12,743 research outputs found

    Towards Activity Context using Software Sensors

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    Service-Oriented Computing delivers the promise of configuring and reconfiguring software systems to address user's needs in a dynamic way. Context-aware computing promises to capture the user's needs and hence the requirements they have on systems. The marriage of both can deliver ad-hoc software solutions relevant to the user in the most current fashion. However, here it is a key to gather information on the users' activity (that is what they are doing). Traditionally any context sensing was conducted with hardware sensors. However, software can also play the same role and in some situations will be more useful to sense the activity of the user. Furthermore they can make use of the fact that Service-oriented systems exchange information through standard protocols. In this paper we discuss our proposed approach to sense the activity of the user making use of software

    Designing and evaluating mobile multimedia user experiences in public urban places: Making sense of the field

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    The majority of the world’s population now lives in cities (United Nations, 2008) resulting in an urban densification requiring people to live in closer proximity and share urban infrastructure such as streets, public transport, and parks within cities. However, “physical closeness does not mean social closeness” (Wellman, 2001, p. 234). Whereas it is a common practice to greet and chat with people you cross paths with in smaller villages, urban life is mainly anonymous and does not automatically come with a sense of community per se. Wellman (2001, p. 228) defines community “as networks of interpersonal ties that provide sociability, support, information, a sense of belonging and social identity.” While on the move or during leisure time, urban dwellers use their interactive information communication technology (ICT) devices to connect to their spatially distributed community while in an anonymous space. Putnam (1995) argues that available technology privatises and individualises the leisure time of urban dwellers. Furthermore, ICT is sometimes used to build a “cocoon” while in public to avoid direct contact with collocated people (Mainwaring et al., 2005; Bassoli et al., 2007; Crawford, 2008). Instead of using ICT devices to seclude oneself from the surrounding urban environment and the collocated people within, such devices could also be utilised to engage urban dwellers more with the urban environment and the urban dwellers within. Urban sociologists found that “what attracts people most, it would appear, is other people” (Whyte, 1980, p. 19) and “people and human activity are the greatest object of attention and interest” (Gehl, 1987, p. 31). On the other hand, sociologist Erving Goffman describes the concept of civil inattention, acknowledging strangers’ presence while in public but not interacting with them (Goffman, 1966). With this in mind, it appears that there is a contradiction between how people are using ICT in urban public places and for what reasons and how people use public urban places and how they behave and react to other collocated people. On the other hand there is an opportunity to employ ICT to create and influence experiences of people collocated in public urban places. The widespread use of location aware mobile devices equipped with Internet access is creating networked localities, a digital layer of geo-coded information on top of the physical world (Gordon & de Souza e Silva, 2011). Foursquare.com is an example of a location based 118 Mobile Multimedia – User and Technology Perspectives social network (LBSN) that enables urban dwellers to virtually check-in into places at which they are physically present in an urban space. Users compete over ‘mayorships’ of places with Foursquare friends as well as strangers and can share recommendations about the space. The research field of Urban Informatics is interested in these kinds of digital urban multimedia augmentations and how such augmentations, mediated through technology, can create or influence the UX of public urban places. “Urban informatics is the study, design, and practice of urban experiences across different urban contexts that are created by new opportunities of real-time, ubiquitous technology and the augmentation that mediates the physical and digital layers of people networks and urban infrastructures” (Foth et al., 2011, p. 4). One possibility to augment the urban space is to enable citizens to digitally interact with spaces and urban dwellers collocated in the past, present, and future. “Adding digital layer to the existing physical and social layers could facilitate new forms of interaction that reshape urban life” (Kjeldskov & Paay, 2006, p. 60). This methodological chapter investigates how the design of UX through such digital placebased mobile multimedia augmentations can be guided and evaluated. First, we describe three different applications that aim to create and influence the urban UX through mobile mediated interactions. Based on a review of literature, we describe how our integrated framework for designing and evaluating urban informatics experiences has been constructed. We conclude the chapter with a reflective discussion on the proposed framework

    CHI and the future robot enslavement of humankind: a retrospective

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    As robots from the future, we are compelled to present this important historical document which discusses how the systematic investigation of interactive technology facilitated and hastened the enslavement of mankind by robots during the 21st Century. We describe how the CHI community, in general, was largely responsible for this eventuality, as well as how specific strands of interaction design work were key to the enslavement. We also mention the futility of some reactionary work emergent in your time that sought to challenge the inevitable subjugation. We conclude by congratulating the CHI community for your tireless work in promoting and supporting our evil robot agenda

    An investigation into the “beautification” of security ceremonies

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    “Beautiful Security” is a paradigm that requires security ceremonies to contribute to the ‘beauty’ of a user experience. The underlying assumption is that people are likely to be willing to engage with more beautiful security ceremonies. It is hoped that such ceremonies will minimise human deviations from the prescribed interaction, and that security will be improved as a consequence. In this paper, we explain how we went about deriving beautification principles, and how we tested the efficacy of these by applying them to specific security ceremonies. As a first step, we deployed a crowd-sourced platform, using both explicit and metaphorical questions, to extract general aspects associated with the perception of the beauty of real-world security mechanisms. This resulted in the identification of four beautification design guidelines. We used these to beautify the following existing security ceremonies: Italian voting, user-to-laptop authentication, password setup and EU premises access. To test the efficacy of our guidelines, we again leveraged crowd-sourcing to determine whether our “beautified” ceremonies were indeed perceived to be more beautiful than the original ones. The results of this initial foray into the beautification of security ceremonies delivered promising results, but must be interpreted carefully

    Computational Design. Design in the Age of a Knowledge Society

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    Towards FollowMe User Profiles for Macro Intelligent Environments

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    We envision an Ambient Intelligent Environment as an environment with technology embedded within the framework of that environment to help enhance an users experience in that environment. Existing implementations , while working effectively, are themselves an expensive and time consuming investment. Applying the same expertise to an environment on a monolithic scale is very inefficient, and thus, will require a different approach. In this paper, we present this problem, propose theoretical solutions that would solve this problem, with the guise of experimentally verifying and comparing these approaches, as well as a formal method to model the entire scenario

    08292 Abstracts Collection -- The Study of Visual Aesthetics in Human-Computer Interaction

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    From 13.07. to 16.07.2008, the Dagstuhl Seminar 08292 ``The Study of Visual Aesthetics in Human-Computer Interaction\u27\u27 was held in the International Conference and Research Center (IBFI), Schloss Dagstuhl. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general. Links to extended abstracts or full papers are provided, if available

    Guidelines for the presentation and visualisation of lifelog content

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    Lifelogs offer rich voluminous sources of personal and social data for which visualisation is ideally suited to providing access, overview, and navigation. We explore through examples of our visualisation work within the domain of lifelogging the major axes on which lifelogs operate, and therefore, on which their visualisations should be contingent. We also explore the concept of ‘events’ as a way to significantly reduce the complexity of the lifelog for presentation and make it more human-oriented. Finally we present some guidelines and goals which should be considered when designing presentation modes for lifelog conten
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