9,619 research outputs found

    The simplicity project: easing the burden of using complex and heterogeneous ICT devices and services

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    As of today, to exploit the variety of different "services", users need to configure each of their devices by using different procedures and need to explicitly select among heterogeneous access technologies and protocols. In addition to that, users are authenticated and charged by different means. The lack of implicit human computer interaction, context-awareness and standardisation places an enormous burden of complexity on the shoulders of the final users. The IST-Simplicity project aims at leveraging such problems by: i) automatically creating and customizing a user communication space; ii) adapting services to user terminal characteristics and to users preferences; iii) orchestrating network capabilities. The aim of this paper is to present the technical framework of the IST-Simplicity project. This paper is a thorough analysis and qualitative evaluation of the different technologies, standards and works presented in the literature related to the Simplicity system to be developed

    A road-map to personalized context-aware services delivery in construction

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    Existing mobile IT applications in the construction industry are constrained by their reliance on static methods of information delivery, which are often not appropriate to meet changing work demand resulting from dynamic project conditions. This paper focuses on a new interaction paradigm i.e. context-aware information delivery (CAID), which promises to make information provisioning more responsive to workers’ changing work demands. A roadmap to personalized CAID in construction is laid out, with a focus on creating a pervasive user-centred intelligent work environment capable of serving relevant information needs of busy construction professionals by intelligent interpretation of their context. Research approach includes use of scenario planning method. Face-to-face unstructured interviews were arranged with 28 industry and technology experts for scenario validation and provided input for the road-mapping exercise. The research demonstrates that the realisation of the CAID vision is within reach and will tremendously enhance the value proposition of mobile information technology in the construction industry. Context-relevant and personalised information delivery will save valuable time and has the potential to improve efficiency and productivity. It can make construction ICT applications and worker’s immediate work environment more responsive to work demands, thereby allowing better management of construction projects. A key challenge is to link various technology enabling elements with methodological, cultural, social and organisational aspects specific to the construction industry. This would require a multi-disciplinary approach requiring input from different fields, including computer science, ergonomics, social studies and the construction industry

    User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience

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    A user-centred design approach involves end-users from the very beginning. Considering users at the early stages compels designers to think in terms of utility and usability and helps develop the system on what is actually needed. This paper discusses the case of HyperAudio, a context-sensitive adaptive and mobile guide to museums developed in the late 90s. User requirements were collected via a survey to understand visitors’ profiles and visit styles in Natural Science museums. The knowledge acquired supported the specification of system requirements, helping defining user model, data structure and adaptive behaviour of the system. User requirements guided the design decisions on what could be implemented by using simple adaptable triggers and what instead needed more sophisticated adaptive techniques, a fundamental choice when all the computation must be done on a PDA. Graphical and interactive environments for developing and testing complex adaptive systems are discussed as a further step towards an iterative design that considers the user interaction a central point. The paper discusses how such an environment allows designers and developers to experiment with different system’s behaviours and to widely test it under realistic conditions by simulation of the actual context evolving over time. The understanding gained in HyperAudio is then considered in the perspective of the developments that followed that first experience: our findings seem still valid despite the passed time

    e-Business challenges and directions: important themes from the first ICE-B workshop

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    A three-day asynchronous, interactive workshop was held at ICE-B’10 in Piraeus, Greece in July of 2010. This event captured conference themes for e-Business challenges and directions across four subject areas: a) e-Business applications and models, b) enterprise engineering, c) mobility, d) business collaboration and e-Services, and e) technology platforms. Quality Function Deployment (QFD) methods were used to gather, organize and evaluate themes and their ratings. This paper summarizes the most important themes rated by participants: a) Since technology is becoming more economic and social in nature, more agile and context-based application develop methods are needed. b) Enterprise engineering approaches are needed to support the design of systems that can evolve with changing stakeholder needs. c) The digital native groundswell requires changes to business models, operations, and systems to support Prosumers. d) Intelligence and interoperability are needed to address Prosumer activity and their highly customized product purchases. e) Technology platforms must rapidly and correctly adapt, provide widespread offerings and scale appropriately, in the context of changing situational contexts

    Living Innovation Laboratory Model Design and Implementation

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    Living Innovation Laboratory (LIL) is an open and recyclable way for multidisciplinary researchers to remote control resources and co-develop user centered projects. In the past few years, there were several papers about LIL published and trying to discuss and define the model and architecture of LIL. People all acknowledge about the three characteristics of LIL: user centered, co-creation, and context aware, which make it distinguished from test platform and other innovation approaches. Its existing model consists of five phases: initialization, preparation, formation, development, and evaluation. Goal Net is a goal-oriented methodology to formularize a progress. In this thesis, Goal Net is adopted to subtract a detailed and systemic methodology for LIL. LIL Goal Net Model breaks the five phases of LIL into more detailed steps. Big data, crowd sourcing, crowd funding and crowd testing take place in suitable steps to realize UUI, MCC and PCA throughout the innovation process in LIL 2.0. It would become a guideline for any company or organization to develop a project in the form of an LIL 2.0 project. To prove the feasibility of LIL Goal Net Model, it was applied to two real cases. One project is a Kinect game and the other one is an Internet product. They were both transformed to LIL 2.0 successfully, based on LIL goal net based methodology. The two projects were evaluated by phenomenography, which was a qualitative research method to study human experiences and their relations in hope of finding the better way to improve human experiences. Through phenomenographic study, the positive evaluation results showed that the new generation of LIL had more advantages in terms of effectiveness and efficiency.Comment: This is a book draf

    Context based content aggregation for Social Life Networks

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    Better decisions can be made in the profession of the users if they can filter out the relevant information from all the available information sources. The mass availability of the mobile devices has enabled the users to quickly access timely information from any location. The aim of this work is to identify a suitable way to provide timely information in context by capturing contextual information through the mobile device, to support the activities of the user. The context model tries to identify the context of the user by identifying the task being performed by the user. The system is aware of the information need and the information source for each task of the user and the relevant information is filtered out of the information source, by using the users context. The context model was designed and tested for the farming domain, to support the livelihood activities of the farmer, by extending the concepts of Social Life Networks. Social Life Networks aggregates information from various sensors on a mobile phone, other published data sources and micro blogs such as Twitter to detect evolving situations and make that information available to the users in real time. This initial prototype was evaluated with a sample of farmers to check usefulness of provided information and usability of the application in order to support their day to day decision making process. The sample group strongly endorsed the various aspects of the proto-type application and provided valuable insights for improvement. The current application is a specific instance of the SLN project and we plan to create more application for SLN to test and refine the context models
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