11,517 research outputs found

    On the Integration of Adaptive and Interactive Robotic Smart Spaces

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    © 2015 Mauro Dragone et al.. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 3.0 License. (CC BY-NC-ND 3.0)Enabling robots to seamlessly operate as part of smart spaces is an important and extended challenge for robotics R&D and a key enabler for a range of advanced robotic applications, such as AmbientAssisted Living (AAL) and home automation. The integration of these technologies is currently being pursued from two largely distinct view-points: On the one hand, people-centred initiatives focus on improving the user’s acceptance by tackling human-robot interaction (HRI) issues, often adopting a social robotic approach, and by giving to the designer and - in a limited degree – to the final user(s), control on personalization and product customisation features. On the other hand, technologically-driven initiatives are building impersonal but intelligent systems that are able to pro-actively and autonomously adapt their operations to fit changing requirements and evolving users’ needs,but which largely ignore and do not leverage human-robot interaction and may thus lead to poor user experience and user acceptance. In order to inform the development of a new generation of smart robotic spaces, this paper analyses and compares different research strands with a view to proposing possible integrated solutions with both advanced HRI and online adaptation capabilities.Peer reviewe

    VENUS meets SEMAT : How do they compare?

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    SEMAT (Software Engineering Methods And Theory) is an initiative to define a generic foundation for software engineering as a rigorous discipline. The so-called SEMAT kernel provides a thinking framework for software engineers that is not constrained to certain methods and processes but aims to encompass all kinds of proven principles and best practices. Our own interdisciplinary VENUS development method is designed to achieve similar generality and compatibility objectives, although the chosen application domain in VENUS has a much narrower scope. In this paper we compare the VENUS development method with SEMAT. The main contributions are positioning the VENUS development concepts within the SEMAT conceptual framework, and investigating whether SEMAT is an appropriate framework for dealing with inherently interdisciplinary development processes. In the end we present suggestions for the improvement of both approaches.Sociedad Argentina de Informática e Investigación Operativa (SADIO

    VENUS meets SEMAT : How do they compare?

    Get PDF
    SEMAT (Software Engineering Methods And Theory) is an initiative to define a generic foundation for software engineering as a rigorous discipline. The so-called SEMAT kernel provides a thinking framework for software engineers that is not constrained to certain methods and processes but aims to encompass all kinds of proven principles and best practices. Our own interdisciplinary VENUS development method is designed to achieve similar generality and compatibility objectives, although the chosen application domain in VENUS has a much narrower scope. In this paper we compare the VENUS development method with SEMAT. The main contributions are positioning the VENUS development concepts within the SEMAT conceptual framework, and investigating whether SEMAT is an appropriate framework for dealing with inherently interdisciplinary development processes. In the end we present suggestions for the improvement of both approaches.Sociedad Argentina de Informática e Investigación Operativa (SADIO

    Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour

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    Health and fitness wearable technology has recently advanced, making it easier for an individual to monitor their behaviours. Previously self generated data interacts with the user to motivate positive behaviour change, but issues arise when relating this to long term mention of wearable devices. Previous studies within this area are discussed. We also consider a new approach where data is used to support instead of motivate, through monitoring and logging to encourage reflection. Based on issues highlighted, we then make recommendations on the direction in which future work could be most beneficial

    Assessing user experience of context-aware interfaces in a retail store

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    Context-awareness is becoming an essential functionality of mobile applications. However, it remains challenging to capture the contextual experience in innovation research, since early-stage technologies have not reached maturity to be implemented in a real-life context. Moreover, users have difficulty in evaluating implicit interactions with context-aware interfaces since imagination of users is limited. Assuming that context impacts user experience, virtual reality (VR) provides an untapped potential for the domain of innovation research. The aim of this study (in progress) is to investigate the potential of user tests in virtual reality (here virtual retail store) for human-computer interaction to better match the needs of users and designers. Initially, the mock-up has been implemented in a retail store with its context-awareness being simulated using the Wizard of Oz methodology (N = 18). This approach is found to be time-consuming and not sufficient for evaluating radical context-aware innovations

    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
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