10 research outputs found

    Measuring environments for public displays: a Space Syntax approach

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    This paper reports on an on-going project, which is investigating the role that location plays in the visibility of information presented on a public display. Spatial measures are presented, derived from the architectural theory of Space Syntax. These are shown to relate to the memorability of words and images presented on different displays. Results show a complex pattern of interactions between the size and shape of spaces in which displays are situated and the memorability of different types of representations depicted. This approach offers a new way to consider the role of space in guiding and constraining interaction in real settings: a growing concern within HCI and Ubicomp

    Electronic Networks of Practice as Third Places: Social Embeddedness, Membership Longevity and Contribution Quality

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    Electronic networks of practice have been investigated from learning and resource exchange perspectives using network analysis methods with connections derived from domain-specific relationships. By doing so, the literature has decentered interpersonal relationships in studies explaining the flow of knowledge throughout the network. I argue that through informal social interactions an individual becomes socially embedded in the network thereby creating strong social bonds with other members. These strong social bonds foster loyalty and attachment to the eNoP creating a symbolically constructed ‘place of significance’ rather than a “place of knowledge-sharing.’ Members may find alternative knowledge-sharing places among the many largely undifferentiated eNoP in cyberspace, but it is my conjecture that it is difficult to find alternative places of psychological significance in the virtual world. Utilizing Oldenburg’s (1989) third places as the theoretical lens, I demonstrate empirically that socially embedded members determined by a member’s social valued centrality have greater membership longevity and provide more positively rated contributions to the practice side of the eNoP relative to those members less socially embedded

    AGE ESTIMATION UNTUK INTELLIGENT ADVERTISING PADA POSTER DIGITAL MENGGUNAKAN CONVOLUTIONAL NEURAL NETWORK

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    Sebagai bagian dari intelligent advertising, age estimation digunakan untuk menyesuaikan iklan dari hasil estimasi usia audience. Age estimation (AE) dapat dibangun menggunakan deep learning menggunakan ConvNet dengan kendala seperti data training wajah usia tua yang sedikit, ketidak seimbangan dataset di dalamnya, serta membutuhkan jumlah data yang besar. Salah satu solusi dari permasalahan ini adalah melakukan data augmentasi menggunakan model generatif ACGAN untuk melakukan generate gambar sesuai dengan kelas. Intelligent advertising pada poster digital hanya disimulasikan pada komputer. Simulasi intelligent advertising berfungsi dengan baik terlepas dari terbatasnya iklan dan tidak konsistennya hasil estimasi usia. Hasil dari penggunaan model generatifACGAN untuk data augmentation berhasil meningkatkan performa hasil pada model AE terlepas dari rendahnya skor IS dan FID serta kualitas gambar yang dihasilkan. Hasil data augmentation lebih terlihat pada model B dengan peningkatan akurasi cumulative score sebesar 4,8% dan skor MAE sebesar 1,297

    Interaction tasks and controls for public display applications

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    Public displays are becoming increasingly interactive and a broad range of interaction mechanisms can now be used to create multiple forms of interaction. However, the lack of interaction abstractions forces each developer to create specific approaches for dealing with interaction, preventing users from building consistent expectations on how to interact across different display systems. There is a clear analogy with the early days of the graphical user interface, when a similar problem was addressed with the emergence of high-level interaction abstractions that provided consistent interaction experiences to users and shielded developers from low-level details. This work takes a first step in that same direction by uncovering interaction abstractions that may lead to the emergence of interaction controls for applications in public displays. We identify a new set of interaction tasks focused on the specificities of public displays; we characterise interaction controls that may enable those interaction tasks to be integrated into applications; we create a mapping between the high-level abstractions provided by the interaction tasks and the concrete interaction mechanisms that can be implemented by those displays. Together, these contributions constitute a step towards the emergence of programming toolkits with widgets that developers could incorporate into their public display applications.The research has received funding from the European Union Seventh Framework Programme (FP7/2007-2013) under Grant agreement no. 244011 (PD-NET). Jorge Cardoso has been supported by "Fundacao para a Ciencia e Tecnologia" (FCT) and "Programa Operacional Ciencia e Inovacao 2010", co-funded by the Portuguese Government and European Union by FEDER Program and by FCT training Grant SFRH/BD/47354/2008

    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

    An interaction abstraction toolkit for public display applications

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    Tese de doutoramento em Tecnologias e Sistemas de InformaçãoPublic digital displays have become increasingly ubiquitous in our technological landscape. Considering their flexibility and communication potential, public displays can become an important communication channel and even reach the attention, usage, and relevance that smartphones have today. Interaction with public displays is recognised as a key element in making them more engaging and valuable, but most public display systems still do not support any interactive feature. A key reason behind this apparent paradox is the lack of efficient and clear abstractions for incorporating interactivity into public display applications. While interaction can be achieved for a specific display system with a particular interaction modality, the lack of proper interaction abstractions means that there is too much specific work that needs to be done outside the core application functionality to support even basic forms of interaction. In this work, we investigate and develop interaction abstractions for public displays. We start by analysing public displays from the point of view of the information that results from the various interactions and that can be used to drive several types of content adaptation behaviour on public displays. We call this information digital footprints, and the result is a framework that maps digital footprints to adaptation strategies and to interaction mechanisms. This framework can be used by display designers to help them choose the interaction mechanisms that a display should support in order to be able to collect a given set of footprints, creating more relevant displays that are able to automatically adapt to their environment. We then identify and characterise interaction tasks and controls that are appropriate for public display interaction. This analysis results in a design space that can form the foundation of interaction toolkits, giving system developers with a reference for the types of high-level tasks and controls that can be incorporated into a toolkit. Finally, we design, implement, and evaluate a software toolkit of interaction abstractions for public display applications – the PuReWidgets toolkit. Programmers can use this toolkit to easily incorporate interactive features into their web-based public display applications. PuReWidgets provides high-level abstractions that shield programmers from the low-level details of the interaction mechanisms. We evaluate this toolkit along various dimensions. First, we evaluate the system’s performance. We then evaluate the API’s flexibility and capabilities using our own experience in developing interactive applications with it. We also evaluate the API’s usability from the perspective of independent programmers. Finally, we provide an evaluation of the resulting system’s usability from the perspective of an end-user interacting with a real-world deployment of a public display. The evaluation results indicate that PuReWidgets is an efficient, usable, and flexible toolkit for web-based interactive public display applications. By making this toolkit publicly available, we hope to promote the development of more and newer kinds of interactive public display applications inside and, more importantly, outside the research community.Os ecrãs públicos digitais estão cada vez mais presentes na nossa paisagem tecnológica. Considerando a sua flexibilidade e capacidade de ligação em rede, os ecrãs públicos têm o potencial para se tornarem num importante canal de comunicação e talvez até atingir a atenção, utilização e relevância que os smartphones têm hoje em dia. A interactividade dos ecrãs públicos ´e reconhecida como um elemento chave para os tornar mais atractivos e valiosos, mas a maioria dos sistemas de ecrãs públicos actuais ainda não suporta nenhuma forma de interação. Uma razão por detrás deste aparente paradoxo é a falta de abstrações claras e eficientes para incorporar interactividade nas aplicações para ecrãs públicos. Apesar de a interação poder ser conseguida para sistemas específicos, com uma modalidade de interação específica, a falta de abstrações de interação apropriadas significa que ´e necessário demasiado trabalho específico fora das funcionalidades nucleares da aplicação para suportar ate as formas mais básicas de interação. Neste trabalho, investigamos e desenvolvemos abstrações de interação para ecrãs públicos. Começamos por analisar os ecrãs públicos do ponto de vista da informação que resulta das interações e de que forma pode ser utilizada em procedimentos de adaptação de conteúdo para ecrãs públicos. Chamamos a esta informação digital footprints, e o resultado é uma estrutura conceptual que mapeia as digital footprints em estratégias de adaptação e em mecanismos de interação. Esta estrutura pode ser utilizada por designers de ecrãs públicos para ajudar a escolher os mecanismos de interação que um determinado ecrã deve suportar de forma a poder recolher um determinado conjunto de digital footprints, criando assim ecrãs com conteúdos mais relevantes e que são capazes de se adaptar ao seu ambiente social. De seguida, identificamos e caracterizamos tarefas de interação e controlos apropriados para interação com ecrãs públicos. Esta análise resulta num espaço de desenho que pode servir de base para toolkits de interação, dando uma referência aos designers do sistema para os tipos de controlos que podem ser incorporados no toolkit. Finalmente, projectamos, implementamos e avaliamos um toolkit de abstrações de interação para aplicações para ecrãs públicos – o toolkit PuReWidgets. Os programadores podem utilizar este toolkit para incorporar facilmente funcionalidades interactivas nas suas aplicações, baseadas na web, para ecrãs públicos. O PuReWidgets fornece abstrações de alto nível que protegem os programadores dos detalhes de baixo nível associados aos mecanismos de interação. O toolkit é avaliado segundo várias dimensões. Primeiro, avaliamos o desempenho do sistema. De seguida, avaliamos a flexibilidade e capacidades da API, usando a nossa própria experiencia no desenvolvimento de aplicações interactivas. Avaliamos também a usabilidade da API da perspectiva de programadores independentes. Finalmente, avaliamos o toolkit da perspectiva dos utilizadores que interagem com um ecrã público num ambiente real. Os resultados da avaliação indicam que o PuReWidgets é um toolkit eficiente, flexível e usável para aplicações interactivas para ecrãs públicos. Ao tornar este toolkit disponível publicamente, esperamos promover o desenvolvimento de mais aplicações interactivas para ecrãs públicos dentro e, mais importante, fora da comunidade de investigação.This research was supported by the Funda¸c˜ao para a Ciˆencia e Tecnologia (FCT) PhD training grant SFRH/BD/47354/2008. This research has also received funding from the European Union Seventh Framework Programme (FP7/2007-2013) under grant agreement no. 244011 (PD-Net)

    MIRRORED MESSAGING PLATFORM - DEVELOPMENT OF PUBLIC DISPLAY SYSTEM TO SUPPORT REAL AND VIRTUAL COMMUNITIES

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    Master'sMASTER OF ARTS (ARCHITECTURE

    Harvesting the Interactive Potential of Digital Displays in Public Space: The Poetics of Public Interaction

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    A digital public display is a platform of media architecture that can either take the form of a large-size stand-alone screen, which relies on LED, LCD or plasma technology, or else a video projection that illuminate the façades of buildings in dark settings. Like nondigital advertising billboards since the nineteenth-century, digital public displays typically tend to be used to deliver commercial content, publicize news and offer context-relevant information in accordance with the elementary one-way transmission model of communication. As a result, until recently, most public media displays remained non-interactive. But now that computational systems can support digitally-mediated interactions on this platform, interactive screen technology is becoming an increasingly common component of new urban digital infrastructures in semi-public and public space. This doctoral research examines how the interactive potential of digital public displays might be unleashed at the scale of the built environment if designers were to focus on their public vocation and their social affordances. In the past decade, display-based systems have mostly been studied, designed and produced top-down style by experts. However, some researchers have called for new methodologies that could help effectively bridge the gap between the top-down prescriptive design approaches and the bottom-up appropriative digital practices that shape the in situ usages of this urban technology. This doctoral work strives to take up this challenge by demonstrating that multisited design is an approach that can be used to shape the conception and function of interactive digital public displays in the context of urban infrastructural planning. An interpretive outcome of participant observation, this dissertation also reports on field observations made over two years, presented as a narrative punctuated with micro-analyses on design research. This further contributes to the literature by, first, implicitly suggesting throughout that the concept of real time public interaction can provide an abstraction that facilitates thinking about the design of interactive digital public displays; second, presenting thick descriptions that evoke four new possible purposes for this platform; and third, developing the concept of social affordances tailored to public space
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