22,622 research outputs found
Pervasive computing at tableside : a wireless web-based ordering system
Purpose – The purpose of this paper is to introduce a wireless web-based ordering system called iMenu in the restaurant industry. Design/methodology/approach – By using wireless devices such as personal digital assistants and WebPads, this system realizes the paradigm of pervasive computing at tableside. Detailed system requirements, design, implementation and evaluation of iMenu are presented.Findings – The evaluation of iMenu shows it explicitly increases productivity of restaurant staff. It also has other desirable features such as integration, interoperation and scalability. Compared to traditional restaurant ordering process, by using this system customers get faster and better services, restaurant staff cooperate more efficiently with less working mistakes, and enterprise owners thus receive more business profits. Originality/value – While many researchers have explored using wireless web-based information systems in different industries, this paper presents a system that employs wireless multi-tiered web-based architecture to build pervasive computing systems. Instead of discussing theoretical issues on pervasive computing, we focus on practical issues of developing a real system, such as choosing of web-based architecture, design of input methods in small screens, and response time in wireless web-based systems.<br /
Enabling pervasive computing with smart phones
The authors discuss their experience with a number of mobile telephony projects carried out in the context of the European Union Information Society Technologies research program, which aims to develop mobile information services. They identify areas where use of smart phones can enable pervasive computing and offer practical advice in terms of lessons learned. To this end, they first look at the mobile telephone as * the end point of a mobile information service,* the control device for ubiquitous systems management and configuration,* the networking hub for personal and body area networks, and* identification tokens.They conclude with a discussion of business and practical issues that play a significant role in deploying research systems in realistic situations
The urban screen as a socialising platform: exploring the role of place within the urban space
In this paper we explore shared encounters mediated by technologies in the urban space. We investigate aspects that influence the interactions between people and
people and people and their surroundings when technology is introduced in the urban space. We highlight the importance of space and the role of place in providing temporal and spatial mechanisms facilitating different types of
social interactions and shared encounters.
An emperical experiment was condeucted with a prototype that was implemented in the form of a digital screen, embeded in the physical surrounding in selected
locations with low, medium and high pedestrian flows in the heritage City of Bath, UK.
The aim is to create a novel urban experience that triggers shared encounters among friends, observers or strangers. Using the body as an interaface, the screen acted as a non-traditional interface and a facilitator between people and people and people and their surrounding environment.
Here we outline early findings from deploying the digital screen as a socialiasing platform in a city context. We describe the user experience and demonstrate how people move, congregate and socialize around the digital
surface. We illustrate the impact of the spatial and syntactical properties on the type of shared interactions in and highlight related issues.
The initial findings indicated that introducing a digital platform as a public interactive installation in the urban space may provide a stage for emergent social interactions among various people and motivate users to actively and
collaboratively play with the media. However, situating the digital platform in various locations, and depending on the context, might generate diverse and unpredicted social behaviours designers might be unaware of. In this respect we
believe that the final experience is shaped by interconnection of structural, social, cultural, temporal and perhaps personal elements. We conclude by mentioning briefly our on going work
Between social physics and phenomenology
In recent years, both phenomenology and social physics, which might be thought of asoccupying the humanistic and scientific poles of urban discourse, have taken an interestin space syntax as a means of furthering their academic aims. Here we suggest that thiscould presage a far deeper theoretical integration of the multi-disciplinary study of citiesthan either currently envisage
Appliance design for pervasive computing
The First International Conference on Appliance Design offered the opportunity for computer scientists, electronic engineers, designers, architects, and business strategists to discuss and to blend all the perspectives of design—physical, functional, interaction, graphical, and information—of pervasive computing systems and infrastructures
Big Data and the Internet of Things
Advances in sensing and computing capabilities are making it possible to
embed increasing computing power in small devices. This has enabled the sensing
devices not just to passively capture data at very high resolution but also to
take sophisticated actions in response. Combined with advances in
communication, this is resulting in an ecosystem of highly interconnected
devices referred to as the Internet of Things - IoT. In conjunction, the
advances in machine learning have allowed building models on this ever
increasing amounts of data. Consequently, devices all the way from heavy assets
such as aircraft engines to wearables such as health monitors can all now not
only generate massive amounts of data but can draw back on aggregate analytics
to "improve" their performance over time. Big data analytics has been
identified as a key enabler for the IoT. In this chapter, we discuss various
avenues of the IoT where big data analytics either is already making a
significant impact or is on the cusp of doing so. We also discuss social
implications and areas of concern.Comment: 33 pages. draft of upcoming book chapter in Japkowicz and Stefanowski
(eds.) Big Data Analysis: New algorithms for a new society, Springer Series
on Studies in Big Data, to appea
Towards agent-based crowd simulation in airports using games technology
We adapt popular video games technology for an agent-based crowd simulation in an airport terminal. To achieve this, we investigate the unique traits of airports and implement a virtual crowd by exploiting a scalable layered intelligence technique in combination with physics middleware and a socialforces approach. Our experiments show that the framework runs at interactive frame-rate and evaluate the scalability with increasing number of agents demonstrating
navigation behaviour
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