539 research outputs found

    A longitudinal study of pervasive display personalisation

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    Widespread sensing devices enable a world in which physical spaces become personalised in the presence of mobile users. An important example of such personalisation is the use of pervasive displays to show content that matches the requirements of proximate viewers. Despite prior work on prototype systems that use mobile devices to personalise displays, no significant attempts to trial such systems have been carried out. In this paper we report on our experiences of designing, developing and operating the world’s first comprehensive display personalisation service for mobile users. Through a set of rigorous quantitative measures and eleven potential user/stakeholder interviews, we demonstrate the success of the platform in realising display personalisation, and offer a series of reflections to inform the design of future systems

    Reality Anchors: Bringing Cues from Reality to Increase Acceptance of Immersive Technologies in Transit

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    Immersive technologies allow us to control and customise how we experience reality, but are not widely used in transit due to safety, social acceptability, and comfort barriers. We propose that cues from reality can create reference points in virtuality, which we call Reality Anchors, will reduce these barriers. We used simulated public transportation journeys in a lab setting to explore Reality Anchors using speculative methods in two studies. Our first study (N=20) explored how elements of reality like objects, furniture, and people could be used as anchors, demonstrating that visibility of other passengers and personal belongings could reduce barriers. Our second study (N=19) focused on journey types that emerged from the first study - self-managed vs. externally managed journeys - revealing that self-managed journeys increased the need for anchors. We conclude that Reality Anchors can reduce concerns associated with immersive technology use in transit, especially for self-managed journeys

    Using an Immersive Video Environment to Assess Pedestrians’ Compliance With COVID Distance Keeping Interventions

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    Physical distancing is a key measure to slow the spread of many highly infectious diseases, e.g. COVID-19. Streetscape interventions such as pedestrian signage can contribute to ensuring distances are kept, but it is unclear to what extent people comply with these in practice. This paper tackles this question using an immersive video environment to realistically simulate real-life streetscapes in the lab. In a controlled user study, we augmented panoramic video footage with pedestrian one-way street signage and recorded route decisions to assess compliance with distance keeping measures. Our results indicate that such signage affects routing decisions and can thus help pedestrians to avoid crowded situations where distance keeping is difficult. We also identified further factors affecting decisions and a correlation between intention to comply and actual compliance. The experimental method we used enabled us to effectively and safely carry out a study of a phenomenon that in the real world depends on interaction with the physical environment. This method may have applications in other areas in which simulations of physical environments are important

    Designing for Shareable Interfaces in the Wild

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    Despite excitement about the potential of interactive tabletops to support collaborative work, there have been few empirical demonstrations of their effectiveness (Marshall et al., 2011). In particular, while lab-based studies have explored the effects of individual design features, there has been a dearth of studies evaluating the success of systems in the wild. For this technology to be of value, designers and systems builders require a better understanding of how to develop and evaluate tabletop applications to be deployed in real world settings. This dissertation reports on two systems designed through a process that incorporated ethnography-style observations, iterative design and in the wild evaluation. The first study focused on collaborative learning in a medical setting. To address the fact that visitors to a hospital emergency ward were leaving with an incomplete understanding of their diagnosis and treatment, a system was prototyped in a working Emergency Room (ER) with doctors and patients. The system was found to be helpful but adoption issues hampered its impact. The second study focused on a planning application for visitors to a tourist information centre. Issues and opportunities for a successful, contextually-fitted system were addressed and it was found to be effective in supporting group planning activities by novice users, in particular, facilitating users’ first experiences, providing effective signage and offering assistance to guide the user through the application. This dissertation contributes to understanding of multi-user systems through literature review of tabletop systems, collaborative tasks, design frameworks and evaluation of prototypes. Some support was found for the claim that tabletops are a useful technology for collaboration, and several issues were discussed. Contributions to understanding in this field are delivered through design guidelines, heuristics, frameworks, and recommendations, in addition to the two case studies to help guide future tabletop system creators

    Situated navigation support for heterogeneous large crowds via augmented signage

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    PhD ThesisNavigating unfamiliar places is a common problem people face, and there is a wealth of commercial and research-based applications particularly for mobile devices that provide support in these settings. While many of these solutions work well on an individual level, they are less well suited for very crowded situations, e.g. sports matches, festivals and fairs, or religious events such as pilgrimages. In a large crowd, attending to a mobile device can be hazardous, the underlying technology might not scale well, and some people might be excluded due to not having access to a mobile device. Public signage does not suffer from these issues, and consequently, people frequently rely on signage in crowded settings. However, a key disadvantage of public signage is that it does not provide personalised navigation support. We have therefore investigated augmented signage as a navigation support system for use in large crowds. This thesis investigates the issues of guidance by augmented displays and how this can be made more suitable for people who navigate in groups in unfamiliar areas. In this context we have undertaken three studies as examples to explore how augmented displays can provide aid to people in crowded places. In the first study, we investigated the question of whether the use of dynamic public signage can help pilgrims count or remember the Tawaf rounds while walking around the Ka’bah. We analysed the current situation in Mecca based on a literature review and a series of interviews with pilgrims, who had completed at least one pilgrimage (already visited Mecca). We then presented a prototypical dynamic signage and reported on a user study we conducted in a realistic setting in order to evaluate the system. The results suggest that dynamic signage may be a feasible option to improve the safety of pilgrims in Mecca. In the second study, we introduced a scalable signage-based approach and present results from a comparison study contrasting two designs for augmented signage with a base approach. The results provide evidence that such a system could be easily useable, may reduce task load, and could improve navigation performance. In the final study, we developed public displays (static and dynamic signage) and investigated the ability of using such displays to assist pilgrims of Mecca to find each other after becoming separated while performing rituals inside the Haram (e.g. Tawaf pillar). Once again here we have addressed the issue through a series of interviews with people who had experienced pilgrimage before. Then we constructed a full idea that allowed us to design the initial system and presented it in a focus group session to gain feedback and redesign the system. Afterwards, we conducted a lab-based user study. The results we obtained suggest that a person can extract information (by reading the dynamic signage), also results showed that users were able to remember their information (whilst completing some distraction tasks), and then they completed the static signs tasks successfully. Generally results showed that the system can indicate people to the right place where they can meet again after becoming separated. In general, these results provided good evidence that augmented signage supported by colour and visual codes might provide considerable help in situations with large and heterogeneous crowds. It might be developed and used in different settings for provisional navigation information and allow multi-users to extract their personalised information individually

    Supporting public participation through interactive

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    A thesis submitted in partial fulfillment of the requirements for the degree of Doctor in Information Management, specialization in Geographic Information SystemsCitizen participation as a key priority of open cities, gives citizens the chance to influence public decision-making. Effectively engaging broader types of citizens into high participation levels has long been an issue due to various situational and technical constrains. Traditional public participation technologies (e.g. public hearing) usually are blame for low accessibility by the general public. The development of Information Communication Technology brings new methods to engage a broader spectrum of citizens in deeper participation level during urban planning processes. Interactive public displays as a public communication medium, hold some key advantages in comparison to other media. Compared to personal devices, public displays make public spaces into sociable places, where social communication and interaction can be enriched without intentionally or unintentionally excluding some groups’ opinions. Public displays can increase the visibility of public events while it is more flexible and up-to-date regarding showing information. Besides, they can also foster a collective awareness and support group behavioral changes. Moreover, due to the public nature of public displays, they provide broad accessibility to different groups of citizens. Public displays have a great potential in bringing new opportunities to facilitate public participation in an urban planning process. In the light of previous work on public displays, the research goal is to investigate a relatively new form of citizen participation known as Public Display Participation. This participation form refers to the use of public displays for citizen participation in the context of urban planning. The main research question of the thesis is how public displays can be used for facilitating citizen consultation in an urban planning process. First, a systematic literature review is done to get an understanding of the current achievements and gaps of research on public displays for public participation. Second, an elicitation study has been conducted to design end user centered interactions with public displays for citizens’ consulting activities. Finally, we run a usability to evaluate the usability of public displays for citizen consultation and their user experience. The main contributions of this thesis can be summarized as: (1) the identification of key challenges and opportunities for future research in using public displays for public participation in urban contexts; (2) two sets of user-defined gestures for two sets of user-defined phone gestures and hand gestures for performing eleven consulting activities, which are about examining the urban planning designs and giving feedback related to design alternatives, are also identified. (3) a new approach for using public displays for voting and commenting in urban planning, and a multi-level evaluation of a prototypical system implementing the proposed approach. Designers and researchers can use the contributions of this thesis, to create interactive public displays for supporting higher public participat i.e. citizen collaboration and empowerment

    EXPLORING THE CONSEQUENCES OF SHOPPER-FACING TECHNOLOGIES: THEIR EFFECT ON SHOPPER EXPERIENCES AND SHOPPING OUTCOMES

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    Just as technology has influenced nearly every facet of the modern consumer’s life, it is also significantly changing how those consumers shop and how it influences their purchase decisions. Understanding how technology impacts these shoppers within the retail environment is crucial for retail managers who are expected to deploy and manage these sources of continuous change. The purpose of this dissertation is to explore the phenomenon of shoppers experiencing technology in the retail environment. Specifically, our primary goal is to understand how shopper-facing technologies impact shoppers’ experiences and behaviors and subsequently affect outcome variables that matter to retailers. To that end, this dissertation includes two studies, an ethnography and survey, each with specific objectives designed to illuminate an increasingly common, yet under-researched phenomenon. The first study is an ethnography of shoppers in an office supply retailer context. In this study we explored emergent themes of shopper-facing technology use and how they affected shopper behaviors, perceptions, and strategies. A service channel decision tree was developed to explain the series of technology use decisions that shoppers made as they negotiated the shopping task and a framework of retail technology experience was created to explain the phenomenon, its consequences, the shopper dispositional traits that impact those consequences, and the strategies that shoppers employ as a result. The second study is a survey of recent shoppers designed to test a model of technology-induced shopper ambivalence. Measures were developed and tested from technology paradox theory to expose how technology engagement and technology readiness are associated with technology-induced shopper ambivalence and how this ambivalence drives surprising changes to hedonic and utilitarian shopping values. Contributions to theory, managerial implications, and future research opportunities are discussed within each study and a convergence of findings provides insights across both studies

    Toolkit support for interactive projected displays

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    Interactive projected displays are an emerging class of computer interface with the potential to transform interactions with surfaces in physical environments. They distinguish themselves from other visual output technologies, for instance LCD screens, by overlaying content onto the physical world. They can appear, disappear, and reconfigure themselves to suit a range of application scenarios, physical settings, and user needs. These properties have attracted significant academic research interest, yet the surrounding technical challenges and lack of application developer tools limit adoption to those with advanced technical skills. These barriers prevent people with different expertise from engaging, iteratively evaluating deployments, and thus building a strong community understanding of the technology in context. We argue that creating and deploying interactive projected displays should take hours, not weeks. This thesis addresses these difficulties through the construction of a toolkit that effectively facilitates user innovation with interactive projected displays. The toolkit’s design is informed by a review of related work and a series of in-depth research probes that study different application scenarios. These findings result in toolkit requirements that are then integrated into a cohesive design and implementation. This implementation is evaluated to determine its strengths, limitations, and effectiveness at facilitating the development of applied interactive projected displays. The toolkit is released to support users in the real-world and its adoption studied. The findings describe a range of real application scenarios, case studies, and increase academic understanding of applied interactive projected display toolkits. By significantly lowering the complexity, time, and skills required to develop and deploy interactive projected displays, a diverse community of over 2,000 individual users have applied the toolkit to their own projects. Widespread adoption beyond the computer-science academic community will continue to stimulate an exciting new wave of interactive projected display applications that transfer computing functionality into physical spaces

    Divergent Paths: An Analysis of the Autonomous Future in McLean County

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    Autonomous vehicles (AVs) are expected to arrive on public roads in the mid-term future, but will vary in their uses and level of self-driving capabilities. On the heels of the rise of shared mobility services from transportation network companies like Uber and Lyft, the combination of these technologies has generated the anticipation of a diminishing need for private car ownership. The promises of when AVs will arrive has been somewhat tempered in recent years, allowing the public and stakeholders valuable time to more adequately plan for their arrival. A yet undetermined outcome is the influence these new technologies will have on traveler behavior, which impacts nearly every aspect of transportation planning. This report highlights two divergent paths that the autonomous future is likely to usher in: One scenario is marked by a new mobility ecosystem which enables people and things to move faster, cleaner, cheaper, and safer than today. The other possibility is that the autonomous future is marked by a decrease in overall safety, increased congestion, abandonment of public transport systems, lack of privacy, and transportation deserts. Which of these futures comes to fruition is dependent on various competing forces from public entities and the private sector. This discussion aims to provide a ten-thousand-foot view of the myriad of changes that self-driving vehicles are likely to generate. This report was written for multiple purposes, both for the formal needs of the McLean County Regional Planning Commission (MCRPC), as well as a brief introduction for Bloomington-Normal-McLean County stakeholders to start planning for the autonomous future. The author hopes it will be utilized as a resource for ongoing intergovernmental discussion of smart cities, intelligent transportation systems, and public technology currently being conducted by MCRPC and local governments. In addition, it will serve as a supplement to the 2045 Long Range Metropolitan Transportation Plan for the Bloomington-Normal urbanized area
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