774 research outputs found

    Supporting the active learning of collaborative database browsing techniques

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    We describe the implications of a study of database browsing behaviour for the development of a system to support more effective browsing. In particular we consider the importance of collaborative working, both in learning browsing skills and in co‐operating on a shared information‐retrieval task. From our study, we believe that an interface to support collaboration should promote the awareness of the activities of others, better visualization of the information data structures being browsed, and effective communication of the browsing process

    Recovery From COVID-19 in Multiple Sclerosis: A Prospective and Longitudinal Cohort Study of the United Kingdom Multiple Sclerosis Register

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    To understand the course of recovery from coronavirus disease 2019 (COVID-19) among patients with multiple sclerosis (MS) and to determine its predictors, including patients' pre-COVID-19 physical and mental health status.MethodsThis prospective and longitudinal cohort study recruited patients with MS who reported COVID-19 from March 17, 2020, to March 19, 2021, as part of the United Kingdom MS Register (UKMSR) COVID-19 study. Participants used online questionnaires to regularly update their COVID-19 symptoms, recovery status, and duration of symptoms for those who fully recovered. Questionnaires were date stamped for estimation of COVID-19 symptom duration for those who had not recovered at their last follow-up. The UKMSR holds demographic and up-to-date clinical data on participants as well as their web-based Expanded Disability Status Scale (web-EDSS) and Hospital Anxiety and Depression Scale (HADS) scores. The association between these factors and recovery from COVID-19 was assessed using multivariable Cox regression analysis.ResultsOf the 7,977 patients with MS who participated in the UKMSR COVID-19 study, 599 reported COVID-19 and prospectively updated their recovery status. Twenty-eight hospitalized participants were excluded. At least 165 participants (29.7%) had long-standing COVID-19 symptoms for ≄4 weeks and 69 (12.4%) for ≄12 weeks. Participants with pre-COVID-19 web-EDSS scores ≄7, participants with probable anxiety and/or depression (HADS scores ≄11) before COVID-19 onset, and women were less likely to report recovery from COVID-19.DiscussionPatients with MS are affected by postacute sequelae of COVID-19. Preexisting severe neurologic impairment or mental health problems appear to increase this risk. These findings can have implications in tailoring their post-COVID-19 rehabilitation

    Understanding food consumption lifecycles using wearable cameras

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    Application of design in HCI is a common approach to engendering behavioural change to address important challenges such as sustainability. Encouraging such change requires an understanding of current motivations and behaviours in the domain in question. In this paper, we describe use of wearable cameras to study motivations and behaviours around food consumption by focusing on two contrasting cultures, Malaysia and the UK. Our findings highlight the potential of wearable cameras to enhance knowledge of food consumption practices and identify where and how some digital interventions might be appropriate to change food behaviour. This includes appealing to people’s motivations behind food consumption and capitalising on existing practices such as gifting of food and social meals. We propose a food consumption lifecycle as a framework to understand and design human–food interaction. The use of wearable cameras enabled us to capture a high-level overview of spatially distributed food-related practices and understand food behaviours in greater depth.This work was co-funded by Horizon Digital Economy Research Institute, UK, and Crops for the Future, Malaysia.This is the author accepted manuscript. The final version is available from Springer via http://dx.doi.org/10.1007/s00779-015-0871-

    Shared visiting in Equator city

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    In this paper we describe an infrastructure and prototype system for sharing of visiting experiences across multiple media. The prototype supports synchronous co-visiting by physical and digital visitors, with digital access via either the World Wide Web or 3-dimensional graphics

    Learning from the veg box: designing unpredictability in agency delegation

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    The Internet of Things (IoT) promises to enable applications that foster a more efficient, sustainable, and healthy way of life. If end-users are to take full advantage of these developments we foresee the need for future IoT systems and services to include an element of autonomy and support the delegation of agency to software processes and connected devices. To inform the design of such future technology, we report on a breaching experiment designed to investigate how people integrate an unpredictable service, through the veg box scheme, in everyday life. Findings from our semi-structured interviews and a two- week diary study with 11 households reveal that agency delegation must be warranted, that it must be possible to incorporate delegated decisions into everyday activities, and that delegation is subject to constraint. We further discuss design implications on the need to support people’s diverse values, and their coordinative and creative practices

    An Information Plane Architecture Supporting Home Network Management

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    Home networks have evolved to become small-scale versions of enterprise networks. The tools for visualizing and managing such networks are primitive and continue to require networked systems expertise on the part of the home user. As a result, non-expert home users must manually manage non-obvious aspects of the network - e.g., MAC address filtering, network masks, and firewall rules, using these primitive tools. The Homework information plane architecture uses stream database concepts to generate derived events from streams of raw events. This supports a variety of visualization and monitoring techniques, and also enables construction of a closed-loop, policy-based management system. This paper describes the information plane architecture and its associated policy-based management infrastructure. Exemplar visualization and closed-loop management applications enabled by the resulting system (tuned to the skills of non-expert home users) are discussed. © 2011 IEEE.Accepted versio

    On lions, impala, and bigraphs: modelling interactions in physical/virtual spaces

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    While HCI has a long tradition of formally modelling task-based interactions with graphical user interfaces, there has been less progress in modelling emerging ubiquitous computing systems due in large part to their highly contextual nature and dependence on unreliable sensing systems. We present an exploration of modelling an example ubiquitous system, the Savannah game, using the mathematical formalism of bigraphs, which are based on a universal process algebra that encapsulates both dynamic and spatial behaviour of autonomous agents that interact and move among each other, or within each other. We establish a modelling approach based on four perspectives on ubiquitous systems—Computational, Physical, Human, and Technology—and explore how these interact with one another. We show how our model explains observed inconsistencies in user trials of Savannah, and then, how formal analysis reveals an incompleteness in design and guides extensions of the model and/or possible system re-design to resolve this
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