1,750 research outputs found

    Proceedings of the 2012 Workshop on Ambient Intelligence Infrastructures (WAmIi)

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    This is a technical report including the papers presented at the Workshop on Ambient Intelligence Infrastructures (WAmIi) that took place in conjunction with the International Joint Conference on Ambient Intelligence (AmI) in Pisa, Italy on November 13, 2012. The motivation for organizing the workshop was the wish to learn from past experience on Ambient Intelligence systems, and in particular, on the lessons learned on the system architecture of such systems. A significant number of European projects and other research have been performed, often with the goal of developing AmI technology to showcase AmI scenarios. We believe that for AmI to become further successfully accepted the system architecture is essential

    Proceedings of the 2012 Workshop on Ambient Intelligence Infrastructures (WAmIi)

    Get PDF
    This is a technical report including the papers presented at the Workshop on Ambient Intelligence Infrastructures (WAmIi) that took place in conjunction with the International Joint Conference on Ambient Intelligence (AmI) in Pisa, Italy on November 13, 2012. The motivation for organizing the workshop was the wish to learn from past experience on Ambient Intelligence systems, and in particular, on the lessons learned on the system architecture of such systems. A significant number of European projects and other research have been performed, often with the goal of developing AmI technology to showcase AmI scenarios. We believe that for AmI to become further successfully accepted the system architecture is essential

    End-user perspectives on the Adoption of Wireless Applications: Price of Convenience and a Model for Contextual Analysis

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    Information services delivered via wireless, portable communication devices continue to pervade our work and leisure spaces. While people are continuously bombarded with promises of newer and better ways to maintain contact with others and to have constant access to information, however, there remain a number of open issues that inhibit the potential for an open information society. The bidirectional influence between such wireless technologies and applications and their potential end-users, contributes to the development of both the technologies and applications and the social setting in which they are embedded. In this paper, we extend current studies of Information and Communications Technology (ICT) uptake by integrating interpretations of “ubiquitous computing” and its pervasion of everyday life. We draw upon findings from a range of IS research to structure our future studies of adoption issues in relation to a variety of wireless application cases. We show that, while some “traditional” IS/IT dimensions of uptake still hold, there are now a variety of other “non- utilitarian (hedonic)” factors that developers and designers need to take into account. We conclude by proposing a research model – expanded from model of user acceptability and product uptake, a descriptive framework based on the “Price of Convenience”(Ng-Kruelle, Swatman, Rebne and Hampe 2002)

    The Next Wave of Nomadic Computing: A Research Agenda for Information Systems Research

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    A nomadic information environment is a heterogeneous assemblage of interconnected technological and organizational elements, which enables physical and social mobility of computing and communication services between organizational actors both within and across organizational borders. We analyze such environments based on their prevalent features of mobility, digital convergence, and mass scale. We describe essential features of each in more detail and characterize their mutual interdependencies. We build a framework, which identifies research issues in nomadic information environments at the individual, the team, the organizational, and inter-organizational levels, comprising both service and infrastructure development. We assess the opportunities and challenges for research into each area at the level of design, use and adoption, and impacts. We conclude by discussing challenges posed by nomadic information environments for information systems field to our research skills and methods. These deal with the need to invent novel research methods and shift research focus, the necessity to question the divide between the technical and the social, and the need to better integrate developmental and behavioral (empirical) research modes

    Personalization in cultural heritage: the road travelled and the one ahead

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    Over the last 20 years, cultural heritage has been a favored domain for personalization research. For years, researchers have experimented with the cutting edge technology of the day; now, with the convergence of internet and wireless technology, and the increasing adoption of the Web as a platform for the publication of information, the visitor is able to exploit cultural heritage material before, during and after the visit, having different goals and requirements in each phase. However, cultural heritage sites have a huge amount of information to present, which must be filtered and personalized in order to enable the individual user to easily access it. Personalization of cultural heritage information requires a system that is able to model the user (e.g., interest, knowledge and other personal characteristics), as well as contextual aspects, select the most appropriate content, and deliver it in the most suitable way. It should be noted that achieving this result is extremely challenging in the case of first-time users, such as tourists who visit a cultural heritage site for the first time (and maybe the only time in their life). In addition, as tourism is a social activity, adapting to the individual is not enough because groups and communities have to be modeled and supported as well, taking into account their mutual interests, previous mutual experience, and requirements. How to model and represent the user(s) and the context of the visit and how to reason with regard to the information that is available are the challenges faced by researchers in personalization of cultural heritage. Notwithstanding the effort invested so far, a definite solution is far from being reached, mainly because new technology and new aspects of personalization are constantly being introduced. This article surveys the research in this area. Starting from the earlier systems, which presented cultural heritage information in kiosks, it summarizes the evolution of personalization techniques in museum web sites, virtual collections and mobile guides, until recent extension of cultural heritage toward the semantic and social web. The paper concludes with current challenges and points out areas where future research is needed

    SMOOSH : a conceptual approach to adaptable flat-pack shoes for contemporary digital nomads : a dissertation presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy, Massey University, Wellington, New Zealand

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    Copyrighted images have been removed, but may be accessed via the source link in each caption.Adaptable products often present a range of possibilities for changing contexts and circumstances. Their use can also enable a way of being and operating that engenders nomadism. However, shoe studies in this context have never been systematically studied. Immense technical changes over the last thirty years have affected communication and reduced travel costs, while globalization has made remote work not only possible but often desirable. This global transformation has produced “digital nomads”, who use telecommunication technologies to earn a living whilst living, travelling and working remotely. The digital nomad has inspired this practice-led research project exploring the conceptual design of a multipurpose, adaptable shoe, which satisfies the requirements of unpredictable travel and a nomadic lifestyle. This footwear design project is multidisciplinary and situated at the nexus of fashion apparel and product design. Transformable/adaptable fashion and un-build concepts have been utilised as a theoretical framework to explore the shoe’s versatility, critique aesthetic values used on an everyday basis, and locate the shoe in an urban, utilitarian and minimal fashion context. The primary focus is on the versatility and packability of shoes, which are bulky and difficult to transport. Identifying these constraints was a creative catalyst to challenge footwear construction methods and design processes and to explore a collapsible, packable free-upper shoe. The outcome of this research is a conceptual design for flatpack Smoosh shoes, a system that allows for convenient packing. The developed concept is a footwear with a range of sock-like inner components that can be docked into the shell outer-sole, both of which are fully functional pieces that can be used separately to expand versatility and minimize luggage space. They allow hassle-free travel and offer recyclability. Smoosh contributes to footwear design knowledge by providing a novel construction system for travel purposes. It establishes that although rolling is the most common collapsible principle in the travel apparel and footwear markets, principles such as folding, hinging and creasing are far more desirable for travel shoes. The conceptual exploration and final footwear design contribute to the field of adaptable footwear by providing information for further research and development

    Formal Verification of Plastic User Interfaces Exploiting Domain Ontologies

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    This paper presents a formal model to check the interaction plasticity on a user interface (UI). An interaction is seen as an implementation (achievement) of a user task by means of interaction devices and modes of a given platform. The interaction plasticity is the ability of UI to support several interactions to perform the same task. In this work, two task models, containing different sets of interactions, are observed to check if they describe interactions that perform the same task. Each task model is represented by a labelled state-transitions system (lts). Due to the use of different interaction modes and devices, the obtained lts have different set of labels. Weak bi-simulation relationship is revisited to handle these transition systems by defining a relation on labels. This relation is borrowed from an ontology of interaction modes and devices. Model checking techniques are set up to automatically establish such a bi-simulation. A case study is used to illustrate how the approach works

    FESTA. Handbook version 2

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    In Japan and in the United States Field Operational Tests (FOTs) have been introduced as an evaluation method for driver support systems and other functions several years ago with the aim of proving that such systems can deliver real‐world benefits. In Europe too, FOTs have been conducted at a national or regional level, particularly on speed support systems and lane departure warning systems. These FOTs have proven to be highly valuable. Recently FOTs have been identified as an important means of verifying the real‐world impacts of new systems at a European level and in particular to verify that European R&D has the potential to deliver identifiable benefits. This Handbook is the result of a joint effort of several research institutes, OEMs and other stakeholders from across Europe to prepare a common methodology for European FOTs. It is also highly relevant, and it is hoped useful, for FOTs conducted at a regional or national level within Europe as well as outside Europe

    Designing to Support Workspace Awareness in Remote Collaboration using 2D Interactive Surfaces

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    Increasing distributions of the global workforce are leading to collaborative workamong remote coworkers. The emergence of such remote collaborations is essentiallysupported by technology advancements of screen-based devices ranging from tabletor laptop to large displays. However, these devices, especially personal and mobilecomputers, still suffer from certain limitations caused by their form factors, that hinder supporting workspace awareness through non-verbal communication suchas bodily gestures or gaze. This thesis thus aims to design novel interfaces andinteraction techniques to improve remote coworkers’ workspace awareness throughsuch non-verbal cues using 2D interactive surfaces.The thesis starts off by exploring how visual cues support workspace awareness infacilitated brainstorming of hybrid teams of co-located and remote coworkers. Basedon insights from this exploration, the thesis introduces three interfaces for mobiledevices that help users maintain and convey their workspace awareness with their coworkers. The first interface is a virtual environment that allows a remote person to effectively maintain his/her awareness of his/her co-located collaborators’ activities while interacting with the shared workspace. To help a person better express his/her hand gestures in remote collaboration using a mobile device, the second interfacepresents a lightweight add-on for capturing hand images on and above the device’sscreen; and overlaying them on collaborators’ device to improve their workspace awareness. The third interface strategically leverages the entire screen space of aconventional laptop to better convey a remote person’s gaze to his/her co-locatedcollaborators. Building on the top of these three interfaces, the thesis envisions an interface that supports a person using a mobile device to effectively collaborate with remote coworkers working with a large display.Together, these interfaces demonstrate the possibilities to innovate on commodity devices to offer richer non-verbal communication and better support workspace awareness in remote collaboration

    IOP MMI Mens-Machine Interactie : navigation, orientation and situational awareness

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