156,755 research outputs found

    Designing Android Based Augmented Reality Location-Based Service Application

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    Android is an operating system for Linux based smartphone. Android provides an open platform for the developers to create their own application. The most developed and used application now is location based application. This application gives personalization service for mobile device user and is customized to their location. Location based service also gives an opportunity for the developers to develop and increase the value of service. One of the technologies that could be combined with location based application is augmented reality. Augmented reality combines the virtual world with the real one. By the assistance of augmented reality, our surrounding environment could interact in digital form. Information of objects and environment surround us could be added to the augmented reality system and presented. Based on the background, the writers tried to implement those technologies on now rapidly developing android application as a final project to achieve bachelor degree in Department of Informatics Engineering, Faculty of Information Technology and Visual Communication, Al Kamal Science and Technology Institute. This application could be functioned to locate school by using location based service technology with the assistance of navigational applications such as waze and google maps, in form of live direction process through the smartphon

    Addendum to Informatics for Health 2017: Advancing both science and practice

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    This article presents presentation and poster abstracts that were mistakenly omitted from the original publication

    Designing and evaluating mobile multimedia user experiences in public urban places: Making sense of the field

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    The majority of the world’s population now lives in cities (United Nations, 2008) resulting in an urban densification requiring people to live in closer proximity and share urban infrastructure such as streets, public transport, and parks within cities. However, “physical closeness does not mean social closeness” (Wellman, 2001, p. 234). Whereas it is a common practice to greet and chat with people you cross paths with in smaller villages, urban life is mainly anonymous and does not automatically come with a sense of community per se. Wellman (2001, p. 228) defines community “as networks of interpersonal ties that provide sociability, support, information, a sense of belonging and social identity.” While on the move or during leisure time, urban dwellers use their interactive information communication technology (ICT) devices to connect to their spatially distributed community while in an anonymous space. Putnam (1995) argues that available technology privatises and individualises the leisure time of urban dwellers. Furthermore, ICT is sometimes used to build a “cocoon” while in public to avoid direct contact with collocated people (Mainwaring et al., 2005; Bassoli et al., 2007; Crawford, 2008). Instead of using ICT devices to seclude oneself from the surrounding urban environment and the collocated people within, such devices could also be utilised to engage urban dwellers more with the urban environment and the urban dwellers within. Urban sociologists found that “what attracts people most, it would appear, is other people” (Whyte, 1980, p. 19) and “people and human activity are the greatest object of attention and interest” (Gehl, 1987, p. 31). On the other hand, sociologist Erving Goffman describes the concept of civil inattention, acknowledging strangers’ presence while in public but not interacting with them (Goffman, 1966). With this in mind, it appears that there is a contradiction between how people are using ICT in urban public places and for what reasons and how people use public urban places and how they behave and react to other collocated people. On the other hand there is an opportunity to employ ICT to create and influence experiences of people collocated in public urban places. The widespread use of location aware mobile devices equipped with Internet access is creating networked localities, a digital layer of geo-coded information on top of the physical world (Gordon & de Souza e Silva, 2011). Foursquare.com is an example of a location based 118 Mobile Multimedia – User and Technology Perspectives social network (LBSN) that enables urban dwellers to virtually check-in into places at which they are physically present in an urban space. Users compete over ‘mayorships’ of places with Foursquare friends as well as strangers and can share recommendations about the space. The research field of Urban Informatics is interested in these kinds of digital urban multimedia augmentations and how such augmentations, mediated through technology, can create or influence the UX of public urban places. “Urban informatics is the study, design, and practice of urban experiences across different urban contexts that are created by new opportunities of real-time, ubiquitous technology and the augmentation that mediates the physical and digital layers of people networks and urban infrastructures” (Foth et al., 2011, p. 4). One possibility to augment the urban space is to enable citizens to digitally interact with spaces and urban dwellers collocated in the past, present, and future. “Adding digital layer to the existing physical and social layers could facilitate new forms of interaction that reshape urban life” (Kjeldskov & Paay, 2006, p. 60). This methodological chapter investigates how the design of UX through such digital placebased mobile multimedia augmentations can be guided and evaluated. First, we describe three different applications that aim to create and influence the urban UX through mobile mediated interactions. Based on a review of literature, we describe how our integrated framework for designing and evaluating urban informatics experiences has been constructed. We conclude the chapter with a reflective discussion on the proposed framework

    Interreality in the Management of Psychological Stress: a Clinical Scenario

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    The term “psychological stress” describes a situation in which a subject perceives that environmental demands tax or exceed his or her adaptive capacity. According to the Cochrane Database of Systematic Reviews, the best validated approach covering both stress management and stress treatment is the Cognitive Behavioral (CBT) approach. We aim to design, develop and test an advanced ICT based solution for the assessment and treatment of psychological stress that is able to improve the actual CBT approach. To reach this goal we will use the “interreality” paradigm integrating assessment and treatment within a hybrid environment, that creates a bridge between the physical and virtual worlds. Our claim is that bridging virtual experiences (fully controlled by the therapist, used to learn coping skills and emotional regulation) with real experiences (allowing both the identification of any critical stressors and the assessment of what has been learned) using advanced technologies (virtual worlds, advanced sensors and PDA/mobile phones) is the best way to address the above limitations. To illustrate the proposed concept, a clinical scenario is also presented and discussed: Paola, a 45 years old nurse, with a mother affected by progressive senile dementia

    Autonomic computing architecture for SCADA cyber security

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    Cognitive computing relates to intelligent computing platforms that are based on the disciplines of artificial intelligence, machine learning, and other innovative technologies. These technologies can be used to design systems that mimic the human brain to learn about their environment and can autonomously predict an impending anomalous situation. IBM first used the term ‘Autonomic Computing’ in 2001 to combat the looming complexity crisis (Ganek and Corbi, 2003). The concept has been inspired by the human biological autonomic system. An autonomic system is self-healing, self-regulating, self-optimising and self-protecting (Ganek and Corbi, 2003). Therefore, the system should be able to protect itself against both malicious attacks and unintended mistakes by the operator

    Exploiting connectedness in the informatics curriculum

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    The power of modern communication technology gives us an opportunity, as Informatics educators, to enhance our ability to develop our students' skills in virtual teamworking. We discuss why virtual teamworking is as relevant for students in traditional campus-based universities as it is in a distance learning context. We highlight some of the questions to be answered, and some of the problems to be overcome, in the context of our experiences in designing and delivering a virtual teamworking course at the UK Open University

    Information Accountability Framework for a Trusted Health Care System

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    Trusted health care outcomes are patient centric. Requirements to ensure both the quality and sharing of patients’ health records are a key for better clinical decision making. In the context of maintaining quality health, the sharing of data and information between professionals and patients is paramount. This information sharing is a challenge and costly if patients’ trust and institutional accountability are not established. Establishment of an Information Accountability Framework (IAF) is one of the approaches in this paper. The concept behind the IAF requirements are: transparent responsibilities, relevance of the information being used, and the establishment and evidence of accountability that all lead to the desired outcome of a Trusted Health Care System. Upon completion of this IAF framework the trust component between the public and professionals will be constructed. Preservation of the confidentiality and integrity of patients’ information will lead to trusted health care outcomes
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