7,103 research outputs found

    IEEE Access special section editorial: Mission critical public-safety communications: architectures, enabling technologies, and future applications

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    Disaster management organizations such as fire brigades, rescue teams, and emergency medical service providers have a high priority demand to communicate with each other and with the victims by using mission-critical voice and data communications [item 1) in the Appendix]. In recent years, public safety agencies and organizations have started planning to evolve their existing land mobile radio system (LMRS) with long-term evolution (LTE)-based public safety solutions which provides broadband, ubiquitous, and mission-critical voice and data services. LTE provides high bandwidth and low latency services to the customers using internet protocol-based LTE network. Since mission critical communication services have different demands and priorities for dynamically varying situations for disaster-hit areas, the architecture and the communication technologies of the existing LTE networks need to be upgraded with a system that has the capability to respond efficiently and in a timely manner during critical situations

    Ubiquitous Social Networking:Concept and Evaluation

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    A Design Theory for Digital Platforms Supporting Online Communities: A Multiple Case Study

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    This research proposes and validates a design theory for digital platforms that support online communities (DPsOC). It addresses ways in which digital platforms can effectively support social interactions in online communities. Drawing upon prior literature on IS design theory, online communities, and platforms, we derive an initial set of propositions for designing effective DPsOC. Our overarching proposition is that three components of digital platform architecture (core, interface, and complements) should collectively support the mix of the three distinct types of social interaction structures of online community (information sharing, collaboration, and collective action). We validate the initial propositions and generate additional insights by conducting an in-depth analysis of an European digital platform for elderly care assistance. We further validate the propositions by analyzing three widely used digital platforms, including Twitter, Wikipedia, and Liquidfeedback, and we derive additional propositions and insights that can guide DPsOC design. We discuss the implications of this research for research and practice

    Department of Computer Science Activity 1998-2004

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    This report summarizes much of the research and teaching activity of the Department of Computer Science at Dartmouth College between late 1998 and late 2004. The material for this report was collected as part of the final report for NSF Institutional Infrastructure award EIA-9802068, which funded equipment and technical staff during that six-year period. This equipment and staff supported essentially all of the department\u27s research activity during that period

    Ambient Intelligence with Wireless Grid Enabled Applications: A Case Study of the Launch and First Use Experience of WeJay Social Radio in Education

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    Wireless grid and ambient intelligent (AmI) environments are characterized as supportive of collaboration, interaction, and sharing. The conceptual framework advanced for this study incorporated the constructs of innovation, creativity and context awareness while offering emergence theory -- emergent properties, structures, patterns and behaviors -- to frame and investigate a wireless grid enabled social radio application which was theorized to be potentially transformative and disruptive. The unintended consequences and unexpected possibilities of wireless grid and smart environments were also addressed. Using a single case study, drawing upon multiple data collection methods, this research investigated the deployment and use experience of WeJay, an application incubated through the Wireless Grids Innovation Testbed (WiGiT), from the perspective of beta trial participants. Guided by the broad research question -- Do wireless grid enabled applications, such as WeJay social radio, add to the potential for new and transformative outcomes for people, information and technology when deployed in an academic setting? -- this empirical study sought to: a) learn more about the launch experience of this first pre-standards wireless grid enabled application among WiGiT members and selected Syracuse University students and faculty; b) understand how this application was interpreted for use; c) determine whether novel and unexpected uses emerged; d) investigate whether wireless grid enabled environments fostered innovation and creativity; and e) elicit whether a conceptual relationship was emerging between wireless grid and AmI environments, focusing on context-awareness and ambient learning. While this early stage of diffusion and first user sample was a key limitation of the study it was also the core strength. Although challenged by the state of readiness of WeJay, study findings supported the propositions that WeJay fosters innovation and creativity; that novel and unexpected uses were generated; and that the theorized relationship between wireless grid applications and embedded awareness does exist. Recommendations for enhanced tool readiness were made and embedded smartness was found to be both desirable and beneficial. This research makes a contribution as a bridge study for future research while having theoretical and methodological implications for research and practice. Social, emotion/affect, and human-centered computing (HCC) dimensions emerged as rich areas for further research

    Designing to support impression management

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    This work investigates impression management and in particular impression management using ubiquitous technology. Generally impression management is the process through which people try to influence the impressions that others have about them. In particular, impression management focuses on the flow of information between a performer and his/her audience, with control over what is presented to whom being of the utmost importance when trying to create the appropriate impression. Ubiquitous technology has provided opportunities for individuals to present themselves to others. However, the disconnection between presenter and audience over both time and space can result in individuals being misrepresented. This thesis outlines two important areas when trying to control the impression one gives namely, hiding and revealing, and accountability. By exploring these two themes the continuous evolution and dynamic nature of controlling the impression one gives is explored. While this ongoing adaptation is recognised by designers they do not always create technology that is sufficiently dynamic to support this process. As a result, this work attempts to answer three research questions: RQ1: How do users of ubicomp systems appropriate recorded data from their everyday activity and make it into a resource for expressing themselves to others in ways that are dynamically tailored to their ongoing social context and audience? RQ2: What technology can be built to support ubicomp system developers to design and develop systems to support appropriation as a central part of a useful or enjoyable user experience? RQ3: What software architectures best suit this type of appropriated interaction and developers’ designing to support such interaction? Through a thorough review of existing literature, and the extensive study of several large ubicomp systems, the issues when presenting oneself through technology are identified. The main issues identified are hiding and revealing, and accountability. These are built into a framework that acts as a reference for designers wishing to support impression management. An architecture for supporting impression management has also been developed that conforms to this framework and its evolution is documented later in the thesis. A demonstration of this architecture in a multi-player mobile experience is subsequently presented

    Developing a distributed electronic health-record store for India

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    The DIGHT project is addressing the problem of building a scalable and highly available information store for the Electronic Health Records (EHRs) of the over one billion citizens of India

    Prototyping Social Action

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    Information technology has made social interaction an increasingly important topic for interaction design and technology development. Today’s mobile technology provides for rich communication and awareness between people, regardless of their whereabouts. When people are gathered together, technology is also often present, influencing or even actively taking part in the social activity. Social action is the essence of many systems studied, developed and prototyped by the design and research community. The problem is that this is often done without proper methodological backing. There is no lack of methods, but a need for an adequate approach: how should circumstances for social action to happen be created, how should it be observed, how should systematic, detailed inferences about it be produced for the purposes of design, and what design-related activities does such research serve? Drawing from ethnomethodology and conversation analysis, this study addresses social action and social prototypes in various settings: at a workplace, in the area of mobile multimedia and the domain of ubiquitous context-aware systems. The main contribution of this study is that it articulates how this framework can be brought into design studies. The cases in this study also demonstrate empirically that this approach works

    Interim research assessment 2003-2005 - Computer Science

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    This report primarily serves as a source of information for the 2007 Interim Research Assessment Committee for Computer Science at the three technical universities in the Netherlands. The report also provides information for others interested in our research activities
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