746 research outputs found

    Supporting the design and consumption of Locative Media Experiences related to the Cultural Heritage of a Rural Village Community

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    In this paper, we provide an overview of the SHARC research project. Our approach, based on technology probes, is to design, develop and evaluate (over a longitudinal period) a system that supports the design and consumption of locative media experiences that relate to the cultural heritage of a rural village community named Wray. Our design needs to cater for the different backgrounds and cultural diversity reflected in the range of envisioned users of the system which includes both residents and visitors to the village

    The SHARC framework:utilizing personal dropbox accounts to provide a scalable solution to the storage and sharing of community generated locative media

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    The emergence of personal cloud storage services provides a new paradigm for storing and sharing data. In this paper we present the design of the SHARC framework and in particular focus on the utilization of personal Dropbox accounts to provide a scalable solution to the storage and sharing of community generated locative media relating to a community's Cultural Heritage. In addition to scalability issues, the utilization of personal Dropbox storage also supports 'sense of ownership' (relating to community media) which has arisen as an important requirement during our on-going 'research-in-the-wild' working with the rural village community of Wray and involving public display deployments to support the display and sharing of community photos and stories. While the framework presented here is currently being tested with a particular place-based community (Wray), it has been designed to provide a general solution that should support other place-based communities

    GlobalFestival: Evaluating Real World Interaction on a Spherical Display

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    Spherical displays present compelling opportunities for interaction in public spaces. However, there is little research into how touch interaction should control a spherical surface or how these displays are used in real world settings. This paper presents an in the wild deployment of an application for a spherical display called GlobalFestival that utilises two different touch interaction techniques. The first version of the application allows users to spin and tilt content on the display, while the second version only allows spinning the content. During the 4-day deployment, we collected overhead video data and on-display interaction logs. The analysis brings together quantitative and qualitative methods to understand how users approach and move around the display, how on screen interaction compares in the two versions of the application, and how the display supports social interaction given its novel form factor

    Virtual Field Studies: Conducting Studies on Public Displays in Virtual Reality

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    Field studies on public displays can be difficult, expensive, and time-consuming. We investigate the feasibility of using virtual reality (VR) as a test-bed to evaluate deployments of public displays. Specifically, we investigate whether results from virtual field studies, conducted in a virtual public space, would match the results from a corresponding real-world setting. We report on two empirical user studies where we compared audience behavior around a virtual public display in the virtual world to audience behavior around a real public display. We found that virtual field studies can be a powerful research tool, as in both studies we observed largely similar behavior between the settings. We discuss the opportunities, challenges, and limitations of using virtual reality to conduct field studies, and provide lessons learned from our work that can help researchers decide whether to employ VR in their research and what factors to account for if doing so

    Interacting places: networked public displays that stimulate community interaction

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    Networked public displays are envisioned as a new communications medium for the 21st century, potentially having the same impact on society as radio, TV, or Internet. This thesis examines the impact of networked public displays medium on society by focusing on understanding its use for stimulating community interaction – interaction between community members residing within and across public spaces. In other words, the thesis focuses on "Interacting Places" – networked public displays that stimulate community interaction in public spaces. By building on top of diverse literature – from Marshall McLuhan’s media theory and literature on interactions and processes in public spaces – I have first conceptualized the design space. Next I have designed, developed, deployed, and evaluated three networked public display applications "in the wild" and have analyzed their effects, uptake, and use. The outcome of the thesis are lessons learned in the process and conceptual tools for design and analysis of networked public displays that stimulate community interaction within place-based communities

    Internet of Things From Hype to Reality

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    The Internet of Things (IoT) has gained significant mindshare, let alone attention, in academia and the industry especially over the past few years. The reasons behind this interest are the potential capabilities that IoT promises to offer. On the personal level, it paints a picture of a future world where all the things in our ambient environment are connected to the Internet and seamlessly communicate with each other to operate intelligently. The ultimate goal is to enable objects around us to efficiently sense our surroundings, inexpensively communicate, and ultimately create a better environment for us: one where everyday objects act based on what we need and like without explicit instructions

    Digital Twins for Cities

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    Demystifying Internet of Things Security

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    Break down the misconceptions of the Internet of Things by examining the different security building blocks available in Intel Architecture (IA) based IoT platforms. This open access book reviews the threat pyramid, secure boot, chain of trust, and the SW stack leading up to defense-in-depth. The IoT presents unique challenges in implementing security and Intel has both CPU and Isolated Security Engine capabilities to simplify it. This book explores the challenges to secure these devices to make them immune to different threats originating from within and outside the network. The requirements and robustness rules to protect the assets vary greatly and there is no single blanket solution approach to implement security. Demystifying Internet of Things Security provides clarity to industry professionals and provides and overview of different security solutions What You'll Learn Secure devices, immunizing them against different threats originating from inside and outside the network Gather an overview of the different security building blocks available in Intel Architecture (IA) based IoT platforms Understand the threat pyramid, secure boot, chain of trust, and the software stack leading up to defense-in-depth Who This Book Is For Strategists, developers, architects, and managers in the embedded and Internet of Things (IoT) space trying to understand and implement the security in the IoT devices/platforms
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