816 research outputs found
Contextualising Mobile Presence with Digital Images
A series of Swarm mobile phone prototypes have been developed in response to the user needs identified in a three-year empirical study of young peopleâs use of mobile phones. The prototypes take cues from user led innovation and provide multiple avatars that allow individuals to define and manage their own virtual identity. This paper briefly maps the evolution of the prototypes and then describes how the pre-defined, color coded avatars in the latest version of the Swarm are being given greater context and personalization through the use of digital images
Interaction With Tilting Gestures In Ubiquitous Environments
In this paper, we introduce a tilting interface that controls direction based
applications in ubiquitous environments. A tilt interface is useful for
situations that require remote and quick interactions or that are executed in
public spaces. We explored the proposed tilting interface with different
application types and classified the tilting interaction techniques. Augmenting
objects with sensors can potentially address the problem of the lack of
intuitive and natural input devices in ubiquitous environments. We have
conducted an experiment to test the usability of the proposed tilting interface
to compare it with conventional input devices and hand gestures. The experiment
results showed greater improvement of the tilt gestures in comparison with hand
gestures in terms of speed, accuracy, and user satisfaction.Comment: 13 pages, 10 figure
Gaming on the edge: using seams in ubicomp games
Outdoor multi-player games are an increasingly popular application area for ubiquitous computing, supporting experimentation both with new technologies and new user experiences. This paper presents an outdoor ubicomp game that exploits the gaps or seams that exist in complex computer systems. Treasure is designed so that players move in and out of areas of wireless network coverage, taking advantage not only of the connectivity within a wireless âhotspotâ but of the lack of connectivity outside it. More broadly, this paper discusses how the notion of seamful design can be a source of design ideas for ubicomp games
LBWiki: A Location-Based Wiki
Wiki systems provide a simple interface paradigm that allow non-technical users to author collaborative on-line hypertexts. In this paper we propose to use the same simple paradigm to allow users to create content for ubiquitous information systems, and present LBWiki, a prototype location-based Wiki that allows users with a mobile device to create Wiki pages based on GPS co-ordinates. We describe the hierarchical location scheme used within LBWiki and the results of a small evaluation, in which users reacted positively to the concept, but asked for greater control over geographical regions, and highlighted the importance of accurate location technology
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
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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
Anticipatory Mobile Computing: A Survey of the State of the Art and Research Challenges
Today's mobile phones are far from mere communication devices they were ten
years ago. Equipped with sophisticated sensors and advanced computing hardware,
phones can be used to infer users' location, activity, social setting and more.
As devices become increasingly intelligent, their capabilities evolve beyond
inferring context to predicting it, and then reasoning and acting upon the
predicted context. This article provides an overview of the current state of
the art in mobile sensing and context prediction paving the way for
full-fledged anticipatory mobile computing. We present a survey of phenomena
that mobile phones can infer and predict, and offer a description of machine
learning techniques used for such predictions. We then discuss proactive
decision making and decision delivery via the user-device feedback loop.
Finally, we discuss the challenges and opportunities of anticipatory mobile
computing.Comment: 29 pages, 5 figure
Information access for personal media archives
It is now possible to archive much of our life experiences in digital form using a variety of sources, e.g. blogs written, tweets made, photographs taken, etc. Information can be captured from a myriad of personal information devices. In this workshop, researchers from diverse disciplines discussed how we can advance towards the goal of effective capture, retrieval and exploration of e-memories. Proposed solutions included advanced textile sensors to capture new data, P2P methods to store this data, and personal reflection applications to review this data. Much discussion centered around search and navigation strategies, interactive interfaces, and the cognitive basis in using digitally captured information as memorabilia
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