7,247 research outputs found

    Ubicomp for animal welfare: envisioning smart environments for kenneled dogs

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    Whilst the ubicomp community has successfully embraced a number of societal challenges for human benefit, including healthcare and sustainability, the well-being of other animals is hitherto underrepresented. We argue that ubicomp technologies, including sensing and monitoring devices as well as tangible and embodied interfaces, could make a valuable contribution to animal welfare. This paper particularly focuses on dogs in kenneled accommodation, as we investigate the opportunities and challenges for a smart kennel aiming to foster canine welfare. We conducted an in-depth ethnographic study of a dog rehoming center over four months; based on our findings, we propose a welfare centered framework for designing smart environments, integrating monitoring and interaction with information management. We discuss the methodological issues we encountered during the research and propose a smart ethnographic approach for similar projects

    Designing for User Confidence in Intelligent Environments

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    Intelligent environments aim at supporting and assisting users in their daily activities. Their reliability, i.e., the capability of correctly accomplishing the intended tasks and of limiting or avoiding damage in case of malfunctions, is essential as for any user-facing technology. One aspect of reliability, often neglected, is guaranteeing the consistency between system operation and user expectations, so that users may build confidence over the correct behavior of the system and its reaction to their actions. The paper will review the literature concerning methodologies and tools that directly involve users and have been specifically applied or adopted for intelligent environments, throughout the entire design flow – from requirements gathering to interface design. The paper will then propose, building on top of the previous analysis, a set of guidelines that system designers should follow to ensure user confidence in their intelligent environments

    Learning in a Technology Enhanced World

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    Specht, M. (2009). Learning in a Technology Enhanced World: Context in Ubiquitous Learning Support. Inaugural Address. September, 11, 2009, Heerlen, The Netherlands: Open University of the Netherlands.In the following sections I will first outline what the current developments and trends in technology for the next five to ten years are and what their potential for enhancing learning is. OUN Second, I will describe how these developments and innovations already today influence the way we communicate, live, and learn. How the generation gap between digital natives and digital immigrants is leading to different perceptions of digital media and their use for learning and teaching. Third, I will outline some research on context and learning. I will describe examples of what I mean when I talk about context and I will give an overview of the usage of context in education and the key effects we can expect from contextualising technology enhancements for learning. What are the variables and design parameters we have to consider when we design contextualized learning in a technology enhanced world? In the fourth part I will introduce the model of ambient information channels that is a structuring metaphor for contextual learning technology. Last, I will highlight some key questions for a future research agenda in the field of contextual learning support and describe some research we are currently working on at the Centre of Learning Sciences and Technologies (CELSTEC) here at the Open University of the Netherlands

    Distributed Technology-Sustained Pervasive Applications

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    Technology-sustained pervasive games, contrary to technology-supported pervasive games, can be understood as computer games interfacing with the physical world. Pervasive games are known to make use of 'non-standard input devices' and with the rise of the Internet of Things (IoT), pervasive applications can be expected to move beyond games. This dissertation is requirements- and development-focused Design Science research for distributed technology-sustained pervasive applications, incorporating knowledge from the domains of Distributed Computing, Mixed Reality, Context-Aware Computing, Geographical Information Systems and IoT. Computer video games have existed for decades, with a reusable game engine to drive them. If pervasive games can be understood as computer games interfacing with the physical world, can computer game engines be used to stage pervasive games? Considering the use of non-standard input devices in pervasive games and the rise of IoT, how will this affect the architectures supporting the broader set of pervasive applications? The use of a game engine can be found in some existing pervasive game projects, but general research into how the domain of pervasive games overlaps with that of video games is lacking. When an engine is used, a discussion of, what type of engine is most suitable and what properties are being fulfilled by the engine, is often not part of the discourse. This dissertation uses multiple iterations of the method framework for Design Science for the design and development of three software system architectures. In the face of IoT, the problem of extending pervasive games into a fourth software architecture, accommodating a broader set of pervasive applications, is explicated. The requirements, for technology-sustained pervasive games, are verified through the design, development and demonstration of the three software system architectures. The ...Comment: 64 pages, 13 figure

    Informal Practices in Changing Societies: Comparing Chinese Guanxi and Russian Blat

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    The paper defines the key features of Chinese guanxi and Russian blat networks, explores similarities and differences in the use of these networks both in communist and post-communist economies, and discovers their ambiguous relationship with the formal institutions. Having compared guanxixue and blat in detail, one should conclude that people tend to develop similar responses (as well idioms) in order to survive in state centralised economies characterized by shortages, state distribution system and ideological predicaments. Guanxi and blat networks in pre-reform China and Russia played a similarly ambiguous role in these economies: on the one hand, they compensated for the defects of the formal rules thus enabling the declared principles of the economy to exist; on the other hand, they subverted them. There are also common trends in the transformation of informal practices in post-reform China and Russia. Before the reforms, both guanxixue and blat were often beneficial to ordinary people in allowing them to satisfy their personal needs and in organising their own lives, whereas now their shift into corruption benefits the official-business classes and hurts the bulk of society. Trust and social networks are vital components of both economies and will continue to exist (as elsewhere) but their implications for the transformation may differ. The post-Soviet reforms have changed the Soviet-type blat practices so much that blat has almost ceased to be a relevant term for the use of personal networks both in the state and in the new sectors of the economy. Being more culturally and historically grounded, the term guanxi has sustained and found its new use in contemporary China. There is much more discussion of guanxi and guanxi capitalism in China than ever has been on blat in Russia. The partiality of reforms in China and the communist rulership does not prevent foreign investment and economic success, and corruption is estimated as not as damaging in China as it is in Russia

    Conditional Freedoms:Non-State Labour in Cuba between Institutional Delegitimisation and Civic Recognition

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    During the height of its power over everyday life, between 1968 and 1993, the Cuban Communist Party outlawed virtually all non-state labour and exchange. Since then, however, its continuity in power has increasingly depended on devolution: shifting responsibility for the provision of basic goods and services from failing state enterprises back to the self-employed. The latter now produce the majority of food and basic products; receive most of the national income from tourism, remittances and foreign investment; and generate most new jobs. Nevertheless, they subsist under a subaltern regime of fragile and conditional freedoms. The article adapts James Scott's consideration for the subaltern's 'hidden transcripts' and agencies to contemporary Cuba. It analyses the unavoidability of informal and illegal practices for daily subsistence; their naturalisation in society in contrast with their delegitimisation as opportunistic self-enrichment in party-controlled media; and how the self-employed resist such judgements in favour of more conciliatory civic visions.</p

    Integration of digital twin to augmented reality in industrial enrichment plants:an anticipated user experience study

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    Abstract. Understanding user experience is necessary in developmental phases of every service, program and system. However, when adopting new technology, the early developmental phases methods and metrics used in user experience are not sufficient in anticipation of situational use and use cases of users. Therefore, focus and perspective to anticipated user experience research early in the development phase is needed. These problems are also true in ubiquitous computing field of Industry 4.0 where human computer interaction is in constant flux. New types of technologies and solutions are emerging and constantly seeking ways to capture their market share, bring added value or to revolutionize the industrial field without first understanding the anticipated requirements. This is true also for different industrial process control applications like digital twins and ways that augmented reality could be utilized in the on-site and monitoring operations. This thesis determines what the anticipated user experiences are for the professionals working in the industry and how applications can be integrated to augmented reality in industrial contexts. To tackle this issues artifact and gamification as design method will be utilized. Anticipated user experience study approach is applied and combined with early developmental artifact in the interviews. Research data is collected both qualitatively and quantitatively, but the main research method and data analysis is implemented with qualitative data. Contributions of this thesis is to determine if the use of early developmental artifact helps with the anticipations of user experiences and use cases for new technology adaptations to augmented reality in industrial contexts. This thesis proposes the term artifact specificity constraint and contributes to a model for converged relations of virtual reality continuum and digital twins. This thesis outlays a coding scheme with nine categories to be used as a reference for similar focused research
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