9 research outputs found

    Automating unobtrusive personalized services in ambient media environments

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    The final publication is available at Springer via http://dx.doi.org/10.1007/s11042-013-1634-2In the age of ambient media, people are surrounded by lots of physical objects (media objects) for rendering the digital world in the natural environment. These media objects should interact with users in a way that is not disturbing for them. To address this issue, this work presents a design and automation strategy for augmenting the world around us with personalized ambient media services that behave in a considerate manner. That is, ambient services are capable of adjusting its obtrusiveness level (i.e., the extent to which each service intrudes the user¿s mind) by using the appropriate media objects for each user¿s situation.This work has been developed with the support of MICINN, under the project EVERYWARE TIN2010-18011, and the support of the Christian Doppler Forschungsgesellschaft and the BMWFJ, Austria.Serral Asensio, E.; Gil Pascual, M.; Valderas Aranda, PJ.; Pelechano Ferragud, V. (2014). Automating unobtrusive personalized services in ambient media environments. Multimedia Tools and Applications. 71(1):159-178. https://doi.org/10.1007/s11042-013-1634-2S159178711Bencomo N, Grace P, Flores-Cortés CA, Hughes D, Blair GS (2008) Genie: supporting the model driven development of reflective, component-based adaptive systems. In: ICSE, pp 811–814Blumendorf M, Lehmann G, Albayrak S (2010) Bridging models and systems at runtime to build adaptive user interfaces. In: Proc. of EICS 2010. 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In: Proc. of the UIST ’01, pp 191–192Ho J, Intille SS (2005) Using context-aware computing to reduce the perceived burden of interruptions from mobile devices. In: Proc. of CHI ’05. ACM, pp 909–918Horvitz E, Kadie C, Paek T, Hovel D (2003) Models of attention in computing and communication: from principles to applications. Commun ACM 46:52–59Ju W, Leifer L (2008) The design of implicit interactions: making interactive systems less obnoxious. Des Issues 24(3):72–84Kortuem G, Kawsar F, Fitton D, Sundramoorthy V (2010) Smart objects as building blocks for the internet of things. IEEE Internet Comput 14(1):44–51Lewis JR (1995) Ibm computer usability satisfaction questionnaires: psychometric evaluation and instructions for use. Int J Hum Comput Interact 7(1):57–78Lugmayr A, Risse T, Stockleben B, Laurila K, Kaario J (2009) Semantic ambient media—an introduction. Multimed Tools Appl 43(3):337–359Mattern F (2003) From smart devices to smart everyday objects. In: Proc. Smart Objects Conf. 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Pers Ubiquit Comput 12(8):555–56

    Personalization for unobtrusive service interaction

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    Increasingly, mobile devices play a key role in the communication between users and the services embedded in their environment. With ever greater number of services added to our surroundings, there is a need to personalize services according to the user needs and environmental context avoiding service behavior from becoming overwhelming. In order to prevent this information overload, we present a method for the development of mobile services that can be personalized in terms of obtrusiveness (the degree in which each service intrudes the user's mind) according to the user needs and preferences. That is, services can be developed to provide their functionality at different obtrusiveness levels depending on the user by minimizing the duplication of efforts. On the one hand, we provide mechanisms for describing the obtrusiveness degree required for a service. On the other hand, we make use of Feature Modeling techniques in order to define the obtrusiveness level adaptation in a declarative manner. An experiment was conducted in order to put in practice the proposal and evaluate the user acceptance for the personalization capabilities provided by our approach. © Springer-Verlag London Limited 2011.This work has been developed with the support of MICINN under the project EVERYWARE TIN2010-18011 and co-financed with ERDF, in the grants program FPU.Gil Pascual, M.; Giner Blasco, P.; Pelechano Ferragud, V. (2012). Personalization for unobtrusive service interaction. Personal and Ubiquitous Computing. 16(5):543-561. https://doi.org/10.1007/s00779-011-0414-0S543561165Abrams M, Phanouriou C, Batongbacal AL, Williams SM, Shuster JE (1999) Uiml: an appliance-independent xml user interface language. In: WWW ’99. Elsevier, North-Holland, pp 1695–1708Ballagas R, Borchers J, Rohs M, Sheridan JG (2006) The smart phone: a ubiquitous input device. 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    Mood measurement with Pick-A-Mood:Review of current methods and design of a pictorial self-report scale

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    \u3cp\u3eThis paper introduces Pick-A-Mood, a character-based pictorial scale for reporting and expressing moods. Pick-A-Mood consists of three characters that each express eight mood states, representing four main categories: excited and cheerful (for energised-pleasant), irritated and tense (for energised-unpleasant), relaxed and calm (for calm-pleasant), and bored and sad (for calm-unpleasant). Using Pick-A-Mood requires little effort on the part of respondents, making it suitable for design research applications in which people often have little time or motivation to report their moods. Contrary to what is often assumed, mood and emotion are distinct phenomena with different measurable manifestations. These differences are discussed, and a review of existing methods is provided, indicating to what extent current methods that measure emotion are suitable for measuring mood. The development and validation of Pick-A-Mood is reported, and application examples and research opportunities are discussed.\u3c/p\u3

    Pick-A-Mood:development and application of a pictorial mood-reporting instrument

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    \u3cp\u3eThis paper presents 'Pick-A-Mood' (PAM), a cartoon-based pictorial instrument for reporting and expressing moods. The use of cartoon characters enables people to unambiguously and visually express or report their mood in a rich and easy-to-use way. PAM consists of three characters that each express eight different mood states, representing four main mood categories: energized-pleasant (excited and cheerful), energized-unpleasant (irritated and tense), calm-pleasant (relaxed and calm), and calm-unpleasant (bored and sad). The added value of PAM compared to existing instruments, is that it requires little time and effort of the respondents, which makes it suitable for design research applications, which are often used in situations in which people have little time or motivation to report their moods. Mood is defined, a brief review of existing instruments is provided, and the development and validation of PAM is reported. Various design (research) applications are presented, illustrating that PAM can be used both as a tool for measurement (i.e. to enable researchers to measure the moods of their respondents) and as a tool for communication (i.e. to enable people to communicate their mood in social interactions).\u3c/p\u3

    Exploring opportunistic ambient notifications in the smart home to enhance quality of live

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    PMRI:Development of a pictorial mood reporting instrument

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    \u3cp\u3eMood capturing techniques are being used in research settings (e.g., lab evaluation and experience sampling) and to facilitate mood communication in mediated interaction (e.g., instant messaging and blogging). Instruments currently available tend to be either limited in expression or overly demanding. In this paper we describe our work-in-progress on the development of PMRI, a rich and easy-to-use pictorial mood-reporting instrument.\u3c/p\u3

    Towards a Deeper Understanding of the Behavioural Implications of Bidirectional Activity-Based Ambient Displays in Ambient Assisted Living Environments

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    In this chapter, we investigate the extent to which the real-time bidirectional exchange of activity information can influence context-awareness, social presence, social connectedness, and importantly interpersonal activity synchrony in mediated ambient assisted living (AAL) environments. Additionally, we describe the design, development, and assessment of a bidirectional ambient display platform to support real-time activity awareness and social connectedness in mediated AAL contexts. In a semi-controlled study, we evaluate a conglomerate of activity-based lighting displays, to determine the effects of real-time bidirectional deployment on behaviour and social connectedness. Exploiting everyday objects, human activity levels are projected with a Philips Hue lamp, LED wallet, and LED walking cane, which render this information based on predefined patterns of light. Results from the current study show tendencies toward (1) an increase in implicit social interactions (e.g., the sense of experienced social presence and connectedness), (2) more positive social behaviours between the elderly and their caregivers in mediated AAL contexts, and (3) sporadic moments of interpersonal activity synchrony however, further investigation is necessary to determine the extent of this variable in mediated AAL contexts
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