17 research outputs found

    Modelling and model based control of turbomachinery

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    HIM: A framework for haptic instant messaging

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    Instant Messaging (IM) is a popular chatting platform on the internet and increasingly permeates teenage life. Even intimate and emotional content is discussed. As touch is a powerful signal for emotional content, haptic signals, and especially hapticons can contribute to overcome the inevi-table loss of subtle non-verbal communication cues. Audio-visual extensions of IM to share emotions, in particular emoticons, have been received enthusiastically by IM users. This indicates a realistic user-need for hapticons in IM.The Haptic Instant Messaging (HIM) framework introduced in this paper combines communication of textual messages with haptic effects and hapticons. The application is build as an open framework and supports small chatting communities to explore the design and use of hapticons and haptic IO devices. Researchers can use the HIM framework to monitor the use of haptics in communication and how haptics contribute to the fun and meaning of instant messagin

    A mobile robot as a testbed for non-linear control

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    A controller for controlling a group of lighting devices and a method thereof

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    A controller (100) for controlling a group (110) of lighting devices (112, 114) is disclosed. The group (110) comprises a first lighting device (112) and a second lighting device (114). The controller (100) comprises a communication unit (102) for communicating with the first and second lighting devices (112, 114), and for receiving a first current light setting of the first lighting device (112) and a second current light setting of the second lighting device (114). The controller (100) further comprises a display (108) and a processor (106) for rendering, on the display (108), a hierarchical representation of the first and second lighting devices (112, 114), and a user interface (104) for receiving user input indicative of an adjustment of the first current light setting, the second current light setting or a current group light setting, wherein the hierarchical representation comprises: a primary level comprising a first primary graphical representation and a second primary graphical representation, wherein the first primary graphical representation is associated with the first lighting device (112) and representative of the first current light setting, and wherein the second primary graphical representation is associated with the second lighting device (112) and representative of the second current light setting, and a secondary level comprising a secondary graphical representation, which secondary graphical representation is associated with the group (110) of lighting devices (112, 114) and representative of the current group light setting of the group (110) of lighting devices (112, 114), and wherein the processor (106) is further arranged for controlling, via the communication unit (102), one or more of the first and second lighting devices (112, 114) according to the user input, and for updating the primary and secondary graphical representations according to the adjustment

    A perspective on multi-user interaction design based on an understanding of domestic lighting conflicts

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    More and more connected systems are entering the social and shared home environment. Interaction with these systems is often rather individual and based on personal preferences, leading to conflicts in multi-user situations. In this paper, we aim to develop a perspective on how to design for multi-user interaction with connected lighting systems, based on a better understanding of real-life interpersonal lighting conflicts. In order to understand everyday lighting conflicts, including their causes and resolution strategies, we present two studies. First, we observe real-life lighting conflicts between couples living in single-room apartments. Using probes for data gathering followed by dyadic interviews, we identify the role of agreements on use in conflicts and we identify different types of conflicts (preference, activity, and attitude conflicts). Next, we take a more disruptive approach based on technology probes, where we provoke lighting conflicts in family living rooms to observe resolution strategies. We find that people try to avoid conflicts at all costs. If there is a risk that others are negatively affected by an adjustment, people rather not interact with the system at all. Based on these insights, we defined a perspective on designing for multi-user interaction that provides the user with the confidence that interactions are socially accepted. This assurance can be given by presenting the user with information leading to awareness about the acceptance of a lighting change by the other users. We advise on what information can be visualized, based on the three conflict types we observed in the study. The combination of a deeper understanding of conflicts and a perspective on multi-user interface design can serve as a starting point to design better multi-user interfaces for domestic connected systems

    The impact of the internet of lighting on the office lighting value network

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    \u3cp\u3eLighting systems in offices are becoming an infrastructure to connect people, devices, and systems to each other and to the Internet, creating an Internet of Lighting (IoL). This can bring advantages to stakeholders involved, and is expected to have a disruptive impact on the value chain. This study investigates the impact of IoL on the European office lighting value chain. A qualitative stakeholder study indicates four perspectives with corresponding drivers of change: IP to the end node, standardisation, sharing data, and light as a service. Potential impacts on value have been formulated for each driver, and are operationalised towards stakeholders using the layered value network model. The validity of the model is shown by populating it with the European office lighting value chain. The work concludes with insights in the impact of IoL on stakeholders, and recommendations about the user of the model for synthesis of new stakeholder networks.\u3c/p\u3

    Smartgoals:a hybrid human-agent soccer training system

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    \u3cp\u3e@SmartGoals is an embodied multi-agent system designed for soccer training. A single SmartGoal is an interactive soccer goal. It can be in an active or passive state, detect the passage of a ball, and communicate with other SmartGoals. Challenging and dynamic training situations emerge from the interaction between human players and SmartGoals.\u3c/p\u3

    Designing for multi-user interaction in the home environment:Implementing social translucence

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    Interfaces of interactive systems for domestic use are usually designed for individual interactions although these interactions influence multiple users. In order to prevent conflicts and unforeseen influences on others we propose to leverage the human ability to take each other into consideration in the interaction. A promising approach for this is found in the social translucence framework, which was originally described by Erickson & Kellogg. In this paper, we investigate how to design multi-user interfaces for domestic interactive systems through two design cases where we focus on the implementation of social translucence constructs (visibility, awareness, and accountability) in the interaction. We use the resulting designs to extract design considerations: interfaces should not prescribe behavior, need to offer sufficient interaction alternatives, and previous settings need to be retrievable. We also identify four steps that can be integrated in any design process to help designers in creating interfaces that support multi-user interaction through social translucence. Interfaces of interactive systems for domestic use are usually designed for individual interactions although these interactions influence multiple users. In order to prevent conflicts and unforeseen influences on others we propose to leverage the human ability to take each other into consideration in the interaction. A promising approach for this is found in the social translucence framework, which was originally described by Erickson & Kellogg. In this paper, we investigate how to design multi-user interfaces for domestic interactive systems through two design cases where we focus on the implementation of social translucence constructs (visibility, awareness, and accountability) in the interaction. We use the resulting designs to extract design considerations: interfaces should not prescribe behavior, need to offer sufficient interaction alternatives, and previous settings need to be retrievable. We also identify four steps that can be integrated in any design process to help designers in creating interfaces that support multi-user interaction through social translucence

    Design considerations for interactive office lighting interface characteristics, shared and hybrid control

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    \u3cp\u3eThe inclusion of IoT in office lighting allows people to have personal lighting control at their workplace. To design lighting control interfaces that fit people’s everyday living, we need a better understanding of how people experience lighting interaction in the real world. Still, lighting control is often explored in controlled settings. This work presents a qualitative field study concerning the user experience of two control interfaces for a state-of-the-art lighting system of 400+ luminaires in a real-life office. In ten weeks, 43 people interacted 3937 times. The findings illustrate the effects of using a smartphone for lighting control, how people experience lighting control in shared situations, and issues with automatic system behavior. We define design considerations for interface characteristics, shared control, and hybrid control. The work contributes to making the potential benefits of interactive office lighting a reality.\u3c/p\u3
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