5,751 research outputs found
Information scraps: how and why information eludes our personal information management tools
In this paper we describe information scraps -- a class of personal information whose content is scribbled on Post-it notes, scrawled on corners of random sheets of paper, buried inside the bodies of e-mail messages sent to ourselves, or typed haphazardly into text files. Information scraps hold our great ideas, sketches, notes, reminders, driving directions, and even our poetry. We define information scraps to be the body of personal information that is held outside of its natural or We have much still to learn about these loose forms of information capture. Why are they so often held outside of our traditional PIM locations and instead on Post-its or in text files? Why must we sometimes go around our traditional PIM applications to hold on to our scraps, such as by e-mailing ourselves? What are information scraps' role in the larger space of personal information management, and what do they uniquely offer that we find so appealing? If these unorganized bits truly indicate the failure of our PIM tools, how might we begin to build better tools? We have pursued these questions by undertaking a study of 27 knowledge workers. In our findings we describe information scraps from several angles: their content, their location, and the factors that lead to their use, which we identify as ease of capture, flexibility of content and organization, and avilability at the time of need. We also consider the personal emotive responses around scrap management. We present a set of design considerations that we have derived from the analysis of our study results. We present our work on an application platform, jourknow, to test some of these design and usability findings
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Entertaining situated messaging at home
Leisure and entertainment-based computing has been traditionally associated with interactive entertainment media and game playing, yet the forms of engagement offered by these technologies only support a small part of how we act when we are at leisure. In this paper, we move away from the paradigm of leisure technology as computer-based entertainment consumption, and towards a broader view of leisure computing. This perspective is more in line with our everyday experience of leisure as an embodied, everyday accomplishment in which people artfully employ the everyday resources in the world around them in carrying out their daily lives outside of work. We develop this extended notion of leisure using data from a field study of domestic communication focusing on asynchronous and situated messaging to explore some of these issues, and develop these findings towards design implications for leisure technologies. Central to our discussion on the normal, everyday and occasioned conduct of leisure lie the notions of playfulness and creativity, the interweaving of the worlds of work and leisure, and in the creation of embodied displays of affect, all of which may be seen manifested in the use of messaging artefacts. This view of technology in support of leisure-in-the-broad is strongly divergent from traditional entertainment computing models in its coupling of the mechanics of the organisation of everyday life to the ways that we make entertainment for ourselves. This recognition allows us to draw specific implications for domestic situated messaging technologies, but also more generally for technology design by tying activities that we tend to regard as purely functional to other multifaceted and leisure-related purposes
USAge of Groupware in Software Engineering Education at the Cscw Laboratory of University Duisburg-essen: Possibilities and Limitations
This paper analyzes the application level in CSCW laboratory there are Electronic meeting rooms, Video Conferencing, Desktop Conference (Passenger), and BSCW system which conducting in The University Duisburg â Essen Germany. This analysis included short analysis and discussion about possibilities and limitation of each experiment followed by outlook how this lab can be further developed.Multi-user to Multipoint Videoconferences is introduced to cover all of devices join to the conferences. A computer network, PSTN (Public Switched Telephone Network), ISDN Phone, Wireless Infrastructures (accessed by laptop, smart phone, PDA) and videoconferences systems is proposed to be integrate
An Openness to Experiment: Ruy Duarte de Carvalho's Anthropological Field Photography in Rural Southern Angola and its Archival Reusages
This article explores the afterlives of the photographic production by Ruy Duarte de Carvalho (1941-2010), a Portuguese-born Angolan anthropologist who amidst the country's long-lasting civil war (1975-2002) engaged with the Ovakuvale trans-humant shepherds dwelling in the semi-arid region of southern Angola. Through the 1990s, Carvalho used analogue photographic cameras to document his field-work among the Ovakuvale, and afterwards engaged in various experiments with the medium for ethnographic purposes. Departing from the current assemblage of Carvalho's personal archive that remains after he passed away, I explore distinct photographic relations connected to public usages of his Ovakuvale images during his lifetime, to discuss the ways in which he articulated them through diverse expressive modes and ventures - such as watercolours, illustrated publications, temporary exhibitions and a theatre play. Offering the opportunity to surrender to a broad experimental practice that makes his overall Ovakuvale ethnography particularly revealing, I project through the current archival assemblage a comparative approach to the rationales guiding the presentation of his Ovakuvale field images, to discuss salient temporal relationships between his method to produce and later reuse these images in postcolonial times.info:eu-repo/semantics/publishedVersio
Encountering Settler Colonialism Through Legal Objects: A Painted Drum And Handwritten Treaty From Manitoulin Island
The eighteenth and nineteenth centuries generated a trove of objects documenting the encounter between the Anishinaabe of the Great Lakes region and the British. Two such objects, a drum painted with Anishinaabe imagery and a treaty, handwritten by a British treaty commissioner, were created in close proximity in both time and location. This paper explores the encounter between the Anishinaabe and the British through a parallel engagement with both drum and treaty; placing them in conversation with each other. We consider the divergent paths taken by these objects by comparing the material, legal and sensory landscapes in which they were produced with their current contexts. In dialogue, the objects reveal their performative contributions to the British imperial project; one as an authorised claim to (indigenous) property, the other as (British Museum) property, displayed as artefact. Read in parallel, the treatyâs assertions of authority and the drumâs mute resistance interrogate the form of law itself, and the agency of lawâs objects
Creative idea exploration within the structure of a guiding framework : the card brainstorming game
I present a card brainstorming exercise that transforms a conceptual tangible interaction framework into a tool for creative dialogue and discuss the experiences made in using it. Ten sessions with this card game demonstrate the frameworks' versatility and utility. Observation and participant feedback highlight the value of a provocative question format and of the metaphor of a card game
Memory and information processing in neuromorphic systems
A striking difference between brain-inspired neuromorphic processors and
current von Neumann processors architectures is the way in which memory and
processing is organized. As Information and Communication Technologies continue
to address the need for increased computational power through the increase of
cores within a digital processor, neuromorphic engineers and scientists can
complement this need by building processor architectures where memory is
distributed with the processing. In this paper we present a survey of
brain-inspired processor architectures that support models of cortical networks
and deep neural networks. These architectures range from serial clocked
implementations of multi-neuron systems to massively parallel asynchronous ones
and from purely digital systems to mixed analog/digital systems which implement
more biological-like models of neurons and synapses together with a suite of
adaptation and learning mechanisms analogous to the ones found in biological
nervous systems. We describe the advantages of the different approaches being
pursued and present the challenges that need to be addressed for building
artificial neural processing systems that can display the richness of behaviors
seen in biological systems.Comment: Submitted to Proceedings of IEEE, review of recently proposed
neuromorphic computing platforms and system
CartografĂa de Nueva España para una GeografĂa global: Los mapas de Norte AmĂ©rica de JosĂ© Antonio de Alzate
Several printed versions of JosĂ© Antonio de Alzateâs Nuevo Mapa GeogrĂĄphico de la AmĂ©rica Septentrional (1768) are known to exist. Despite his progressive changes to the map, the Mexican polymath saw it as a single âcartographic modelâ that he perfected over time. This article analyses his sources and working methods, as well as his contacts with other authors in New Spain and Europe. By distinguishing between mechanisms of passive and active circulation of both resources and cartographic methods, we can note an apparent change in Alzateâs practice, one which was stimulated by his interaction with, adaptation to and integration into a global geographical context.Se conocen varias versiones manuscritas e impresas del Nuevo Mapa GeogrĂĄphico de la AmĂ©rica Septentrional (1768) de JosĂ© Antonio de Alzate. A pesar de los cambios que progresivamente realizĂł sobre el diseño original, el polĂmata mexicano percibiĂł su mapa como un âmodelo cartogrĂĄficoâ Ășnico que fue perfeccionando y corrigiendo con el tiempo. En este artĂculo se analizan las fuentes y los procesos de producciĂłn de sus mapas, asĂ como su transferencia e interacciĂłn con obras y autores en Nueva España y Europa. Al distinguir los mecanismos de circulaciĂłn pasiva y activa de dichos recursos y mĂ©todos cartogrĂĄficos, se evidencia un aparente cambio en la prĂĄctica cientĂfica de Alzate, estimulado por la interacciĂłn, adaptaciĂłn e integraciĂłn de su obra en un contexto geogrĂĄfico global
The SOLAIRE Project: A Gaze-Contingent System to Facilitate Reading for Patients with Scotomatas
Reading is a major issue for visually impaired patients suffering from a blind area in the fovea. Current systems to facilitate reading do not really benet from recent advances in computer science, such as computer vision and augmented reality. On the SOLAIRE project (SystĂšme d'Optimisation de la Lecture par Asservissement de l'Image au Regard), we develop an augmented reality system to help patients to read more easily, resulting from a strong interaction between ophthalmologists and researchers in visual neuroscience and computer science. The main idea in this project is to control the display of the text read with the gaze, taking into account the specic characteristics of the scotoma for every individual. This report describes the system
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