6 research outputs found

    Facilitating Mobile Music Sharing and Social Interaction with Push!Music

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    Push!Music is a novel mobile music listening and sharing system, where users automatically receive songs that have autonomously recommended themselves from nearby players depending on similar listening behaviour and music history. Push!Music also enables users to wirelessly send songs between each other as personal recommendations. We conducted a two-week preliminary user study of Push!Music, where a group of five friends used the application in their everyday life. We learned for example that the shared music in Push!Music became a start for social interaction and that received songs in general were highly appreciated and could be looked upon as ‘treats’

    Social motion : mobile networking through sensing human behavior

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006."September 2006."Includes bibliographical references (leaves 62-65).Low-level sensors can provide surprisingly high-level information about social interactions. The goal of this thesis is to define the components of a framework for sensing social context with mobile devices. We describe several sensing technologies - including infrared transceivers, radio frequency scanners, and accelerometers - that both capture social signals and meet the design constraints of mobile devices. Through the analysis of several large datasets, we identify features from these sensors that correlate well with the underlying social structure of interacting groups of people. We then detail the work that we have done creating infrastructure that integrates social sensors into social applications that run on mobile devices.by Jonathan Peter Gips.S.M

    Research for Design of Playful Mobile Services for Social Experiences between Nearby Strangers

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    Having positive interpersonal interactions is a fundamental human need and source of well-being. While fulfilling this need is usually associated with strong ties, research has shown that meaningful social experiences are not limited to those. This research explores the largely untapped social potential of nearby strangers and ways that mobile services can be designed to take advantage of these social opportunities. Play and playfulness appear to be particularly worthwhile ways to achieve this end: play is meaningful in itself (i.e., does not require an external goal) and takes place outside the context of real life. In addition, playful design tends to make digital services more engaging. This research focuses on playfulness as a design quality and explores the social implications of playful mobile services for nearby strangers. This doctoral thesis asks two research questions: What kind of social experiences emerge between nearby strangers from the use of playful mobile services? How can playful mobile services be designed to encourage social experiences between nearby strangers? The research contributes to the field of human-computer interaction and provides insights into mobile service design through six research articles. Two of the studies charted expected experiences with early-stage mobile application concepts for playful interaction between nearby strangers. One of these concepts was further developed into a fully functional mobile application, and a large-scale, in-the-wild study was arranged to explore the actual social experiences it generated. Two of the studies investigated social experiences between nearby strangers in the context of commercial mobile games. The sixth study explored the design space of playful interactions between nearby strangers through co-design workshops. The playful mobile services investigated in this research were found to induce various behaviors that resulted in social experiences between nearby strangers. Examples of such behaviors are the active exploration of the outside world, community building, communicating and collaborating with strangers, and interacting in crowds. I found that playful and social experiences such as competition, surprise, curiosity, inspiration, and benevolence motivated individuals to use these services

    A framework for real time collaborative editing in a mobile replicated architecture

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    Mobile collaborative work is a developing sub-area of Computer Supported Collaborative Work (CSCW). The future of this field will be marked by a significant increase in mobile device usage as a tool for co-workers to cooperate, collaborate and work on a shared workspace in real-time to produce artefacts such as diagrams, text and graphics regardless of their geographical locations. A real-time collaboration editor can utilise a centralised or a replicated architecture. In a centralised architecture, a central server holds the shared document as well as manages the various aspects of the collaboration, such as the document consistency, ordering of updates, resolving conflicts and the session membership. Every user's action needs to be propagated to the central server, and the server will apply it to the document to ensure it results in the intended document state. Alternatively, a decentralised or replicated architecture can be used where there is no central server to store the shared document. Every participating site contains a copy of the shared document (replica) to work on separately. Using this architecture, every user's action needs to be broadcast to all participating sites so each site can update their replicas accordingly. The replicated architecture is attractive for such applications, especially in wireless and ad-hoc networks, since it does not rely on a central server and a user can continue to work on his or her own local document replica even during disconnection period. However, in the absence of a dedicated server, the collaboration is managed by individual devices. This presents challenges to implement collaborative editors in a replicated architecture, especially in a mobile network which is characterised by limited resource reliability and availability. This thesis addresses challenges and requirements to implement group editors in wireless ad-hoc network environments where resources are scarce and the network is significantly less stable and less robust than wired fixed networks. The major contribution of this thesis is a proposed framework that comprises the proposed algorithms and techniques to allow each device to manage the important aspects of collaboration such as document consistency, conflict handling and resolution, session membership and document partitioning. Firstly, the proposed document consistency algorithm ensures the document replicas held by each device are kept consistent despite the concurrent updates by the collaboration participants while taking into account the limited resource of mobile devices and mobile networks. Secondly, the proposed conflict management technique provides users with conflict status and information so that users can handle and resolve conflicts appropriately. Thirdly, the proposed membership management algorithm ensures all participants receive all necessary updates and allows users to join a currently active collaboration session. Fourthly, the proposed document partitioning algorithm provides flexibility for users to work on selected parts of the document and reduces the resource consumption. Finally, a basic implementation of the framework is presented to show how it can support a real time collaboration scenario

    Using binaural audio for inducing intersensory illusions to create illusory tactile feedback in virtual reality

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    Virtual reality has the potential to simulate a variety of real-world scenarios for training- and entertainment-purposes, as it has the ability to induce a sense of “presence”: the illusion that the user is physically transported to another location and is really “there”. VR and VR-technologies have seen a recent market resurgence due to the arrival of affordable, mass-market VR-display systems, such as the Oculus Rift, HTC Vive, PlayStation VR, Samsung GearVR, and Google Cardboard. However, the use of tactile feedback to convey information about the virtual environment is often lacking in VR applications. This study addresses this lack by proposing the use of binaural audio in VR to induce illusory tactile feedback. This is done by examining the literature on intersensory illusions as well as the relationship between audio and tactile feedback to inform the design of a software prototype that is able to induce the desired feedback. This prototype is used to test the viability of such an approach to induce illusory tactile feedback and to investigate the nature of this feedback. The software prototype is used to collect data from users regarding their experiences of this type of feedback and its underlying causes. Data collection is done through observation, questionnaires, interviews, and focus groups and the results indicate that the use of binaural audio in VR can be used to effectively induce an illusory sense of tactile feedback in the absence of real-world feedback. This study contributes insights regarding the nature of illusory sensations in VR, focusing on touch-sensations. This study also provides consolidated definitions of immersion and presence as well as a consolidated list of aspects of immersion, both of which are used to detail the relationship between immersion, presence, and illusory tactile feedback. Findings provide insight into the relationship between the design of audio in VR and its ability to alter perception in the tactile modality. Findings also provide insight into aspects of VR, such as presence and believability, and their relationship to perception across various sensory modalities.Dissertation (MIS)--University of Pretoria 2018.Information ScienceMISUnrestricte
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