which means that you have free and unlimited access. This book presents the Proceedings of the 9th Machine Intelligence and Digital Interaction Conference. Significant progress in the development of artificial intelligence (AI) and its wider use in many interactive products are quickly transforming further areas of our life, which results in the emergence of various new social phenomena. Many countries have been making efforts to understand these phenomena and find answers on how to put the development of artificial intelligence on the right track to support the common good of people and societies. These attempts require interdisciplinary actions, covering not only science disciplines involved in the development of artificial intelligence and human-computer interaction but also close cooperation between researchers and practitioners. For this reason, the main goal of the MIDI conference held on 9-10.12.2021 as a virtual event is to integrate two, until recently, independent fields of research in computer science: broadly understood artificial intelligence and human-technology interaction
Emerging Technologies
This monograph investigates a multitude of emerging technologies including 3D printing, 5G, blockchain, and many more to assess their potential for use to further humanity’s shared goal of sustainable development. Through case studies detailing how these technologies are already being used at companies worldwide, author Sinan Küfeoğlu explores how emerging technologies can be used to enhance progress toward each of the seventeen United Nations Sustainable Development Goals and to guarantee economic growth even in the face of challenges such as climate change. To assemble this book, the author explored the business models of 650 companies in order to demonstrate how innovations can be converted into value to support sustainable development. To ensure practical application, only technologies currently on the market and in use actual companies were investigated. This volume will be of great use to academics, policymakers, innovators at the forefront of green business, and anyone else who is interested in novel and innovative business models and how they could help to achieve the Sustainable Development Goals. This is an open access book
Playful Materialities
Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization
Balancing User Experience for Mobile One-to-One Interpersonal Telepresence
The COVID-19 virus disrupted all aspects of our daily lives, and though the world is finally returning to normalcy, the pandemic has shown us how ill-prepared we are to support social interactions when expected to remain socially distant. Family members missed major life events of their loved ones; face-to-face interactions were replaced with video chat; and the technologies used to facilitate interim social interactions caused an increase in depression, stress, and burn-out. It is clear that we need better solutions to address these issues, and one avenue showing promise is that of Interpersonal Telepresence. Interpersonal Telepresence is an interaction paradigm in which two people can share mobile experiences and feel as if they are together, even though geographically distributed. In this dissertation, we posit that this paradigm has significant value in one-to-one, asymmetrical contexts, where one user can live-stream their experiences to another who remains at home. We discuss a review of the recent Interpersonal Telepresence literature, highlighting research trends and opportunities that require further examination. Specifically, we show how current telepresence prototypes do not meet the social needs of the streamer, who often feels socially awkward when using obtrusive devices. To combat this negative finding, we present a qualitative co-design study in which end users worked together to design their ideal telepresence systems, overcoming value tensions that naturally arise between Viewer and Streamer. Expectedly, virtual reality techniques are desired to provide immersive views of the remote location; however, our participants noted that the devices to facilitate this interaction need to be hidden from the public eye. This suggests that 360 cameras should be used, but the lenses need to be embedded in wearable systems, which might affect the viewing experience. We thus present two quantitative studies in which we examine the effects of camera placement and height on the viewing experience, in an effort to understand how we can better design telepresence systems. We found that camera height is not a significant factor, meaning wearable cameras do not need to be positioned at the natural eye-level of the viewer; the streamer is able to place them according to their own needs. Lastly, we present a qualitative study in which we deploy a custom interpersonal telepresence prototype on the co-design findings. Our participants preferred our prototype instead of simple video chat, even though it caused a somewhat increased sense of self-consciousness. Our participants indicated that they have their own preferences, even with simple design decisions such as style of hat, and we as a community need to consider ways to allow customization within our devices. Overall, our work contributes new knowledge to the telepresence field and helps system designers focus on the features that truly matter to users, in an effort to let people have richer experiences and virtually bridge the distance to their loved ones
Immersive Participation:Futuring, Training Simulation and Dance and Virtual Reality
Dance knowledge can inform the development of scenario design in immersive digital simulation environments by strengthening a participant’s capacity to learn through the body. This study engages with processes of participatory practice that question how the transmission and transfer of dance knowledge/embodied knowledge in immersive digital environments is activated and applied in new contexts. These questions are relevant in both arts and industry and have the potential to add value and knowledge through crossdisciplinary collaboration and exchange. This thesis consists of three different research projects all focused on observation, participation, and interviews with experts on embodiment in digital simulation. The projects were chosen to provide a range of perspectives across dance, industry and futures studies. Theories of embodied cognition, in particular the notions of the extended body, distributed cognition, enactment and mindfulness, offer critical lenses through which to explore the relationship of embodied integration and participation within immersive digital environments. These areas of inquiry lead to the consideration of how language from the field of computer science can assist in describing somatic experience in digital worlds through a discussion of the emerging concepts of mindfulness, wayfinding, guided movement and digital kinship. These terms serve as an example of how the mutability of language became part of the process as terms applied in disparate disciplines were understood within varying contexts. The analytic tools focus on applying a posthuman view, speculation through a futures ethnography, and a cognitive ethnographical approach to my research project. These approaches allowed me to examine an ecology of practices in order to identify methods and processes that can facilitate the transmission and transfer of embodied knowledge within a community of practice. The ecological components include dance, healthcare, transport, education and human/computer interaction. These fields drove the data collection from a range of sources including academic papers, texts, specialists’ reports, scientific papers, interviews and conversations with experts and artists.The aim of my research is to contribute both a theoretical and a speculative understanding of processes, as well as tools applicable in the transmission of embodied knowledge in virtual dance and arts environments as well as digital simulation across industry. Processes were understood theoretically through established studies in embodied cognition applied to workbased training, reinterpreted through my own movement study. Futures methodologies paved the way for speculative processes and analysis. Tools to choreograph scenario design in immersive digital environments were identified through the recognition of cross purpose language such as mindfulness, wayfinding, guided movement and digital kinship. Put together, the major contribution of this research is a greater understanding of the value of dance knowledge applied to simulation developed through theoretical and transformational processes and creative tools
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