3,485 research outputs found

    Product Information Quality : A sustainability challenge in design and construction

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    The adverse consequences of building product performance pose sustainability problems for the built environment. Effective approaches to these problems require a clear understanding of building product information and its provision by manufacturers. This is an essential need for sustainable growth in industrialized construction, a system characterized by the expanded role of the manufacturing sector. Furthermore, a sustainable transition to digitalization in the construction industry needs digital interfaces capable of providing the information required for sustainable design and construction. The aim of this research is to contribute to an increased understanding of how building product information can support sustainability in the built environment. To this end, two fundamental aspects have been examined: the quality of information on the sustainability performance of building products and the usability of the digital interfaces providing such information. This research relies on critical realism and adopts a qualitative methodology to analyze and explain the mechanisms of creating and providing product information in four sequential case studies. Systems thinking and process tracing method have been applied to analyze the flow of product information in the construction industry, the operative processes that can support sustainability, and the stakeholders involved. In the first three case studies, the operative process is the diffusion of innovative ventilation products with superior indoor environmental performance. The first case study identifies the problems affecting this process. The second and third case studies, respectively, explore how product information and information exchange on building information modeling (BIM) library platforms can support the process. Influenced by the Grenfell Tower fire in London in 2017, the fourth case identifies the product information problems that can contribute to harmful facade fires threatening sustainability in the built environment. The study examines the capabilities for avoiding the identified problems and explores how an operative process of design, manufacturing, and construction of fire-safe facades can be supported. The findings reveal problems concerning the quality of information on the sustainability performance of products and the methods used by manufacturers for presenting such information. These problems have limited the availability and usability of the information in product databases and BIM object libraries. This defective flow of information affects the design process and can lead to unacceptable consequences such as facade fires. In addition, the inefficient methods of supplying product information have impeded the adoption of innovative products with improved sustainability performance. To address these issues, this research proposes the standardization of product information in collaboration with effective legislation and establishes a framework for evaluating the provision of information on the sustainability performance of building products. The theoretical contributions of this work include five tools: (1) a model for applied critical realism towards sustainability, (2) a matrix for the qualitative analysis of BIM object library platforms, (3) a matrix for evaluating the quality of information and digital interfaces, (4) a model of the functions of the standards on product information, and (5) a conceptual model of product information for sustainable design and construction

    NAVMETRO®: PRELIMINARY STUDY APPLICATIONS OF USABILITY ASSESSMENT METHODS

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    NAVMETRO® is a spoken dialogue system that provides information and a guidance function to the people with visual disabilities on Trindade’s metro station, in Porto, Portugal. The system usability in addition to assure the quality dialogue for all costumers should ensure the success in the guidance on the desirable way in the metro station. This article presents the results of the preliminary assessment developed on NAVMETRO® and that represents an important stage of the usability assessment of this system

    Assessing the value of the information provision for enhancing the autonomy of mobility impaired users. Madrid pilot Site Study.

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    A City is the space where every person acquires the citizen condition, which demands access to multiple services and facilities, and develops social relations in a free and equal condition of options. A lack of accessibility limits independency and autonomy. Thus, the relationship between “sustainable development” and “accessibility for all” becomes clearer, and both goals reinforce each other. In this sense, information plays a key role in order to overcome existing barriers, specially for people who rarely use public transport, have impaired mobility, or make a particular journey for the first time. The impact and benefits is linked with public transport as a “facilitator” of mobility, and, in particular, for the aim of intermodality. The usefulness of information that should be provided (both the information itself and how is offered) to mobility impaired users (MI users) is discussed on this paper based on following of the ASK-IT project that has being carry out on Madrid. The work was done in close cooperation with representatives of all different types of MI user groups

    CDI-Type II: Collaborative Research: Cyber Enhancement of Spatial Cognition for the Visually Impaired

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    Wayfinding is an essential capability for any person who wishes to have an independent life-style. It requires successful execution of several tasks including navigation and object and place recognition, all of which necessitate accurate assessment of the surrounding environment. For a visually-impaired person these tasks may be exceedingly difficult to accomplish and there are risks associated with failure in any of these. Guide dogs and white canes are widely used for the purpose of navigation and environment sensing, respectively. The former, however, has costly and often prohibitive training requirements, while the latter can only provide cues about obstacles in one\u27s surroundings. Human performance on visual information dependent tasks can be improved by sensing which provides information and environmental cues, such as position, orientation, local geometry, object description, via the use of appropriate sensors and sensor fusion algorithms. Most work on wayfinding aids has focused on outdoor environments and has led to the development of speech-enabled GPS-based navigation systems that provide information describing streets, addresses and points of interest. In contrast, the limited technology that is available for indoor navigation requires significant modification to the building infrastructure, whose high cost has prevented its wide use. This proposal adopts a multi-faceted approach for solving the indoor navigation problem for people with limited vision. It leverages expertise from robotics, computer vision, and blind spatial cognition with behavioral studies on interface design to guide the discovery of information requirements and optimal delivery methods for an indoor navigation system. Designing perception and navigation algorithms, implemented on miniature-size commercially-available hardware, while explicitly considering the spatial cognition capabilities of the visually impaired, will lead to the development of indoor navigation systems that will assist blind people in their wayfinding tasks while facilitating cognitive-map development

    CLUE: A Usability Evaluation Checklist for Multimodal Video Game Field Studies with Children Who Are Blind

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    Multimodal video games can enhance the cognitive skills of children who are blind by allowing interaction with scenarios that would be unfeasible in their everyday life. To assist the identification of relevant interface and interaction issues when children who are blind are playing multimodal video games, we propose a Checklist for Usability Evaluation of Multimodal Games for Children who are Blind (CLUE). CLUE was designed to assist researchers and practitioners in usability evaluation field studies, addressing multiple aspects of gameplay and multimodality, including audio, graphics, and haptics. Overall, initial evidence indicates that the use of CLUE during user observation helps to raise a greater number of relevant usability issues than other methods, such as interview and questionnaire. CLUE makes the analysis of recorded user interactions a less time- and effort-consuming process by guiding the identification of interaction patterns and usability issues

    Speech analysis for Ambient Assisted Living : technical and user design of a vocal order system

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    International audienceEvolution of ICT led to the emergence of smart home. A Smart Home consists in a home equipped with data-processing technology which anticipates the needs of its inhabitant while trying to maintain their comfort and their safety by action on the house and by implementing connections with the outside world. Therefore, smart homes equipped with ambient intelligence technology constitute a promising direction to enable the growing number of elderly to continue to live in their own homes as long as possible. However, the technological solutions requested by this part of the population have to suit their specific needs and capabilities. It is obvious that these Smart Houses tend to be equipped with devices whose interfaces are increasingly complex and become difficult to control by the user. The people the most likely to benefit from these new technologies are the people in loss of autonomy such as the disabled people or the elderly which cognitive deficiencies (Alzheimer). Moreover, these people are the less capable of using the complex interfaces due to their handicap or their lack ICT understanding. Thus, it becomes essential to facilitate the daily life and the access to the whole home automation system through the smart home. The usual tactile interfaces should be supplemented by accessible interfaces, in particular, thanks to a system reactive to the voice ; these interfaces are also useful when the person cannot move easily. Vocal orders will allow the following functionality: - To ensure an assistance by a traditional or vocal order. - To set up a indirect order regulation for a better energy management. - To reinforce the link with the relatives by the integration of interfaces dedicated and adapted to the person in loss of autonomy. - To ensure more safety by detection of distress situations and when someone is breaking in the house. This chapter will describe the different steps which are needed for the conception of an audio ambient system. The first step is related to the acceptability and the objection aspects by the end users and we will report a user evaluation assessing the acceptance and the fear of this new technology. The experience aimed at testing three important aspects of speech interaction: voice command, communication with the outside world, home automation system interrupting a person's activity. The experiment was conducted in a smart home with a voice command using a Wizard of OZ technique and gave information of great interest. The second step is related to a general presentation of the audio sensing technology for ambient assisted living. Different aspect of sound and speech processing will be developed. The applications and challenges will be presented. The third step is related to speech recognition in the home environment. Automatic Speech Recognition systems (ASR) have reached good performances with close talking microphones (e.g., head-set), but the performances decrease significantly as soon as the microphone is moved away from the mouth of the speaker (e.g., when the microphone is set in the ceiling). This deterioration is due to a broad variety of effects including reverberation and presence of undetermined background noise such as TV radio and, devices. This part will present a system of vocal order recognition in distant speech context. This system was evaluated in a dedicated flat thanks to some experiments. This chapter will then conclude with a discussion on the interest of the speech modality concerning the Ambient Assisted Living

    Designing a Multimodal Graph System to Support Non-Visual Interpretation of Graphical Information

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    While researchers have performed numerous studies to understand the human interpretation of visual graphs in reading, comprehending and interpreting displayed data; visually impaired (VI) users still face many challenges that prevent them from fully benefiting from these graphs. Thus, it influences their understanding of data visualization and in turn reduces their role in collaborating with their sighted colleagues in educational and working environments. We intend to develop a mobile application where visually impaired users can work together to build a collaborative graph that supported by data sonification in the mobile environment. The system properties were all tested by the task of identifying line trends in time series, which resulted in an accuracy of more than 80% for notes below 20 points. The usability testing has given result of 6.7 out 10 based on users' perception on the effectivity of the features
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