6,634 research outputs found
Weather-driven interactive video
To build this weather-driven interactive video feature, one ingredient, was
necessary to know the conditions of the environment of the user, to do so with greater
accuracy, a simplified version of a weather station was made using an Arduino and
some sensors to measure the environment, the weather of the userâs location. Another
necessary element, was a tool that could use this collected data and convert it in a
meaningful way to the user, contextualise the video content. A digital prototype was
developed, combining the framework Processing and the data from the Arduino, that
would present the user, the viewer with a video, story that would be contextualised to
the user environment, current weather conditions. These videos were a set of 6 parallel
stories, not simple weather effects but live video production, aiming to improve the
connection with the users between the scene actions and their own environment. To
evaluate the relationship between the video weather effects, its content and the userâs
context, tests were made to measure the impact of this feature on the user experience,
resulting in insights, that help to influence and enhance the userâs experience. Some
suggest that, contextualising the video setting to the userâs current environment
setting, might not be ideal, even detrimental while other might be beneficial to the user
experience.Para construir este projeto de vĂdeo interativo orientado ao clima, era
necessårio saber as condiçÔes do ambiente em que o utilizador se encontrava e, para
fazĂȘ-lo com maior precisĂŁo, foi construĂda uma versĂŁo simplificada de uma estação
meteorológica usando um Arduino e alguns sensores, que fariam a medição do
ambiente, da localização do usuårio. Outro elemento necessårio, era uma ferramenta
que pudesse utilizar estes dados e convertĂȘ-los, de uma forma significativa para o
utilizador, contextualizando o conteĂșdo do vĂdeo ao seu ambiente para enaltecer a
sua experiĂȘncia. Para tal, foi desenvolvido um protĂłtipo digital, combinando o
framework Processing e os dados do Arduino, que apresentaria ao espectador, um
vĂdeo, uma histĂłria que seria contextualizada ao seu ambiente, Ă s suas condiçÔes
meteorolĂłgicas atuais. Estes vĂdeos sĂŁo um conjunto de 6 histĂłrias paralelas e nĂŁo
apenas simples vĂdeo com efeitos meteorolĂłgicos. SĂŁo produção de vĂdeo ao vivo,
com o objetivo de melhorar a conexão com os utilizadores, melhor a confecção entre
as açÔes da cena e seu próprio ambiente, o do espetador. Para avaliar a relação entre
os efeitos meteorolĂłgicos do vĂdeo, o seu conteĂșdo e o contexto do usuĂĄrio, testes
foram feitos para medir esse impacto na experiĂȘncia do utilizador, resultando em
percepçÔes que ajudaram a influenciar e aprimorar a experiĂȘncia do usuĂĄrio. Estas
descobertas sugerem que, contextualizar a configuração do vĂdeo com o ambiente
atual do espectador, não serå o ideal, poderå até mesmo ser prejudicial, enquanto os
restantes cenĂĄrios podem ser benĂ©ficos para a experiĂȘncia do utilizador
Race, identity and politics in America through Key & Peele: comedy and discourse
Americaâs political landscape is fragmented over the issues of identity expression, particularly related to African-American identity, and culture. With the rise of new media, activist groups such as #BlackLivesMatter fight against the oppression of minorities by the dominant cultural forces, who they accuse of laying the foundations to an unequal society due to their racist views. However, not all visions on disparities are the same. To some, the explanation does not always lie in racism, but the causes that produce disparities may be more complex than activist claim. Thus, it is of extreme necessity that dialogue, not censorship, be the means to address these issues to avoid simplistic explanations. Comedy, especially the sketch series known as Key & Peele, may be an effective approach to spark conversation about sensitive topics in a so-called âpost-racial eraâ, such as the intricacies of race, police brutality or income disparities.El panorama polĂtico americano se encuentra dividido en torno a los temas de identidad, especialmente la identidad Afroamericana, y la cultura. Gracias a las redes sociales, el movimiento activista #BlackLivesMatter lucha en defensa de las minorĂas y en contra de la opresiĂłn ejercida por los grupos sociales dominantes, a quienes acusan de la construcciĂłn de una sociedad desigual y racista. Para otros, las causas que provocan tales disparidades no estĂĄn asociadas necesariamente con el racismo, sino que son mĂĄs complejas que los argumentos que presentan los grupos activistas. AsĂ pues, es crucial que el diĂĄlogo, no la censura, sea el mĂ©todo con el que se aborden estos temas para evitar caer en explicaciones simplistas. La comedia, en particular la serie Key & Peele, puede ser un enfoque efectivo para iniciar una conversaciĂłn sobre asuntos sensibles en un contexto âpost-racialâ, como pueden ser la raza, abusos policiales o desigualdades econĂłmicas.Grado en Estudios Inglese
On the Integration of Adaptive and Interactive Robotic Smart Spaces
© 2015 Mauro Dragone et al.. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 3.0 License. (CC BY-NC-ND 3.0)Enabling robots to seamlessly operate as part of smart spaces is an important and extended challenge for robotics R&D and a key enabler for a range of advanced robotic applications, such as AmbientAssisted Living (AAL) and home automation. The integration of these technologies is currently being pursued from two largely distinct view-points: On the one hand, people-centred initiatives focus on improving the userâs acceptance by tackling human-robot interaction (HRI) issues, often adopting a social robotic approach, and by giving to the designer and - in a limited degree â to the final user(s), control on personalization and product customisation features. On the other hand, technologically-driven initiatives are building impersonal but intelligent systems that are able to pro-actively and autonomously adapt their operations to fit changing requirements and evolving usersâ needs,but which largely ignore and do not leverage human-robot interaction and may thus lead to poor user experience and user acceptance. In order to inform the development of a new generation of smart robotic spaces, this paper analyses and compares different research strands with a view to proposing possible integrated solutions with both advanced HRI and online adaptation capabilities.Peer reviewe
Investigating the design space of smartwatches combining physical rotary inputs
Watches benefit from a long design history. Designers and engineers have successfully built devices using rotary physical inputs such as crowns, bezels, and wheels, separately or combined. Smart watch designers have explored the use of some of these inputs for interactions. However, a systematic exploration of their combinations has yet to be done. We investigate the design space of interactions with multiple rotary inputs through a three stages exploration. (1) We build upon observations of a collection of 113 traditional or electronic watches to propose a typology of physical rotary inputs for watches. (2) We conduct two focus groups to explore combination of physical rotary inputs. (3) We then build upon the output of these focus groups to design a low fidelity prototype, and further discuss the potential and challenges of rotary inputs combinations during a third focus group
A knowledge-based approach towards human activity recognition in smart environments
For many years it is known that the population of older persons is on the rise. A recent report estimates that globally, the share of the population aged 65 years or over is expected to increase from 9.3 percent in 2020 to around 16.0 percent in 2050 [1]. This point has been one of the main sources of motivation for active research in the domain of human
activity recognition in smart-homes. The ability to perform ADL without assistance from
other people can be considered as a reference for the estimation of the independent living
level of the older person. Conventionally, this has been assessed by health-care domain
experts via a qualitative evaluation of the ADL. Since this evaluation is qualitative, it can
vary based on the person being monitored and the caregiver\u2019s experience. A significant
amount of research work is implicitly or explicitly aimed at augmenting the health-care
domain expert\u2019s qualitative evaluation with quantitative data or knowledge obtained from
HAR. From a medical perspective, there is a lack of evidence about the technology readiness
level of smart home architectures supporting older persons by recognizing ADL [2]. We
hypothesize that this may be due to a lack of effective collaboration between smart-home
researchers/developers and health-care domain experts, especially when considering HAR.
We foresee an increase in HAR systems being developed in close collaboration with caregivers
and geriatricians to support their qualitative evaluation of ADL with explainable quantitative
outcomes of the HAR systems. This has been a motivation for the work in this thesis. The
recognition of human activities \u2013 in particular ADL \u2013 may not only be limited to support
the health and well-being of older people. It can be relevant to home users in general. For
instance, HAR could support digital assistants or companion robots to provide contextually
relevant and proactive support to the home users, whether young adults or old. This has also
been a motivation for the work in this thesis.
Given our motivations, namely, (i) facilitation of iterative development and ease in collaboration between HAR system researchers/developers and health-care domain experts in ADL,
and (ii) robust HAR that can support digital assistants or companion robots. There is a need
for the development of a HAR framework that at its core is modular and flexible to facilitate
an iterative development process [3], which is an integral part of collaborative work that involves develop-test-improve phases. At the same time, the framework should be intelligible
for the sake of enriched collaboration with health-care domain experts. Furthermore, it
should be scalable, online, and accurate for having robust HAR, which can enable many
smart-home applications. The goal of this thesis is to design and evaluate such a framework.
This thesis contributes to the domain of HAR in smart-homes. Particularly the contribution can be divided into three parts. The first contribution is Arianna+, a framework to develop
networks of ontologies - for knowledge representation and reasoning - that enables smart
homes to perform human activity recognition online. The second contribution is OWLOOP,
an API that supports the development of HAR system architectures based on Arianna+. It
enables the usage of Ontology Web Language (OWL) by the means of Object-Oriented
Programming (OOP). The third contribution is the evaluation and exploitation of Arianna+
using OWLOOP API. The exploitation of Arianna+ using OWLOOP API has resulted in four
HAR system implementations. The evaluations and results of these HAR systems emphasize
the novelty of Arianna+
Modeling Health Video Consumption Behaviors on Social Media: Activities, Challenges, and Characteristics
Many people now watch health videos, such as diet, exercise, mental health,
COVID-19, and chronic disease videos, on social media. Most existing studies
focused on video creators, leaving the motivations and practices of viewers
underexplored. We interviewed 18 participants, surveyed 121 respondents, and
derived a model characterizing consumers' video consumption practices on social
media. The practices include five main activities: deciding to watch videos
driven by various motivations, accessing videos on social media through a
socio-technical ecosystem, watching videos to meet informational, emotional,
and entertainment needs, evaluating the credibility and interestingness of
videos, and using videos to achieve health goals. The five activities do not
necessarily proceed in a linear fashion; rather, their arrangement is
situational, depending on individuals' motivations and their social and
technological environments. We further identified challenges that consumers
face while consuming health videos on social media and discussed design
implications and directions for future research.Comment: 28 pages, 8 figures, submitted to Computer Supported Collaborative
Work (CSCW 24
Gledanje videoigara: ĆĄto potiÄe gledanje igranja videoigara na YouTubeu?
This article addresses the phenomenon of gameplay video watching on YouTube. The study investigates what drives people to watch gameplay videos and what gratifications they seek in performing the activity of gameplay viewing. To this end, the authors adopted the uses and gratifications theory (UGT) and a qualitative methodology involving three online discussion groups with 100 members of international gameplay communities. While the results pinpoint the attractiveness of the player as the most important motive, other reasons, such as preview and learning aspects or substitution for the real game, also appear to be important. The qualitative approach enabled to uncover unique aspects of the motives of watching YouTube gameplay videos. In this respect, five distinctive types of gameplay viewers are identified â Spectator, Performer, Selector, Viewer, and Substitutor â where each of them seems to engage in such practices with specific motives and accompanying gratifications.Ovaj se znanstveni rad bavi fenomenom gledanja videa na YouTubeu koji prikazuju igranje videoigara. Studija ispituje ĆĄto ljude potiÄe na gledanje igranja videoigara te koje zadovoljstvo u tome traĆŸe. Autori se pozivaju na teoriju koristi i nagrada (uses and gratifications theory â UGT) te se koriste kvalitativnom metodologijom. Autori su proveli tri online grupne rasprave sa 100 Älanova meÄunarodne gaming zajednice. Iako se u kao najvaĆŸiji motiv gledanja istiÄe atraktivnost igraÄa, vaĆŸni su i drugi razlozi, poput promatranja i uÄenja, ali i zamjene za pravo igranje. Taj kvalitativni pristup omoguÄuje otkrivanje jedinstvenih aspekata motiva gledanja igranja videoigara na Youtubeu. Tako je u ovom radu identificirano pet razliÄitih vrsta gledatelja â promatraÄ, izvoÄaÄ, onaj koji bira, gledatelj i zamjena â pri Äemu se svaki ukljuÄuje u gledanje videoigara zbog specifiÄnih motiva i prateÄeg zadovoljstva
Risky Business: Creative Development in Digital Media
Honors (Bachelor's)Screen Arts and CulturesUniversity of Michiganhttp://deepblue.lib.umich.edu/bitstream/2027.42/134713/1/nsalka.pd
Tracking in the wild: exploring the everyday use of physical activity trackers
As the rates of chronical diseases, such as obesity, cardiovascular disease and diabetes continue to increase, the development of tools that support people in achieving healthier habits is becoming ever more important. Personal tracking systems, such as activity trackers, have emerged as a promising class of tools to support people in managing their everyday health. However, for this promise to be fulfilled, these systems need to be well designed, not only in terms of how they implement specific behavior change techniques, but also in how they integrate into peopleâs daily lives and address their daily needs. My dissertations provides evidence that accounting for peopleâs daily practices and needs can help to design activity tracking systems that help people get more value from their tracking practices.
To understand how people derive value from their activity tracking practices, I have conducted two inquiries into peopleâs daily uses of activity tracking systems. In a fist attempt, I led a 10-month study of the adoption of Habito, our own activity tracking mobile app. Habito logged not only usersâ physical activity, but also their interactions with the app. This data was used to acquire an estimate of the adoption rate of Habito, and understanding of how adoption is affected by usersâ âreadinessâ, i.e., their attitude towards behavior change. In a follow-up study, I turned to the use of video methods and direct, in-situ observations of usersâ interactions to understand what motivates people to engage with these tools in their everyday life, and how the surrounding environment shapes their use. These studies revealed some of the complexities of tracking, while extending some of the underlying ideas of behavior change. Among key results: (1) peopleâs use of activity trackers was found to be predominantly impulsive, where they simultaneously reflect, learn and change their behaviors as they collect data; (2) peopleâs use of trackers is deeply entangled with their daily routines and practices, and; (3) people use of trackers often is not in line with the traditional vision of these tools as mediators of change â trackers are also commonly used to simply learn about behaviors and engage in moments of self-discovery. Examining how to design activity tracking interfaces that best support peopleâs different needs , my dissertation further describes an inquiry into the design space of behavioral feedback interfaces. Through a iterative process of synthesis and analysis of research on activity tracking, I devise six design qualities for creating feedback that supports people in their interactions with physical activity data. Through the development and field deployment of four concepts in a field study, I show the potential of these displays for highlighting opportunities for action and learning.Ă medida que a prevalĂȘncia de doenças crĂłnicas como a obesidade, doenças cardiovasculares e diabetes continua a aumentar, o desenvolvimento de ferramentas que suportam pessoas a atingir mudanças de comportamento tem-se tornado essencial. Ferramentas de monitorização de comportamentos, tais como monitores de atividade fĂsica, tĂȘm surgido com a promessa de encorajar um dia a dia mais saudĂĄvel. Contudo, para que essa promessa seja cumprida, torna-se essencial que estas ferramentas sejam bem concebidas, nĂŁo sĂł na forma como implementam determinadas estratĂ©gias de mudança de comportamento, mas tambĂ©m na forma como sĂŁo integradas no dia-a-dia das pessoas. A minha dissertação demonstra a importĂąncia de considerar as necessidades e prĂĄticas diĂĄrias dos utilizadores destas ferramentas, de forma a ajudĂĄ-las a tirar melhor proveito da sua monitorização de atividade fĂsica.
De modo a entender como Ă© que os utilizadores destas ferramentas derivam valor das suas prĂĄticas de monitorização, a minha dissertação começa por explorar as prĂĄticas diĂĄrias associadas ao uso de monitores de atividade fĂsica. A minha dissertação contribui com duas investigaçÔes ao uso diĂĄrio destas ferramentas. Primeiro, Ă© apresentada uma investigação da adoção de Habito, uma aplicação para monitorização de atividade fĂsica. Habito nĂŁo sĂł registou as instĂąncias de atividade fĂsica dos seus utilizadores, mas tambĂ©m as suas interaçÔes com a prĂłpria aplicação. Estes dados foram utilizados para adquirir uma taxa de adopção de Habito e entender como Ă© que essa adopção Ă© afetada pela âprontidĂŁoâ dos utilizadores, i.e., a sua atitude em relação Ă mudança de comportamento. Num segundo estudo, recorrendo a mĂ©todos de vĂdeo e observaçÔes diretas e in-situ da utilização de monitores de atividade fĂsica, explorei as motivaçÔes associadas ao uso diĂĄrio destas ferramentas. Estes estudos expandiram algumas das ideias subjacentes ao uso das ferramentas para mudanças de comportamento. Entre resultados principais: (1) o uso de monitores de atividade fĂsica Ă© predominantemente impulsivo, onde pessoas refletem, aprendem e alteram os seus comportamentos Ă medida que recolhem dados sobe estes mesmos comportamentos; (2) o uso de monitores de atividade fĂsica estĂĄ profundamente interligado com as rotinas e prĂĄticas dos seus utilizadores, e; (3) o uso de monitores de atividade fĂsica nem sempre estĂĄ ligado a mudanças de comportamento â estas ferramentas tambĂ©m sĂŁo utilizadas para divertimento e aprendizagem.
A minha dissertação contribui ainda com uma exploração do design de interfaces para a monitorização de atividade fĂsica. AtravĂ©s de um processo iterativo de sĂntese e anĂĄlise de literatura, seis qualidades para a criação de interfaces sĂŁo derivadas. AtravĂ©s de um estudo de campo, a minha dissertação demonstro o potencial dessas interfaces para ajudar pessoas a aprender e gerir a sua saĂșde diĂĄria
- âŠ