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4th Workshop on human activity sensing corpus and applications: towards open-ended context awareness
Current motion sensors in wearable devices are primarily used for simple orientation and motion sensing. They provide however signals related to more complex and subtle human behaviours which will enable next-generation human-oriented computing in scenarios of high societal value. This requires large scale human activity corpuses and improved methods to recognise activities and their context. This workshop deals with the challenges of designing reproducible experimental setups, running large-scale dataset collection campaigns, designing robust activity and context recognition methods and evaluating systems in the real world. As a special topic, we wish to reflect on the challenges and approaches to recognise activities outside of a pre-defined set to achieve an open-ended activity and context awareness. Following the success of previous years, this workshop is the place to share experiences on human activity corpus and their applications and to discuss the future of activity sensing, in particular towards open-ended contextual intelligence
Designing specialized technology to aid assistance dogs
Interest is growing in studying canine and human relationships, especially working canines and their role in society. Interest is also growing in designing informed, user centered interactive technologies for animals. Combining these two themes, my doctoral research looks at creating user-centered, ethnographically informed designs for working animals (working dogs). The work examines existing design methodologies and posits new ones to contribute to a wider Animal-Computer Interaction (ACI) framework to design for and with animal users. Here I review the initial findings of the on-going work to develop an emergency alert alarm for assistance dog use
Mobility is the Message: Experiments with Mobile Media Sharing
This thesis explores new mobile media sharing applications by building, deploying, and studying their use. While we share media in many different ways both on the web and on mobile phones, there are few ways of sharing media with people physically near us. Studied were three designed and built systems: Push!Music, Columbus, and Portrait Catalog, as well as a fourth commercially available system â Foursquare. This thesis offers four contributions: First, it explores the design space of co-present media sharing of four test systems. Second, through user studies of these systems it reports on how these come to be used. Third, it explores new ways of conducting trials as the technical mobile landscape has changed. Last, we look at how the technical solutions demonstrate different lines of thinking from how similar solutions might look today.
Through a Human-Computer Interaction methodology of design, build, and study, we look at systems through the eyes of embodied interaction and examine how the systems come to be in use. Using Goffmanâs understanding of social order, we see how these mobile media sharing systems allow people to actively present themselves through these media. In turn, using McLuhanâs way of understanding media, we reflect on how these new systems enable a new type of medium distinct from the web centric media, and how this relates directly to mobility.
While media sharing is something that takes place everywhere in western society, it is still tied to the way media is shared through computers. Although often mobile, they do not consider the mobile settings. The systems in this thesis treat mobility as an opportunity for design. It is still left to see how this mobile media sharing will come to present itself in peopleâs everyday life, and when it does, how we will come to understand it and how it will transform society as a medium distinct from those before. This thesis gives a glimpse at what this future will look like
Enhancing Personal Informatics Through Social Sensemaking
Personal informatics practices are increasingly common, with a range of consumer technologies available to support, largely individual, interactions with data (e.g., performance measurement and activity/health monitoring). In this paper, we explore the concept of social sensemaking. In contrast to high-level statistics, we posit that social networking and reciprocal sharing of fine-grained self-tracker data can provide valuable context for individuals in making sense of their data. We present the design of an online platform called Citizense Makers (CM), which facilitates group sharing, annotating and discussion of self-tracker data. In a field trial of CM, we explore design issues around willingness to share data reciprocally; the importance of familiarity between individuals; and understandings of common activities in contextualising one's own data
A data modeling conceptual framework for ubiquitous computing based on context awareness
This paper introduces a framework for data modeling to support ubiquitous computing based on context-awareness. Data always grow in term of volume, variety, velocity, and value. The problem arises when it grows exponentially. Consequently, data is anywhere and requirements change in early data definitions then data design become not as the plan. Therefore, suitable approach with new paradigm and methods of data modeling needs to be enhanced to solve the problems in the real world. Data model must consider the active object that related to each other. Any objects may interact with each other in a ubiquitous way and recorded in digital technology. Sensors, actuator devices, and radio frequency identification technology may support communication between objects through ubiquitous computing. The data model in Ubiquitous Computing needs to restructure to become active and dynamic. Ubiquitous computing is a model that enable all objects around the people to communicate and invisible. In order to support this paradigm, a new perspective of how data are designed and stored on each object is needed. Furthermore, using ubiquitous computing, the pervasive network can request and response information, which means the devices may communicate and has the initiative to solve a problem without human intervention. Human wants more intelligence objects. Therefore, more sensors and memory are required. Data structures need to enhance or embedded into any devices that interact with the human
Collecting Shared Experiences through Lifelogging: Lessons Learned
The emergence of widespread pervasive sensing, personal recording technologies, and systems for the quantified self are creating an environment in which one can capture fine-grained activity traces. Such traces have wide applicability in domains such as human memory augmentation, behavior change, and healthcare. However, obtaining these traces for research is nontrivial, especially those containing photographs of everyday activities. To source data for their own work, the authors created an experimental setup in which they collected detailed traces of a group of researchers over 2.75 days. They share their experiences of this process and present a series of lessons learned for other members of the research community conducting similar studies
Smart Geographic object: Toward a new understanding of GIS Technology in Ubiquitous Computing
One of the fundamental aspects of ubiquitous computing is the instrumentation
of the real world by smart devices. This instrumentation constitutes an
opportunity to rethink the interactions between human beings and their
environment on the one hand, and between the components of this environment on
the other. In this paper we discuss what this understanding of ubiquitous
computing can bring to geographic science and particularly to GIS technology.
Our main idea is the instrumentation of the geographic environment through the
instrumentation of geographic objects composing it. And then investigate how
this instrumentation can meet the current limitations of GIS technology, and
offers a new stage of rapprochement between the earth and its abstraction. As
result, the current research work proposes a new concept we named Smart
Geographic Object SGO. The latter is a convergence point between the smart
objects and geographic objects, two concepts appertaining respectively to
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