1,358 research outputs found

    Undercurrents – A Computer-Based Gameplay Tool to Support Tabletop Roleplaying

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    This paper introduces Undercurrents, a computer-based gameplay tool for providing additional communication and media streams during tabletop roleplaying sessions. Based upon a client-server architecture, the system is intended to unobtrusively support secret communication, timing of audio and visual presentations to game events, and real-time documentation of the game session. Potential end users have been involved in the development and the paper provides details on the full design process

    Education in the Wild: Contextual and Location-Based Mobile Learning in Action. A Report from the STELLAR Alpine Rendez-Vous Workshop Series

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    Augmenting the field experience: a student-led comparison of techniques and technologies

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    In this study we report on our experiences of creating and running a student fieldtrip exercise which allowed students to compare a range of approaches to the design of technologies for augmenting landscape scenes. The main study site is around Keswick in the English Lake District, Cumbria, UK, an attractive upland environment popular with tourists and walkers. The aim of the exercise for the students was to assess the effectiveness of various forms of geographic information in augmenting real landscape scenes, as mediated through a range of techniques and technologies. These techniques were: computer-generated acetate overlays showing annotated wireframe views from certain key points; a custom-designed application running on a PDA; a mediascape running on the mScape software on a GPS-enabled mobile phone; Google Earth on a tablet PC; and a head-mounted in-field Virtual Reality system. Each group of students had all five techniques available to them, and were tasked with comparing them in the context of creating a visitor guide to the area centred on the field centre. Here we summarise their findings and reflect upon some of the broader research questions emerging from the project

    Designing ubiquitous computing for reflection and learning in diabetes management

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    This dissertation proposes principles for the design of ubiquitous health monitoring applications that support reflection and learning in context of diabetes management. Due to the high individual differences between diabetes cases, each affected individual must find the optimal combination of lifestyle alterations and medication through reflective analysis of personal diseases history. This dissertation advocates using technology to enable individuals' proactive engagement in monitoring of their health. In particular, it proposes promoting individuals' engagement in reflection by exploiting breakdowns in individuals' routines or understanding; supporting continuity in thinking that leads to a systematic refinement of ideas; and supporting articulation of thoughts and understanding that helps to transform insights into knowledge. The empirical evidence for these principles was gathered thought the deployment studies of three ubiquitous computing applications that help individuals with diabetes in management of their diseases. These deployment studies demonstrated that technology for reflection helps individuals achieve their personal disease management goals, such as diet goals. In addition, they showed that using technology helps individuals embrace a proactive attitude towards their health indicated by their adoption of the internal locus of control.Ph.D.Committee Chair: Elizabeth D. Mynatt; Committee Member: Abowd, Gregory; Committee Member: Bruckman, Amy; Committee Member: Dourish, Paul; Committee Member: Nersessian, Nanc

    Virtual workplaces : when metaphors breakdown

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    Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1998.Includes bibliographical references (leaves 79-81).Our model of work is shaped by the places we choose to work and the tools we choose to work with. As we introduce new technologies and build new environments our model is changing. Today's virtual workplaces are grounded in models of work that have been reformed from our experiences using current technology in physical workspace. However we are discovering opportunities and possibilities for work in collaborative, virtual environments that question physical models. Emerging patterns of distributed collaboration in persistent virtual environments are changing the way we work in time and space, recasting our notion of workplace. Virtual workplaces are interpreted and experienced through metaphors that describe a space of potential for work occurrences. Through the lens of metaphors, this research focuses on breakdowns between collaborative work and the environment in which work occurs. If what we understand and predict is based on what we already know, then by examining the breakdowns between design and use of collaborative environments we can illuminate the space of possibilities for collaborative work.by Thomas W.I. Gallemore.M.S

    Pervasive Personal Information Spaces

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    Each user’s electronic information-interaction uniquely matches their information behaviour, activities and work context. In the ubiquitous computing environment, this information-interaction and the underlying personal information is distributed across multiple personal devices. This thesis investigates the idea of Pervasive Personal Information Spaces for improving ubiquitous personal information-interaction. Pervasive Personal Information Spaces integrate information distributed across multiple personal devices to support anytime-anywhere access to an individual’s information. This information is then visualised through context-based, flexible views that are personalised through user activities, diverse annotations and spontaneous information associations. The Spaces model embodies the characteristics of Pervasive Personal Information Spaces, which emphasise integration of the user’s information space, automation and communication, and flexible views. The model forms the basis for InfoMesh, an example implementation developed for desktops, laptops and PDAs. The design of the system was supported by a tool developed during the research called activity snaps that captures realistic user activity information for aiding the design and evaluation of interactive systems. User evaluation of InfoMesh elicited a positive response from participants for the ideas underlying Pervasive Personal Information Spaces, especially for carrying out work naturally and visualising, interpreting and retrieving information according to personalised contexts, associations and annotations. The user studies supported the research hypothesis, revealing that context-based flexible views may indeed provide better contextual, ubiquitous access and visualisation of information than current-day systems

    The role of digital technologies during relationship breakdowns

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    Relationship breakdowns are undoubtedly difficult. Access to and use of technology can exacerbate the situation. In our networked society, shared lives generate vast amounts of shared digital data which can be difficult to untangle, whilst social media can provide an outlet to emotions that can take a public and often persistent form. In this paper, we report on a qualitative study that considered the role of technology in the process of a relationship breaking down. Four main themes emerged in our findings: communicating about the separation, change in social status, shared digital assets, and moving on. Opportunities for design are identified in reducing misunderstandings via CMCs, enhancing social media, supporting intimacy in distributed families, and refining service provision
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