105,423 research outputs found

    Investigating the Role of an Overview Device in Multi-Device Collaboration

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    The availability of mobile device ecologies enables new types of ad-hoc co-located decision-making and sensemaking practices in which people find, collect, discuss, and share information. However, little is known about what kind of device configurations are suitable for these types of tasks. This paper contributes new insights into how people use configurations of devices for one representative example task: collaborative co-located trip-planning. We present an empirical study that explores and compares three strategies to use multiple devices: no-overview, overview on own device, and a separate overview device. The results show that the overview facilitated decision- and sensemaking during a collaborative trip-planning task by aiding groups to iterate their itinerary, organize locations and timings efficiently, and discover new insights. Groups shared and discussed more opinions, resulting in more democratic decision-making. Groups provided with a separate overview device engaged more frequently and spent more time in closely-coupled collaboration

    CAMMD: Context Aware Mobile Medical Devices

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    Telemedicine applications on a medical practitioners mobile device should be context-aware. This can vastly improve the effectiveness of mobile applications and is a step towards realising the vision of a ubiquitous telemedicine environment. The nomadic nature of a medical practitioner emphasises location, activity and time as key context-aware elements. An intelligent middleware is needed to effectively interpret and exploit these contextual elements. This paper proposes an agent-based architectural solution called Context-Aware Mobile Medical Devices (CAMMD). This framework can proactively communicate patient records to a portable device based upon the active context of its medical practitioner. An expert system is utilised to cross-reference the context-aware data of location and time against a practitioners work schedule. This proactive distribution of medical data enhances the usability and portability of mobile medical devices. The proposed methodology alleviates constraints on memory storage and enhances user interaction with the handheld device. The framework also improves utilisation of network bandwidth resources. An experimental prototype is presented highlighting the potential of this approach

    Classic Papers in Critical Care: A Bibliometric Analysis

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    Purpose- This study aimed to identify and analyze the bibliometric characteristics of the classic papers in the field of critical care. Design/methodology/approach- In this bibliometric overview, Google Scholar, Scopus and Web of Science were used for data collection. Study sample consisted of the classic papers in the field of critical care, introduced in Google scholar. SPSS were used for data analyses. Findings- Critical Care ranked the first journal in having critical care classic papers. All critical care classic papers were multi-authored. The most highly-cited paper was a paper titled Intensive insulin therapy in the medical ICU , with 3796 received citations in Google Scholar. The United States was the top contributing country. There was a significantly positive correlation between the citations of critical care classic papers in Google Scholar, Scopus, and Web of Science (r= .988, p\u3c.001). Practical implications- The bibliometric overview of critical care classic papers can be beneficial to the researchers and specialists in the field as well as to the editorial teams of its related journals. Bibliometricians and library and information specialist can use the findings of the study. Originality/value- This study is the first to analyze the classic papers in critical care field from a bibliometric perspective

    A Content-Analysis Approach for Exploring Usability Problems in a Collaborative Virtual Environment

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    As Virtual Reality (VR) products are becoming more widely available in the consumer market, improving the usability of these devices and environments is crucial. In this paper, we are going to introduce a framework for the usability evaluation of collaborative 3D virtual environments based on a large-scale usability study of a mixedmodality collaborative VR system. We first review previous literature about important usability issues related to collaborative 3D virtual environments, supplemented with our research in which we conducted 122 interviews after participants solved a collaborative virtual reality task. Then, building on the literature review and our results, we extend previous usability frameworks. We identified twelve different usability problems, and based on the causes of the problems, we grouped them into three main categories: VR environment-, device interaction-, and task-specific problems. The framework can be used to guide the usability evaluation of collaborative VR environments

    Designing for Cross-Device Interactions

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    Driven by technological advancements, we now own and operate an ever-growing number of digital devices, leading to an increased amount of digital data we produce, use, and maintain. However, while there is a substantial increase in computing power and availability of devices and data, many tasks we conduct with our devices are not well connected across multiple devices. We conduct our tasks sequentially instead of in parallel, while collaborative work across multiple devices is cumbersome to set up or simply not possible. To address these limitations, this thesis is concerned with cross-device computing. In particular it aims to conceptualise, prototype, and study interactions in cross-device computing. This thesis contributes to the field of Human-Computer Interaction (HCI)—and more specifically to the area of cross-device computing—in three ways: first, this work conceptualises previous work through a taxonomy of cross-device computing resulting in an in-depth understanding of the field, that identifies underexplored research areas, enabling the transfer of key insights into the design of interaction techniques. Second, three case studies were conducted that show how cross-device interactions can support curation work as well as augment users’ existing devices for individual and collaborative work. These case studies incorporate novel interaction techniques for supporting cross-device work. Third, through studying cross-device interactions and group collaboration, this thesis provides insights into how researchers can understand and evaluate multi- and cross-device interactions for individual and collaborative work. We provide a visualization and querying tool that facilitates interaction analysis of spatial measures and video recordings to facilitate such evaluations of cross-device work. Overall, the work in this thesis advances the field of cross-device computing with its taxonomy guiding research directions, novel interaction techniques and case studies demonstrating cross-device interactions for curation, and insights into and tools for effective evaluation of cross-device systems

    Investigating Practices When Using an Overview Device in Collaborative Multi-Surface Trip-Planning

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    The availability of mobile device ecologies enables new types of ad-hoc co-located decision-making and sensemak-ing practices in which people find, collect, discuss, and share information. However, little is known about what kind of device configurations are suitable for these types of tasks. This paper contributes new insights into how people use configurations of devices for one representative example task: collaborative co-located trip-planning. We present an empirical study that explores and compares three strategies to use multiple devices: no-overview, overview on own device, and a separate overview device. The results show that the overview facilitated decision- and sensemaking during a collaborative trip-planning task by aiding groups to iterate their itinerary, organize locations and timings efficiently, and discover new insights. Groups shared and discussed more opinions, resulting in more democratic decision-making. Groups provided with a separate overview device engaged more frequently and spent more time in closely-coupled collaboration

    Impact of haptic 'touching' technology on cultural applications

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    No abstract available

    Research Project as Boundary Object: negotiating the conceptual design of a tool for International Development

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    This paper reflects on the relationship between who one designs for and what one designs in the unstructured space of designing for political change; in particular, for supporting “International Development” with ICT. We look at an interdisciplinary research project with goals and funding, but no clearly defined beneficiary group at start, and how amorphousness contributed to impact. The reported project researched a bridging tool to connect producers with consumers across global contexts and show players in the supply chain and their circumstances. We explore how both the nature of the research and the tool’s function became contested as work progressed. To tell this tale, we invoke the idea of boundary objects and the value of tacking back and forth between elastic meanings of the project’s artefacts and processes. We examine the project’s role in India, Chile and other arenas to draw out ways that it functioned as a catalyst and how absence of committed design choices acted as an unexpected strength in reaching its goals
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