5,416 research outputs found

    Application diversity in open display networks

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    We envision that future public display networks will be more interactive and open to applications from third parties similar to what we already have with smartphones. This paper investigates the application landscape for interactive public displays aiming to understand what would be the design and usage space for this type of applications. In particular, we explore people’s perceptions and expectations regarding the diversity of applications that may emerge in future application ecosystems for public displays. We have devised a research methodology anchored on what is currently the rich and diverse range of applications in the mobile application market. We used a set of 75 mobile applications from Google Play application store and asked 72 participants about their relevance for public displays. The results showed that people had a clear preference for applications that disseminate content, and also that these preferences are affected by the type of location where the displays are deployed. These insights improve the understanding of the variables that may affect diversity in future display application ecosystems and inform the development of potential app stores in this context.Fundação para a Ciência e a Tecnologia (FCT

    Game vaporware as design fictions

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    In this research we examine games, and games hardware, that can be classed as ‘Vaporware’. More specifically software that was never written, or hardware that was never built, and consequently no one ever played. In particular we are considering such vaporware as examples of ‘Design Fiction’ as they once represented speculative visions of the future based on emerging technology. Vaporware is a term generally used to describe products that are announced to the general public but are never actually manufactured. Whereas design fiction is a term used to describe plausible ‘diegetic prototypes’ that are built, or suggested, to create an opportunity for discourse about possible technological futures. Whilst it could be argued vaporware games are simply failed products that were justifiably scrapped before joining the long lists of come-to-nothing games and consoles, by reviewing examples we offer an alternative view that they can serve as objects of discourse for exposing the potential futures of video games and thus could be considered in terms of design fiction. To add further weight to the argument that games can be useful as design fictions we then consider “Game of Drones”, an example of a design fiction that pivots around a game element, to illustrate how the deliberate use of design fiction can stimulate discourse around game futures (in this case the growing promotion of ‘gamified’ services as means of engaging users). Whilst the notion of designing games that will never be built may seem paradoxical in relation to the Games industry’s predominantly commercial aims, we believe that the deliberate adoption of design fiction as a practice within game design would facilitate the emergence of meaningful discussions around future gaming without the frustrations induced by vaporware

    Phase messaging method for time-of-flight cameras

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    Ubiquitous light emitting devices and low-cost commercial digital cameras facilitate optical wireless communication system such as visual MIMO where handheld cameras communicate with electronic displays. While intensity-based optical communications are more prevalent in camera-display messaging, we present a novel method that uses modulated light phase for messaging and time-of-flight (ToF) cameras for receivers. With intensity-based methods, light signals can be degraded by reflections and ambient illumination. By comparison, communication using ToF cameras is more robust against challenging lighting conditions. Additionally, the concept of phase messaging can be combined with intensity messaging for a significant data rate advantage. In this work, we design and construct a phase messaging array (PMA), which is the first of its kind, to communicate to a ToF depth camera by manipulating the phase of the depth camera's infrared light signal. The array enables message variation spatially using a plane of infrared light emitting diodes and temporally by varying the induced phase shift. In this manner, the phase messaging array acts as the transmitter by electronically controlling the light signal phase. The ToF camera acts as the receiver by observing and recording a time-varying depth. We show a complete implementation of a 3×3 prototype array with custom hardware and demonstrating average bit accuracy as high as 97.8%. The prototype data rate with this approach is 1 Kbps that can be extended to approximately 10 Mbps.National Science Foundation (U.S.) (grant CNS-106546#

    Monitoring and Failure Recovery of Cloud-Managed Digital Signage

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    Digitaal signage kasutatakse laialdaselt erinevates valdkondades, nagu näiteks transpordisüsteemid, turustusvõimalused, meelelahutus ja teised, et kuvada teavet piltide, videote ja teksti kujul. Nende ressursside usaldusväärsus, vajalike teenuste kättesaadavus ja turvameetmed on selliste süsteemide vastuvõtmisel võtmeroll. Digitaalse märgistussüsteemi tõhus haldamine on teenusepakkujatele keeruline ülesanne. Selle süsteemi rikkeid võib põhjustada mitmeid põhjuseid, nagu näiteks vigased kuvarid, võrgu-, riist- või tarkvaraprobleemid, mis on üsna korduvad. Traditsiooniline protsess sellistest ebaõnnestumistest taastumisel hõlmab sageli tüütuid ja tülikaid diagnoose. Paljudel juhtudel peavad tehnikud kohale füüsiliselt külastama, suurendades seeläbi hoolduskulusid ja taastumisaega.Selles väites pakume lahendust, mis jälgib, diagnoosib ja taandub tuntud tõrgetest, ühendades kuvarid pilvega. Pilvepõhine kaug- ja autonoomne server konfigureerib kaugseadete sisu ja uuendab neid dünaamiliselt. Iga kuva jälgib jooksvat protsessi ja saadab trace’i, logib süstemisse perioodiliselt. Negatiivide puhul analüüsitakse neid serverisse salvestatud logisid, mis optimaalselt kasutavad kohandatud logijuhtimismoodulit. Lisaks näitavad ekraanid ebaõnnestumistega toimetulemiseks enesetäitmise protseduure, kui nad ei suuda pilvega ühendust luua. Kavandatud lahendus viiakse läbi Linuxi süsteemis ja seda hinnatakse serveri kasutuselevõtuga Amazon Web Service (AWS) pilves. Peamisteks tulemusteks on meetodite kogum, mis võimaldavad kaugjuhtimisega kuvariprobleemide lahendamist.Digital signage is widely used in various fields such as transport systems, trading outlets, entertainment, and others, to display information in the form of images, videos, and text. The reliability of these resources, availability of required services and security measures play a key role in the adoption of such systems. Efficient management of the digital signage system is a challenging task to the service providers. There could be many reasons that lead to the malfunctioning of this system such as faulty displays, network, hardware or software failures that are quite repetitive. The traditional process of recovering from such failures often involves tedious and cumbersome diagnosis. In many cases, technicians need to physically visit the site, thereby increasing the maintenance costs and the recovery time. In this thesis, we propose a solution that monitors, diagnoses and recovers from known failures by connecting the displays to a cloud. A cloud-based remote and autonomous server configures the content of remote displays and updates them dynamically. Each display tracks the running process and sends the trace and system logs to the server periodically. These logs, stored at the server optimally using a customized log management module, are analysed for failures. In addition, the displays incorporate self-recovery procedures to deal with failures, when they are unable to create connection to the cloud. The proposed solution is implemented on a Linux system and evaluated by deploying the server on the Amazon Web Service (AWS) cloud. The main result of the thesis is a collection of techniques for resolving the display system failures remotely

    Sedimenting Solidarity: Signs from the Madison Protest

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    The 2011 Wisconsin protest inspired the wide ranging production of handmade and commercially-produced signage. Five hundred signs were collected and preserved by the Wisconsin State Historical Society and others were obtained by the Smithsonian Museum of American History. Art historians and prominent art institutes have dismissed the aesthetic qualities of handmade signs, instead cataloging them as ephemeral historical artifacts. I argue that signs work similarly to other art forms in the modern era, such as advertisements and poster art, which have gained scholarly attention. This project uses the Madison protest as a case study in order to track the often wide and varied sedimentation of protest signs in the aftermath of social movements. While signs from Madison originally existed in the hands of protesters as communicative devices, they were also placed in storefront windows and home residences as symbolic reminders of solidarity. Other signs were placed in historical archives as artifacts of social discontent or (re)placed in museum spaces as conceptual works. The wide sedimentation of Wisconsin protest signs speaks to their versatility as functioning objects which worked as communicative devices using a language dependent on visibility, recycling, circulation, and community. It is important that the discipline of art history begin to recognize the worth of handmade signs as objects which archive the performative aspects of social movements as they continue to be created in moments of social resistance

    City Tells:

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    City Tells. Guidelines to an Emotional Wayfinding System were developed to provide wayfinding information to visitors walking through historic environments and to ensure that unknown urban places become more welcoming, easier to navigate and more enjoyable for both visitors and tourists

    Shared-Use Bus Priority Lanes On City Streets: Case Studies in Design and Management, MTI Report 11-10

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    This report examines the policies and strategies governing the design and, especially, operations of bus lanes in major congested urban centers. It focuses on bus lanes that operate in mixed traffic conditions; the study does not examine practices concerning bus priority lanes on urban highways or freeways. Four key questions addressed in the paper are: How do the many public agencies within any city region that share authority over different aspects of the bus lanes coordinate their work in designing, operating, and enforcing the lanes? What is the physical design of the lanes? What is the scope of the priority use granted to buses? When is bus priority in effect, and what other users may share the lanes during these times? How are the lanes enforced? To answer these questions, the study developed detailed cases on the bus lane development and management strategies in seven cities that currently have shared-use bus priority lanes: Los Angeles, London, New York City, Paris, San Francisco, Seoul, and Sydney. Through the case studies, the paper examines the range of practices in use, thus providing planners and decision makers with an awareness of the wide variety of design and operational options available to them. In addition, the report highlights innovative practices that contribute to bus lanes’ success, where the research findings make this possible, such as mechanisms for integrating or jointly managing bus lane planning and operations across agencies

    Introducing writing (in) the city

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    This introductory paper offers a framing of writing (in) the city as a way of making and knowing cities. We link individual contributions in this collection to earlier research that has examined displayed discourse in urban spaces or considered writing as a metaphor for studying cities

    The Port of Sheffield: Co-creation in Mobile Application Development for Place-Based Interaction with Large-Scale Urban Heritage Sites

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    Constructed in 1819, the Sheffield and Tinsley Canal linked the City of Sheffield with the rest of the British waterway system and brought ships into the canal basin in the city centre for the first time. Eroded by periods of rapid social, economic and technological change, the three-mile stretch of the canal site has today become a ‘forgotten’ space, hidden behind surviving industrial sheds and derelict warehouses. The city council's regeneration plans of new waterfront housing along the canal have been held up by the complexities over land ownership, use patterns and brownfield contamination. It has been suggested that the ‘sense of possibility’ of neglected sites such as the Sheffield and Tinsley Canal is what gives the urban landscape of Sheffield its unique character. This article presents our research on the development of a location-aware mobile application through a community-oriented process to deliver ‘place-based’ interaction with the Sheffield and Tinsley Canal as a large-scale urban heritage site. In collaboration with local creative practitioners, we piloted ‘The Port of Sheffield’ a mobile application that enables oral histories and memories to be overlaid onto specific geolocations along the Sheffield and Tinsley Canal. Through the data collected from public use of the application, we reflect on the effectiveness and limitation of co-creation as a methodological framework and discuss the implications of place-based mobile interaction for initiating and sustaining citizens' engagement and interpretations of the past and future of large-scale complex urban heritage sites

    Interactive Experiences in Public Spaces: A Novel Floor Display System Based on Luminous Modular Units

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    We describe the design of an interactive concrete floor display for public spaces and discuss its implementation and areas of application. The primary purpose of our system is to provide new forms of collaborative interaction in long-term installations in both indoor and outdoor spaces. Our design is an expandable system of interconnected tiles, which control an array of RGB Light-Emitting Diodes (LEDs) based on user input. The LEDs are built into the tiles and arranged in a manner that simulates pixels on a computer screen, providing a natural visualization mechanism. Each tile acts as an independent node in a network, where motion sensors trigger specific actions and provide interactivity to the surface. A series of applications are illustrated, including promotional advertising and interactive games. The system was installed and evaluated on a university campus for four weeks where hundreds of visitors successfully interacted with the floor
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