15 research outputs found

    Creativity Bento Box: a physical resource pack to support interaction in virtual space

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    The Creativity Bento Box is a physical resource pack, designed to support casual social interaction and break taking in an intensive, computer-mediated social activity. It was developed within the Creativity Greenhouse project, which piloted a mechanism to create research proposals and distribute funding at a distance. This involved facilitated phases of collaboration and competition over multiple days of computer-mediated work, where participants communicate and interact through a virtual world. During the iterative development process, the lack of time for socialising, the intense focus on virtual resources, and a lack of time spent away from the screen were reported as negative issues in feedback from participants. We report on the development of the Creativity Bento Box and how it helped to address these issues. By providing physical resources that contrasted with the properties of the virtual world, it supported people to socialise and take breaks from their primary activity, allowed them to include physical space and artefacts in their interactions, and provoked moves away from the otherwise intense focus on the computer. We reflect on the roles of the Bento Box as a gift, in bridging between physical and virtual contexts, its higher suitability during the earlier phases of ideation and group development, and its perception by participants as something ‘framed’. Through this, we highlight the underexplored potential of using physical, offline resources as a means to solve difficulties in distanced social interactions

    CHESTNUT: Improve serendipity in movie recommendation by an Information Theory-based collaborative filtering approach

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    The term serendipity has been understood narrowly in the Recommender System. Applying a user-centered approach, user-friendly serendipitous recommender systems are expected to be developed based on a good understanding of serendipity. In this paper, we introduce CHESTNUT , a memory-based movie collaborative filtering system to improve serendipity performance. Relying on a proposed Information Theory-based algorithm and previous study, we demonstrate a method of successfully injecting insight, unexpectedness and usefulness, which are key metrics for a more comprehensive understanding of serendipity, into a practical serendipitous runtime system. With lightweight experiments, we have revealed a few runtime issues and further optimized the same. We have evaluated CHESTNUT in both practicability and effectiveness , and the results show that it is fast, scalable and improves serendip-ity performance significantly, compared with mainstream memory-based collaborative filtering. The source codes of CHESTNUT are online at https://github.com/unnc-idl-ucc/CHESTNUT/

    Trusted autonomous vehicles: an interactive exhibit

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    Recent surveys about autonomous vehicles show that the public is concerned about the safety consequences of system or equipment failures and the vehicles' reactions to unexpected situations. We believe that informing about the technology and quality, e.g., safety and reliability, of autonomous vehicles is paramount to improving public expectations, perception and acceptance. In this paper, we report on the design of an interactive exhibit to illustrate (1) basic technologies employed in autonomous vehicles, i.e., sensors and object classification; and (2) basic principles for ensuring their quality, i.e., employing software testing and simulations. We subsequently report on a public engagement event involving this exhibit at the Royal Society Summer Science Exhibition 2019 in the exhibit titled "Trusted Autonomous Vehicles". We describe the process of designing and developing the artefacts used in our exhibit, the theoretical background associated to them, the design of our stand, and the lessons learned. The activities and findings of this study can be used by other educators and researchers interested in promoting trust in autonomous vehicles among the general public

    A cross-sector analysis of human and organisational factors in the deployment of data-driven predictive maintenance

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    Domains such as utilities, power generation, manufacturing and transport are increasingly turning to data-driven tools for management and maintenance of key assets. Whole ecosystems of sensors and analytical tools can provide complex, predictive views of network asset performance. Much research in this area has looked at the technology to provide both sensing and analysis tools. The reality in the field, however, is that the deployment of these technologies can be problematic due to user issues, such as interpretation of data or embedding within processes, and organisational issues, such as business change to gain value from asset analysis. 13 experts from the field of remote condition monitoring, asset management and predictive analytics across multiple sectors were interviewed to ascertain their experience of supplying data-driven applications. The results of these interviews are summarised as a framework based on a predictive maintenance project lifecycle covering project motivations and conception, design and development, and operation. These results identified critical themes for success around having a target or decision-led, rather than data-led, approach to design; long-term resourcing of the deployment; the complexity of supply chains to provide data-driven solutions and the need to maintain knowledge across the supply chain; the importance of fostering technical competency in end-user organisations; and the importance of a maintenance-driven strategy in the deployment of data-driven asset management. Emerging from these themes are recommendations related to culture, delivery process, resourcing, supply chain collaboration and industry-wide cooperation

    Cinema-going trajectories in the digital age

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    The activity of cinema-going constantly evolves and gradually integrates the use of digital data and platforms to become more engaging for the audiences. Combining methods from the fields of Human Computer Interaction and Film Studies, we conducted two workshops seeking to understand cinema audiences’ digital practices and explore how the contemporary cinema-going experience is shaped in the digital age. Our findings suggest that going to the movies constitutes a trajectory during which cinemagoers interact with multiple digital platforms. At the same time, depending on their choices, they construct unique digital identities that represent a set of online behaviours and rituals that cinemagoers adopt before, while and after cinema-going. To inform the design of new, engaging cinemagoing experiences, this research establishes a preliminary map of contemporary cinema-going including digital data and platforms. We then discuss how audiences perceive the potential improvement of the experience and how that would lead to the construction of digital identities

    Human performance and strategies while solving an aircraft routing and sequencing problem: an experimental approach

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    As airport resources are stretched to meet increasing demand for services, effective use of ground infrastructure is increasingly critical for ensuring operational efficiency. Work in operations research has produced algorithms providing airport tower controllers with guidance on optimal timings and sequences for flight arrivals, departures, and ground movement. While such decision support systems have the potential to improve operational efficiency, they may also affect users’ mental workload, situation awareness, and task performance. This work sought to identify performance outcomes and strategies employed by human decision makers during an experimental airport ground movement control task with the goal of identifying opportunities for enhancing user-centered tower control decision support systems. To address this challenge, thirty novice participants solved a set of vehicle routing problems presented in the format of a game representing the airport ground movement task practiced by runway controllers. The games varied across two independent variables, network map layout (representing task complexity) and gameplay objective (representing task flexibility), and verbal protocol, visual protocol, task performance, workload, and task duration were collected as dependent variables. A logistic regression analysis revealed that gameplay objective and task duration significantly affected the likelihood of a participant identifying the optimal solution to a game, with the likelihood of an optimal solution increasing with longer task duration and in the less flexible objective condition. In addition, workload appeared unaffected by either independent variable, but verbal protocols and visual observations indicated that high-performing participants demonstrated a greater degree of planning and situation awareness. Through identifying human behavior during optimization problem solving, the work of tower control can be better understood, which, in turn, provides insights for developing decision support systems for ground movement management

    Identifying rail asset maintenance processes: a human-centric and sensemaking approach

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    Efficient asset maintenance is key for delivering services such as transport. Current rail maintenance processes have been mostly reactive with a recent shift towards exploring proactive modes. The introduction of new ubiquitous technologies and advanced data analytics facilitates the embedding of a ‘predict-and-prevent’ approach to managing assets. Successful, user-centred integration of such technology is still, however, a sparsely understood area. This study reports results from a set of interviews, based on Critical Decision Method, with rail asset maintenance and management experts regarding current procedural aspects of asset management and maintenance. We analyse and present the results from a human-centric sensemaking timeline perspective. We found that within a complex sociotechnical environment such as rail transport, asset maintenance processes apply not just at local levels, but also to broader, strategic levels that involve different stakeholders and necessitate different levels of expertise. This is a particularly interesting aspect within maintenance that has not been discussed as of yet within a process-based and timeline-based models of asset maintenance. We argue that it is important to consider asset maintenance activities within both micro (local) and macro (broader) levels to ensure reliability and stability in transport services. We also propose that the traditionally distinct notions of individual, collaborative and artefact-based sensemaking are in fact all in evidence in this sensemaking context, and argue that a more holistic view of sensemaking is therefore appropriate by placing these results within an amended Recogntion Primed Decsion making model
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