8,230 research outputs found

    The Mundane Computer: Non-Technical Design Challenges Facing Ubiquitous Computing and Ambient Intelligence

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    Interdisciplinary collaboration, to include those who are not natural scientists, engineers and computer scientists, is inherent in the idea of ubiquitous computing, as formulated by Mark Weiser in the late 1980s and early 1990s. However, ubiquitous computing has remained largely a computer science and engineering concept, and its non-technical side remains relatively underdeveloped. The aim of the article is, first, to clarify the kind of interdisciplinary collaboration envisaged by Weiser. Second, the difficulties of understanding the everyday and weaving ubiquitous technologies into the fabric of everyday life until they are indistinguishable from it, as conceived by Weiser, are explored. The contributions of Anne Galloway, Paul Dourish and Philip Agre to creating an understanding of everyday life relevant to the development of ubiquitous computing are discussed, focusing on the notions of performative practice, embodied interaction and contextualisation. Third, it is argued that with the shift to the notion of ambient intelligence, the larger scale socio-economic and socio-political dimensions of context become more explicit, in contrast to the focus on the smaller scale anthropological study of social (mainly workplace) practices inherent in the concept of ubiquitous computing. This can be seen in the adoption of the concept of ambient intelligence within the European Union and in the focus on rebalancing (personal) privacy protection and (state) security in the wake of 11 September 2001. Fourth, the importance of adopting a futures-oriented approach to discussing the issues arising from the notions of ubiquitous computing and ambient intelligence is stressed, while the difficulty of trying to achieve societal foresight is acknowledged

    Towards a framework for investigating tangible environments for learning

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    External representations have been shown to play a key role in mediating cognition. Tangible environments offer the opportunity for novel representational formats and combinations, potentially increasing representational power for supporting learning. However, we currently know little about the specific learning benefits of tangible environments, and have no established framework within which to analyse the ways that external representations work in tangible environments to support learning. Taking external representation as the central focus, this paper proposes a framework for investigating the effect of tangible technologies on interaction and cognition. Key artefact-action-representation relationships are identified, and classified to form a structure for investigating the differential cognitive effects of these features. An example scenario from our current research is presented to illustrate how the framework can be used as a method for investigating the effectiveness of differential designs for supporting science learning

    Note to Self: Stop Calling Interfaces “Natural”

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    The term “natural” is employed to describe a wide range of novel interactive products and systems, ranging from ges- ture-based interaction to brain-computer interfaces and in marketing as well as in research. However, this terminology is problematic. It establishes an untenable dichotomy be- tween forms of interaction that are natural and those that are not; it draws upon the positive connotations of the term and conflates the language of research with marketing lingo, often without a clear explanation of why novel interfaces can be considered natural; and it obscures the examination of the details of interaction that ought to be the concern of HCI researchers. We are primarily concerned with identify- ing the problem, but also propose two steps to remedy it: recognising that the terminology we employ in research has consequences, and unfolding and articulating in more detail the qualities of interfaces that we have hitherto labelled “natural”.

    Interactive multimedia: Defining a place in history

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    Communicating Mobility and Technology: A Material Rhetoric for Persuasive Transportation (Book Review)

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    Humans are so enmeshed in mobility systems that they identify with themselves through those systems. In Communicating Mobility and Technology: A Material Rhetoric for Persuasive Transportation, Ehren Pflugfelder (2017) uses the term automobility to describe both the specific kinds of mobility afforded by independent, automobile-related movement technologies and the complex cultural, bodily, technological, and ecological ramifications of our dependence on separate mobility technologies (p. 4). Given identities enmeshed in ecologies of systems involving human and nonhuman actors through which transportation emerges, automobility is described as a wicked problem to be solved, in part, by technical communicators and communication designers naming and revealing the persuasive power of transportation systems. Understanding this persuasive power benefits practitioners by revealing the shared agency of automobility among the car-driver assemblage, and academics, by offering a framework for recognizing transportation as persuasive and therefore rhetorical

    Mobile Device Interaction in Ubiquitous Computing

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    Information and communication in a networked infosphere: a review of concepts and application in social branding

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    This paper aims at providing a contribution to the comprehensive review of the impact of information and communication, and their supporting technologies, in the current transformation of human life in the infosphere. The paper also offers an ex- ample of the power of new social approaches to the use of information and commu- nication technologies to foster new working models in organizations by presenting the main outcomes of a research project on social branding. A discussion about some trends of the future impact of new information and communication technologies in the infosphere is also included
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