21,315 research outputs found

    Privacy in crowdsourcing:a systematic review

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    The advent of crowdsourcing has brought with it multiple privacy challenges. For example, essential monitoring activities, while necessary and unavoidable, also potentially compromise contributor privacy. We conducted an extensive literature review of the research related to the privacy aspects of crowdsourcing. Our investigation revealed interesting gender differences and also differences in terms of individual perceptions. We conclude by suggesting a number of future research directions.</p

    iCapture: Facilitating Spontaneous User-Interaction with Pervasive Displays using Smart Devices

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    Abstract. The eCampus project at Lancaster University is an inter-disciplinary project aiming to deploy a wide range of situated displays across the University campus in order to create a large per-vasive communications infrastructure. At present, we are conducting a series of parallel research activities in order to investigate how the pervasive communications infrastructure can support the daily needs of staff, students and visitors to the University. This paper introduces one of our current research investigations into how one is able to mediate spontaneous interaction with the pervasive display infrastructure through camera equipped mobile phones (i.e. smart devices).

    The Future of the Internet III

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    Presents survey results on technology experts' predictions on the Internet's social, political, and economic impact as of 2020, including its effects on integrity and tolerance, intellectual property law, and the division between personal and work lives

    Mobile Life: A Research Foundation for Mobile Services

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    The telecom and IT industry is now facing the challenge of a second IT-revolution, where the spread of mobile and ubiquitous services will have an even more profound effect on commercial and social life than the recent Internet revolution. Users will expect services that are unique and fully adapted for the mobile setting, which means that the roles of the operators will change, new business models will be required, and new methods for developing and marketing services have to be found. Most of all, we need technology and services that put people at core. The industry must prepare to design services for a sustainable web of work, leisure and ubiquitous technology we can call the mobile life. In this paper, we describe the main components of a research agenda for mobile services, which is carried out at the Mobile Life Center at Stockholm University. This research program takes a sustainable approach to research and development of mobile and ubiquitous services, by combining a strong theoretical foundation (embodied interaction), a welldefined methodology (user-centered design) and an important domain with large societal importance and commercial potential (mobile life). Eventually the center will create an experimental mobile services ecosystem, which will serve as an open arena where partners from academia and industry can develop our vision an abundant future marketplace for future mobile servíces

    Agricultural information dissemination using ICTs: a review and analysis of information dissemination models in China

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    Open Access funded by China Agricultural UniversityOver the last three decades, China’s agriculture sector has been transformed from the traditional to modern practice through the effective deployment of Information and Communication Technologies (ICTs). Information processing and dissemination have played a critical role in this transformation process. Many studies in relation to agriculture information services have been conducted in China, but few of them have attempted to provide a comprehensive review and analysis of different information dissemination models and their applications. This paper aims to review and identify the ICT based information dissemination models in China and to share the knowledge and experience in applying emerging ICTs in disseminating agriculture information to farmers and farm communities to improve productivity and economic, social and environmental sustainability. The paper reviews and analyzes the development stages of China’s agricultural information dissemination systems and different mechanisms for agricultural information service development and operations. Seven ICT-based information dissemination models are identified and discussed. Success cases are presented. The findings provide a useful direction for researchers and practitioners in developing future ICT based information dissemination systems. It is hoped that this paper will also help other developing countries to learn from China’s experience and best practice in their endeavor of applying emerging ICTs in agriculture information dissemination and knowledge transfer

    Technology as tool to overcome barriers of using fitness facilities: A health behavioural perspective

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    Underlying health conditions have been highlighted throughout the literature preventing several populations from engaging in physical activity. There have been little to no attempts made in addressing these populations directly in fitness facilities or indirectly using information technology (IT). The current research aimed at exploring current barriers and practices regarding IT and technological support in a fitness facility environment, using health behaviour theories (HBT) to explain member experiences. The sample was composed of 66 participants selected from 5 fitness facilities in Manchester, UK, of which there were 60.6% males and 39.4% females aged from 18-59. The instrument used was a survey. Health motives were reported by 71.2% of the participants, while ‘injury’ (reported by 70.2%), ‘lack of knowledge about exercise and health’ (reported by 42.4%), and ‘illness’ (reported by 28.1%) as main barriers to use the facilities. The main support mechanisms provided by the facilities management were staff support (59%), with online and technological support only accounting for 38.6% of facility support. The use of personal IT within the facilities were utilised by over half the participants (50.2%). The study revealed the need of additional IT support by fitness facilities in the form of applications and digital platforms. The findings are discussed with HBT as the theoretical underpinnings and suggestions are made for future research regarding IT advancements as support mechanisms

    Pervasive Gaming: Testing Future Context Aware Applications

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    More and more technical research projects take place that weave together elements of real and virtual life to provide a new experience defined as pervasive. They bank on the development of mobile services to drive the expansion of pervasive applications and in particular pervasive games. Using geolocalisation, local networks and short range radio frequencies technologies like RFID or other tagging technologies, pervasive games rely on a close relationship to the environment and thus explore the space between fiction and reality. This is their main quality but possibly their main weakness as the development relies on the production of specific contents in relation to the context of use. In this article, we propose to explore what this entirely new paradigm for game design implies in terms of production and how to overcome the limitations due to this dependency of contents and context. Based on our experience of three pervasive games developed within research projects on adhoc wifi (ANR-Safari and ANRTranshumance) and RFID networks (ANR-PLUG), this paper presents different options to reducing the cost of content production relying on either traditional editors or grass root contributions.pervasive games, content production, game design, geolocalised technologies.

    Emerging technologies for learning report (volume 3)

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