1,451 research outputs found

    Presenting the networked home: a content analysis of promotion material of Ambient Intelligence applications

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    Ambient Intelligence (AmI) for the home uses information and communication technologies to make users’ everyday life more comfortable. AmI is still in its developmental phase and is headed towards the first stages of diffusion. \ud Characteristics of AmI design can be observed, among others, in the promotion material of initial producers. A literature study revealed that AmI originally envisioned a central role for the user, convenience that AmI offers them and that attention should be paid to critical policy issues such as privacy and a potential loss of freedom. A content analysis of current promotion material of several high-tech companies revealed that these original ideas are not all reflected in the material. Attributes which were used most in the promotion material were ‘connectedness’, ‘control’, ‘easiness’ and ‘personalization’. An analysis of the pictures in the promotion material showed that almost half of the pictures contained no humans but appliances. These results only partly correspond to the original vision on AmI, since the emphasis is now on technology. The results represent a serious problem, since both users, as well as critical policy issues are underexposed in the current promotion material

    Mental Health Resources: Reflection on AffecTech Platform

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    This positon paper presents an overview of the mental health resources developed within the AffecTech, an interdisciplinary European Commission-funded project supporting the wok of 15 PhD students in the space of digital interventions for affective health. It describes different types of targeted resources highlighting both traditional and innovative ones, our approach to developing them, and the challenges and opportunities that our work has uncovered

    Unified and Conceptual Context Analysis in Ubiquitous Environments

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    International audienceThis article presents an original approach for the analysis of context information in ubiquitous environments. Large volumes of heterogeneous data are now collected, such as location, temperature, etc. This "environmental" context may be enriched by data related to users, e.g., their activities or applications. We propose a unified analysis and correlation of all these dimensions of context in order to measure their impact on user activities. Formal Concept Analysis and association rules are used to discover non-trivial relationships between context elements and activities, which, otherwise, could seem independent. Our goal is to make an optimal use of available data in order to understand user behavior and eventually make recommendations. In this paper, we describe our general methodology for context analysis and we illustrate it on an experiment conducted on real data collected by a capture system. Thanks to this methodology, it is possible to identify correlation between context elements and user applications, making possible to recommend such applications for user in similar situations

    Formal descriptions of material manipulations: an exploration with cuts and shadows

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    Shape computation in design is never purely limited to visual aspects and ideally includes material aspects as well. The physicality of designing introduces a wide range of variables for designers to tackle within the design process. We present a simple design exercise realised in four stages where we physically manipulate perforated cardboard sheets as a case to make material variables explicit in the computation. The emphasis is on representing sensory aspects rather than easily quantifiable properties more suitable for simulations. Our explorations demonstrate the use of visual rules to represent actions, variables and form as well as how to control the variables to create new results, both desired and surprising, in materially informed ways

    Efficient And Scalable Evaluation Of Continuous, Spatio-temporal Queries In Mobile Computing Environments

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    A variety of research exists for the processing of continuous queries in large, mobile environments. Each method tries, in its own way, to address the computational bottleneck of constantly processing so many queries. For this research, we present a two-pronged approach at addressing this problem. Firstly, we introduce an efficient and scalable system for monitoring traditional, continuous queries by leveraging the parallel processing capability of the Graphics Processing Unit. We examine a naive CPU-based solution for continuous range-monitoring queries, and we then extend this system using the GPU. Additionally, with mobile communication devices becoming commodity, location-based services will become ubiquitous. To cope with the very high intensity of location-based queries, we propose a view oriented approach of the location database, thereby reducing computation costs by exploiting computation sharing amongst queries requiring the same view. Our studies show that by exploiting the parallel processing power of the GPU, we are able to significantly scale the number of mobile objects, while maintaining an acceptable level of performance. Our second approach was to view this research problem as one belonging to the domain of data streams. Several works have convincingly argued that the two research fields of spatiotemporal data streams and the management of moving objects can naturally come together. [IlMI10, ChFr03, MoXA04] For example, the output of a GPS receiver, monitoring the position of a mobile object, is viewed as a data stream of location updates. This data stream of location updates, along with those from the plausibly many other mobile objects, is received at a centralized server, which processes the streams upon arrival, effectively updating the answers to the currently active queries in real time. iv For this second approach, we present GEDS, a scalable, Graphics Processing Unit (GPU)-based framework for the evaluation of continuous spatio-temporal queries over spatiotemporal data streams. Specifically, GEDS employs the computation sharing and parallel processing paradigms to deliver scalability in the evaluation of continuous, spatio-temporal range queries and continuous, spatio-temporal kNN queries. The GEDS framework utilizes the parallel processing capability of the GPU, a stream processor by trade, to handle the computation required in this application. Experimental evaluation shows promising performance and shows the scalability and efficacy of GEDS in spatio-temporal data streaming environments. Additional performance studies demonstrate that, even in light of the costs associated with memory transfers, the parallel processing power provided by GEDS clearly counters and outweighs any associated costs. Finally, in an effort to move beyond the analysis of specific algorithms over the GEDS framework, we take a broader approach in our analysis of GPU computing. What algorithms are appropriate for the GPU? What types of applications can benefit from the parallel and stream processing power of the GPU? And can we identify a class of algorithms that are best suited for GPU computing? To answer these questions, we develop an abstract performance model, detailing the relationship between the CPU and the GPU. From this model, we are able to extrapolate a list of attributes common to successful GPU-based applications, thereby providing insight into which algorithms and applications are best suited for the GPU and also providing an estimated theoretical speedup for said GPU-based application

    Wearable performance

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    This is the post-print version of the article. The official published version can be accessed from the link below - Copyright @ 2009 Taylor & FrancisWearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment. Wearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment

    Contingency Factors of Virtual Organizations’ Emergence

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    Business organizations are permanently influenced by contingency factors which generate profound changes in their emergence, structures and forms. Globalization, technological progress, and changes in society are foundations of networked organization emergence. In the actual economic, social and technological contexts, progress assumes interdependence of many contingency factors that are in mutual interaction. The organizations integration in virtual organizations generates positive effects through which organizations become competitive and cope with the dynamics and turbulence of the business environment. Progress in areas such as networks of communications, telecommunications, information technology and social changes are preconditions for the emergence of the knowledge-based society and of the interconnected society in which new structures emerge that allow business activities and processes to unfold in a collaborative manner. The integration of organizations, especially of small and medium-sized enterprises, into networks of organizations, has become an important goal in the current economic environment, as the organizations are striving to become more competitive, to build skills and have access to know-how. To cope with changes and complexity of business sectors, the organizations seek to become more competitive by developing new business models, strategies and governance principles, processes, internal structures based on new organizational capabilities and resources. The identification and analysis of contingency factors of the emergence of virtual organizations are issues that can highlight the distinctive features of virtual organizations compared to other organizational forms, but also the differences between them and other network-type structures.virtual organizations, networked organizations, organizational structures, collaborative structures

    Principi i modaliteti primene novih medija u arhitekturi

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    The contemporary age is marked by the rapidly advanced digital revolution, unstoppable rise of computer technologies and omnipresence of technological advancements in all aspects of everyday life. In the information era, computer technologies have become pervasive, ubiquitous and dominant. Their hybridization with previously present media forms resulted in the emergence of a new and exuberant field of new media and technologies. New media is a hybrid field of computer based technological forms, which are used in contemporary practice, not only as tool, but also as an expressive medium. Because of the complex nature of new media, the field is extremely hybrid, positioned at the intersection of art, science and culture. Its emerged cultural paradigm is scientific culture, in which dominant characteristics are technological art and cultural forms, as well as information and techno society. In this overall context, architecture is not an isolated phenomenon. The new media have influenced the field of architecture too, offering new possibilities, features, design methodologies and principles for conceptualizing and developing architectural space. In architectural practice different modalities of the new media are being used. These modalities initiated the emergence of the field of new media architecture. The distinction of these state-of-the-art types of architectural space, together with the principles and concepts they rely on, were the main focus and main contribution of the research presented in this paper.Savremeno doba obeleĆŸeno je digitalnom revolucijom, rapidnim usponom računarskih tehnologija, kao i opĆĄtom tehnologizacijom svakodnevice. U informatičkoj eri, računarske tehnologije postale su dominantne, a uparene sa ranije prisutnim medijskim formama, oformile su bujno polje novih medija i tehnologija. Novi mediji predstavljaju hibridnu oblast računarski zasnovanih tehnoloĆĄkih formi u kojima se tehnologije pojavljuju i u ulozi ekspresivnog medija. Zbog kompleksne prirode novih medija oblast predstavlja izrazito interdisciplinarno polje na preseku umetnosti, nauke i kulture, a kulturoloĆĄka paradigma koju je ovo polje ustanovilo odlikuju izrazito naučna kultura, tehnologizovana umetnost i informaciono druĆĄtvo. U ovakvoj situaciji, ni arhitektura nije izolovan fenomen, pa je prodor novih medija ustanovio nove pojave, postupke, kao i principe za konceptualizaciju i realizaciju prostora u arhitekturi. Pojava novih medija u arhitekturi podrazumeva njihove različite modalitete primene, koji su uslovili razvoj novih i specifičnih tipova prostora. Specificiranje tipova ovakvih prostora, zajedno sa principima i konceptima na kojima se zasnivaju, predmet je istraĆŸivanja koje je predstavljeno u radu koji sledi
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