2,846 research outputs found
Public ubiquitous computing systems:lessons from the e-campus display deployments
In this paper we reflect on our experiences of deploying ubiquitous computing systems in public spaces and present a series of lessons that we feel will be of benefit to researchers planning similar public deployments. We focus on experiences gained from building and deploying three experimental public display systems as part of the e-campus pro ject. However, we believe the lessons are likely to be generally applicable to many different types of public ubicomp deployment
Pervasive Displays Research: What's Next?
Reports on the 7th ACM International Symposium on Pervasive Displays that took place from June 6-8 in Munich, Germany
Projected fiducial markers for dynamic content display on guided tours
In this paper, we present a novel interaction technique – combining mobile projection and visible, fiducial marker based information display. We vision it to be suitable for small groups e.g. for narrative playful experiences and guided on places, where physical tags would be disturbing. This interaction technique, where one person (guide) is projecting a marker and other users can read it with their mobile devices, enables in situ information delivery while the guide can control the dynamics of the situation. We present an example use case of using the interaction technique on a guided tour, and a preliminary results from the user evaluatio
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A classification of emerging and traditional grid systems
The grid has evolved in numerous distinct phases. It started in the early ’90s as a model of metacomputing in which supercomputers share resources; subsequently, researchers added the ability to share data. This is usually referred to as the first-generation grid. By the late ’90s, researchers had outlined the framework for second-generation grids, characterized by their use of grid middleware systems to “glue” different grid technologies together. Third-generation grids originated in the early millennium when Web technology was combined with second-generation grids. As a result, the invisible grid, in which grid complexity is fully hidden through resource virtualization, started receiving attention. Subsequently, grid researchers identified the requirement for semantically rich knowledge grids, in which middleware technologies are more intelligent and autonomic. Recently, the necessity for grids to support and extend the ambient intelligence vision has emerged. In AmI, humans are surrounded by computing technologies that are unobtrusively embedded in their surroundings.
However, third-generation grids’ current architecture doesn’t meet the requirements of next-generation grids (NGG) and service-oriented knowledge utility (SOKU).4 A few years ago, a group of independent experts, arranged by the European Commission, identified these shortcomings as a way to identify potential European grid research priorities for 2010 and beyond. The experts envision grid systems’ information, knowledge, and processing capabilities as a set of utility services.3 Consequently, new grid systems are emerging to materialize these visions. Here, we review emerging grids and classify them to motivate further research and help establish a solid foundation in this rapidly evolving area
The hunt for submarines in classical art: mappings between scientific invention and artistic interpretation
This is a report to the AHRC's ICT in Arts and Humanities Research Programme.
This report stems from a project which aimed to produce a series of mappings between advanced imaging information and communications technologies (ICT) and needs within visual arts research. A secondary aim was to demonstrate the feasibility of a structured approach to establishing such mappings.
The project was carried out over 2006, from January to December, by the visual arts centre of the Arts and Humanities Data Service (AHDS Visual Arts).1 It was funded by the Arts and Humanities Research Council (AHRC) as one of the Strategy Projects run under the aegis of its ICT in Arts and Humanities Research programme. The programme, which runs from October 2003 until September 2008, aims ‘to develop, promote and monitor the AHRC’s ICT strategy, and to build capacity nation-wide in the use of ICT for arts and humanities research’.2 As part of this, the Strategy Projects were intended to contribute to the programme in two ways: knowledge-gathering projects would inform the programme’s Fundamental Strategic Review of ICT, conducted for the AHRC in the second half of 2006, focusing ‘on critical strategic issues such as e-science and peer-review of digital resources’. Resource-development projects would ‘build tools and resources of broad relevance across the range of the AHRC’s academic subject disciplines’.3 This project fell into the knowledge-gathering strand.
The project ran under the leadership of Dr Mike Pringle, Director, AHDS Visual Arts, and the day-to-day management of Polly Christie, Projects Manager, AHDS Visual Arts. The research was carried out by Dr Rupert Shepherd
Exploring information delivery on a guided tour using mobile projection and visual markers
We present an in-the-wild user study (n=27) investigating the combination of two mobile technologies – picoprojectors and marker based information browsing. We studied a tour, where the tour guide used combinations of fixed and projected elements to present information, and compare four cases: A) as a baseline, a traditional paper poster, B) a projected poster, C) a printed paper fiducial marker, viewed through a mobile device browser application, and D) a projected fiducial marker viewed through a mobile device browser application. As a contribution, we present a novel approach to ad hoc projection of markers, and the findings of the user study. Here, the salient findings suggest that the techniques using markers have the potential to enhance the tour participants’ engagement with the tour guide, attention, group cohesion and responsiveness to contextual factors, but face practical challenges due to lighting conditions and image stability
Multi-cursor multi-user mobile interaction with a large shared display
When using a mobile device to control a cursor on a large shared display, the interaction must be carefully planned to match the environment and purpose of the systems use. We describe a ‘democratic jukebox’ system that revealed five recommendations that should be considered when designing this type of interaction relating to providing feedback to the user; how to represent users in a multi-cursor based system; where people tend to look and their expectation of how to move their cursor; the orientation of screens and the social context; and, the use of simulated users to give the real users a sense that they are engaging with a greater audience
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