108,158 research outputs found
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Entertaining situated messaging at home
Leisure and entertainment-based computing has been traditionally associated with interactive entertainment media and game playing, yet the forms of engagement offered by these technologies only support a small part of how we act when we are at leisure. In this paper, we move away from the paradigm of leisure technology as computer-based entertainment consumption, and towards a broader view of leisure computing. This perspective is more in line with our everyday experience of leisure as an embodied, everyday accomplishment in which people artfully employ the everyday resources in the world around them in carrying out their daily lives outside of work. We develop this extended notion of leisure using data from a field study of domestic communication focusing on asynchronous and situated messaging to explore some of these issues, and develop these findings towards design implications for leisure technologies. Central to our discussion on the normal, everyday and occasioned conduct of leisure lie the notions of playfulness and creativity, the interweaving of the worlds of work and leisure, and in the creation of embodied displays of affect, all of which may be seen manifested in the use of messaging artefacts. This view of technology in support of leisure-in-the-broad is strongly divergent from traditional entertainment computing models in its coupling of the mechanics of the organisation of everyday life to the ways that we make entertainment for ourselves. This recognition allows us to draw specific implications for domestic situated messaging technologies, but also more generally for technology design by tying activities that we tend to regard as purely functional to other multifaceted and leisure-related purposes
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Investigating design features of a computer-mediated communication system
Computer-mediated communication (CMC) is increasingly used in higher education, but it is not without problems. The effectiveness of CMC depends on many factors, including the characteristics of CMC systems themselves. The research reported here therefore aimed to investigate how an educational CMC system might be improved, in order to support learning more effectively.
The main context for the research was distance learning at the UK Open University (OU). A two-stage, mixed methods research approach was adopted. In the first stage, interviews and observations were carried out to explore the benefits and problems experienced by users. This revealed two major issues: information overload and lack of social presence. Information overload relates to users’ problems dealing with large numbers of messages. Social presence relates to the need for users to feel connected with each other.
The second stage investigated system features aimed at addressing these issues, implemented in a prototype computer conferencing system. Features to address overload included branched message threading and user recommendations. Features to address social presence were ‘résumés’ and instant messaging. These features were evaluated using questionnaires, with several cohorts of students in an OU course.
Students expressed approval of the features, although some features were not widely used. Students preferred branched threading to chronological threading because branching helped them to follow ‘conversations’. Students were uncomfortable recommending messages, feeling that the value of a message would vary between people. They were also uncomfortable using instant messaging to contact others whom they did not know. However, the awareness aspect of instant messaging provided a sense of solidarity.
The research demonstrated that the problems of overload and lack of social presence are significant, and each has social aspects which must be addressed. Students’ relationships with each other affect whether and how they use the features of CMC systems. We can conclude that particular attention must be paid to the social aspects of online communication, both when designing educational CMC systems and when considering how they are used. To maximise the benefits for learning, students need to feel comfortable with each other online, and there are few short cuts to achieving this
Practical applications of multi-agent systems in electric power systems
The transformation of energy networks from passive to active systems requires the embedding of intelligence within the network. One suitable approach to integrating distributed intelligent systems is multi-agent systems technology, where components of functionality run as autonomous agents capable of interaction through messaging. This provides loose coupling between components that can benefit the complex systems envisioned for the smart grid. This paper reviews the key milestones of demonstrated agent systems in the power industry and considers which aspects of agent design must still be addressed for widespread application of agent technology to occur
Passenger Flows in Underground Railway Stations and Platforms, MTI Report 12-43
Urban rail systems are designed to carry large volumes of people into and out of major activity centers. As a result, the stations at these major activity centers are often crowded with boarding and alighting passengers, resulting in passenger inconvenience, delays, and at times danger. This study examines the planning and analysis of station passenger queuing and flows to offer rail transit station designers and transit system operators guidance on how to best accommodate and manage their rail passengers. The objectives of the study are to: 1) Understand the particular infrastructural, operational, behavioral, and spatial factors that affect and may constrain passenger queuing and flows in different types of rail transit stations; 2) Identify, compare, and evaluate practices for efficient, expedient, and safe passenger flows in different types of station environments and during typical (rush hour) and atypical (evacuations, station maintenance/ refurbishment) situations; and 3) Compile short-, medium-, and long-term recommendations for optimizing passenger flows in different station environments
Promarc: An Online Skills and Projects Marketplace
Technical projects can vary greatly in terms of cost, complexity, and time. Project leads spend a lot of valuable time and energy making sure that their teams are organized and on-task. A major part of their responsibilities includes putting together a team with the right skills in order to maximize efficiency. Having a platform where project leads can quickly find team members with the right skills would save them a lot of stress and trouble. The goal of this project is to deliver such a platform, where users can make posts about their projects and the technical skills that they require, and be connected to an entire network of potential viable team members. Our system consists of a web application connected to a database backend, accessible through different interfaces depending on the credentials of the user. This report will also provide an in-depth analysis on the systems requirements specifications, use cases, data flow, involved actors, architecture, testing procedures, risk analysis, development timeline, final results, and societal impact
SCUdent Books: A University-Focused Bookselling Platform
As the beginning of each university semester or quarter commences, so does the rush to acquire books for classes. The search for school books is a busy and important task for many students. However, an entire slew of problems and frustrations emerge with this academic race to gather books. To begin, students have to deal with the traditional frustrations of expensive textbooks sold at the university bookstore which is especially troublesome for those on a tight budget. Additionally, required textbooks for classes may not be available at the bookstore or require restocking which can take an unknown amount of time. Because of this, students turn to cheaper, faster, and more efficient alternatives for acquiring school books including online retailers such as Amazon or Barnes and Noble.
While the Internet makes book shopping appear easier, there exist issues that come with it. Students have to put in more effort ordering online, pay for extra shipping, and wait for their books to arrive. Also, online shopping for books is incredibly decentralized with no convenient platform to cater to students\u27 needs. Students must first spend time finding out which books are required for each class and then spend even more time comparing prices from multiple online retailers. In addition, once a student completes a class he or she may no longer need the book. As a result, the student has no convenient method of disposing the book and must now sell it, throw it away, or keep it. Overall, the process of acquiring books in university is disorganized, stressful, and inconvenient for students
Making Space for Stories: Ambiguity in the Design of Personal Communication Systems
Pervasive personal communication technologies offer the potential for
important social benefits for individual users, but also the potential for
significant social difficulties and costs. In research on face-to-face social
interaction, ambiguity is often identified as an important resource for
resolving social difficulties. In this paper, we discuss two design cases of
personal communication systems, one based on fieldwork of a commercial system
and another based on an unrealized design concept. The cases illustrate how
user behavior concerning a particular social difficulty, unexplained
unresponsiveness, can be influenced by technological issues that result in
interactional ambiguity. The cases also highlight the need to balance the
utility of ambiguity against the utility of usability and communicative
clarity.Comment: 10 page
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