2,953 research outputs found

    Creating the Ideal Digital Self: 3G Mobile Phone Content Production and Distribution as Social Communication

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    Mobile phone ownership presents users with the opportunity to regularly update others of their actions through the digital documentation and circulation of their experiences. There is a sense that an event is not complete until it is shared through text, voice or images. An empirical study of 35 users aged 18-30, conducted for the Smart Internet Technology CRC [3] revealed that when members of a social group cannot be together physically, circulating digitised accounts of an activity becomes an authentic way to share the event. Furthermore, the study indicated that with the convergence of 3G mobile phones, digital cameras and the Internet, users are taking advantage of the best of all three communication channels to create, circulate, distribute and archive content in new and dynamic ways. Through this process users are creating the 'ideal digital self' by which to communicate socially. However, the effectiveness of these new practices is eroded by specific design and technological limitations, thus a distinct set of user problems emerged. This paper illustrates how the Trophy Room scenario, which is a 3G phone and web application, was developed to address the user needs identified in the study

    Institutional innovation: synthesis of programme outcomes

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    Report of the work of the Projects funded by the JISC Institutional change/innovation Programme 2008-2010. Report produced by the Synthesis and Benefits Realisation Team linked to the Programme

    Information scraps: how and why information eludes our personal information management tools

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    In this paper we describe information scraps -- a class of personal information whose content is scribbled on Post-it notes, scrawled on corners of random sheets of paper, buried inside the bodies of e-mail messages sent to ourselves, or typed haphazardly into text files. Information scraps hold our great ideas, sketches, notes, reminders, driving directions, and even our poetry. We define information scraps to be the body of personal information that is held outside of its natural or We have much still to learn about these loose forms of information capture. Why are they so often held outside of our traditional PIM locations and instead on Post-its or in text files? Why must we sometimes go around our traditional PIM applications to hold on to our scraps, such as by e-mailing ourselves? What are information scraps' role in the larger space of personal information management, and what do they uniquely offer that we find so appealing? If these unorganized bits truly indicate the failure of our PIM tools, how might we begin to build better tools? We have pursued these questions by undertaking a study of 27 knowledge workers. In our findings we describe information scraps from several angles: their content, their location, and the factors that lead to their use, which we identify as ease of capture, flexibility of content and organization, and avilability at the time of need. We also consider the personal emotive responses around scrap management. We present a set of design considerations that we have derived from the analysis of our study results. We present our work on an application platform, jourknow, to test some of these design and usability findings

    TechNews digests: Jan - Nov 2009

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    TechNews is a technology, news and analysis service aimed at anyone in the education sector keen to stay informed about technology developments, trends and issues. TechNews focuses on emerging technologies and other technology news. TechNews service : digests september 2004 till May 2010 Analysis pieces and News combined publish every 2 to 3 month

    Situated web portal for local awareness and transient interaction

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    When used as part of a larger ubiquitous computing infrastructure, public displays have a great potential for enriching transitional spaces. They can enable brief encounters with information that is relevant for their specific situation, improving local awareness, promoting information sharing and enabling new and much engaging user experiences. The research presented in this paper introduces the concept of situated portal as being a web portal of situational relevant information, targeted for the public display and using large screens or wall projections,. In this paper we will briefly describe the architecture of our system, our initial prototype and our early results. Building in our experience of creating this system we then describe some of the main open issues that we plan to address in a multi-disciplinary research project

    Social Computing: An Overview

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    A collection of technologies termed social computing is driving a dramatic evolution of the Web, matching the dot-com era in growth, excitement, and investment. All of these share high degree of community formation, user level content creation, and computing, and a variety of other characteristics. We provide an overview of social computing and identify salient characteristics. We argue that social computing holds tremendous disruptive potential in the business world and can significantly impact society, and outline possible changes in organized human action that could be brought about. Social computing can also have deleterious effects associated with it, including security issues. We suggest that social computing should be a priority for researchers and business leaders and illustrate the fundamental shifts in communication, computing, collaboration, and commerce brought about by this trend

    Engaging the Periphery for Visual Communication on Mobile Phones

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    While mobile phones have become ubiquitous instruments of communication and social interaction, they still require explicit interaction, placing high demands on attention. Engaging the periphery of users’ attention offers opportunities for awareness and interaction while reducing demands on attention and risks of disruption. We explore the mobile peripheral design space with Emotipix, an application for camera phones that turns the background of the phone’s display into a place for visual conversations. We conducted an exploratory 2-week user study with 6 pairs and one 4-person group, and found that Emotipix facilitated ongoing social practices. Our study shows that there is an unexploited opportunity to use mobile phones for peripheral awareness. We provide recommendations for managing users ’ expectations, desires for control, and privacy in mobile peripheral display design. 1

    Toward hyper-realistic and interactive social VR experiences in live TV scenarios

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    © 2022 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes,creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.Social Virtual Reality (VR) allows multiple distributed users getting together in shared virtual environments to socially interact and/or collaborate. This article explores the applicability and potential of Social VR in the broadcast sector, focusing on a live TV show use case. For such a purpose, a novel and lightweight Social VR platform is introduced. The platform provides three key outstanding features compared to state-of-the-art solutions. First, it allows a real-time integration of remote users in shared virtual environments, using realistic volumetric representations and affordable capturing systems, thus not relying on the use of synthetic avatars. Second, it supports a seamless and rich integration of heterogeneous media formats, including 3D scenarios, dynamic volumetric representation of users and (live/stored) stereoscopic 2D and 180º/360º videos. Third, it enables low-latency interaction between the volumetric users and a video-based presenter (Chroma keying), and a dynamic control of the media playout to adapt to the session’s evolution. The production process of an immersive TV show to be able to evaluate the experience is also described. On the one hand, the results from objective tests show the satisfactory performance of the platform. On the other hand, the promising results from user tests support the potential impact of the presented platform, opening up new opportunities in the broadcast sector, among others.This work has been partially funded by the European Union’s Horizon 2020 program, under agreement nº 762111 (VRTogether project), and partially by ACCIÓ, under agreement COMRDI18-1-0008 (ViVIM project). Work by Mario Montagud has been additionally funded by the Spanish Ministry of Science, Innovation and Universities with a Juan de la Cierva – Incorporación grant (reference IJCI-2017-34611). The authors would also like to thank the EU H2020 VRTogether project consortium for their relevant and valuable contributions.Peer ReviewedPostprint (author's final draft
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