29,999 research outputs found

    Navigating MazeMap: indoor human mobility, spatio-logical ties and future potential

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    Global navigation systems and location-based services have found their way into our daily lives. Recently, indoor positioning techniques have also been proposed, and there are several live or trial systems already operating. In this paper, we present insights from MazeMap, the first live indoor/outdoor positioning and navigation system deployed at a large university campus in Norway. Our main contribution is a measurement case study; we show the spatial and temporal distribution of MazeMap geo-location and wayfinding requests, construct the aggregated human mobility map of the campus and find strong logical ties between different locations. On one hand, our findings are specific to the venue; on the other hand, the nature of available data and insights coupled with our discussion on potential usage scenarios for indoor positioning and location-based services predict a successful future for these systems and applications.Comment: 6 pages, accepted at PerMoby Workshop at IEEE PerCom 201

    The national image of global brands

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    As the Chinese use characters based on ideograms, international brands have to choose a proper Chinese name for the market. This paper presents the findings from a detailed study of the Chinese names of 100 international brands along three dimensions: translation methods, cultural values and brand positioning. The main findings are: a) in choosing a new name the meaning is given more emphasis than its sound though it is still desirable to maintain phonetic links to the original; b) after linguistic issues, the three most important factors affecting renaming are: reflecting product benefits, brand positioning and cultural values. The translation gives an international brand not just a Chinese name, but also a distinctive local image; c) global brand and local image is a paradox to be addressed. In the previous studies localising an international brand is largely viewed as a passive translation process. This study has shown that renaming can be a value-added process. It provides an opportunity to re-cast the brand in the new market, creating a unique global-local image that enhances the original’s brand equity

    In Things We Trust? Towards trustability in the Internet of Things

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    This essay discusses the main privacy, security and trustability issues with the Internet of Things

    Wi-Fi Location Determination for Semantic Locations

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    In Wi-Fi location determination literature, little attention is paid to locations that do not have numeric, geometric coordinates, though many users prefer the convenience of non-coordinate locations (consider the ease of giving a street address as opposed to giving latitude and longitude). It is not often easy to tell from the title or abstract of a Wi-Fi location determination article whether or not it has applicability to semantic locations such as room-level names. This article surveys the literature through 2011 on Wi-Fi localization for symbolic locations

    Interactional positioning and narrative self-construction in the first session of psychodynamic-interpersonal psychotherapy

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    The purpose of this study is to identify possible session one indicators of end of treatment psychotherapy outcome using the framework of three types of interactional positioning; client’s self-positioning, client’s positioning between narrated self and different partners, and the positioning between client and therapist. Three successful cases of 8-session psychodynamic-interpersonal (PI) therapy were selected on the basis of client Beck Depression Inventory scores. One unsuccessful case was also selected against which identified patterns could be tested. The successful clients were more descriptive about their problems and demonstrated active rapport-building, while the therapist used positionings expressed by the client in order to explore the positionings developed between them during therapy. The unsuccessful case was characterized by lack of positive self-comment, minimization of agentic self-capacity, and empathy-disrupting narrative confusions. We conclude that the theory of interactional positioning has been useful in identifying patterns worth exploring as early indicators of success in PI therapy

    User powered games for research

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    This paper describes how user-generated content can be harnessed to create compelling games for research purposes. We show that by entrusting the complicated processes of asset creation and management to the players themselves, research based games can still allow for rich, deep and unique experiences - experiences that would be impossible to create manually under the typical time and resource constraints found in research projects. It is contended that “user power” as a game design element is especially powerful for use by researchers who are most likely working on their own or in small groups with limited budgets, and for whom the research objectives may be more important than the design of the game itself. The paper explores the recent history of applications that take advantage of user-generated content and discusses how these principles have been used to develop two user-powered games: Gophers and Familiars. The worlds created by the users of these games are explored and the strengths and weaknesses of using user-generated content to power games are discussed

    Managing ubiquitous eco cities: the role of urban telecommunication infrastructure networks and convergence technologies

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    A successful urban management system for a Ubiquitous Eco City requires an integrated approach. This integration includes bringing together economic, socio-cultural and urban development with a well orchestrated, transparent and open decision making mechanism and necessary infrastructure and technologies. Rapidly developing information and telecommunication technologies and their platforms in the late 20th Century improves urban management and enhances the quality of life and place. Telecommunication technologies provide an important base for monitoring and managing activities over wired, wireless or fibre-optic networks. Particularly technology convergence creates new ways in which the information and telecommunication technologies are used. The 21st Century is an era where information has converged, in which people are able to access a variety of services, including internet and location based services, through multi-functional devices such as mobile phones and provides opportunities in the management of Ubiquitous Eco Cities. This paper discusses the recent developments in telecommunication networks and trends in convergence technologies and their implications on the management of Ubiquitous Eco Cities and how this technological shift is likely to be beneficial in improving the quality of life and place. The paper also introduces recent approaches on urban management systems, such as intelligent urban management systems, that are suitable for Ubiquitous Eco Cities

    Using the E-Learning Acceptance Model (ELAM) to identify good practice in the provision of online tutorials

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    Creating intoxigenic environments: Marketing alcohol to young people in Aotearoa New Zealand

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    Alcohol consumption among young people in New Zealand is on the rise. Given the broad array of acute and chronic harms that arise from this trend, it is a major cause for alarm and it is imperative that we improve our knowledge of key drivers of youth drinking. Changes wrought by the neoliberal political climate of deregulation that characterised the last two decades in many countries including Aotearoa New Zealand have transformed the availability of alcohol to young people. Commercial development of youth alcohol markets has seen the emergence of new environments, cultures and practices around drinking and intoxication but the ways in which these changes are interpreted and taken up is not well understood. This paper reports findings from a qualitative research project investigating the meaning-making practices of young people in New Zealand in response to alcohol marketing. Research data included group interviews with a range of Maori and Pakeha young people at three time periods. Thematic analyses of the youth data on usages of marketing materials indicate naturalisation of tropes of alcohol intoxication. We show how marketing is used and enjoyed in youth discourses creating and maintaining what we refer to as intoxigenic social environments. The implications are considered in light of the growing exposure of young people to alcohol marketing in a discussion of strategies to manage and mitigate its impacts on behaviour and consumption
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