1,192 research outputs found
Contextual mobile adaptation
Ubiquitous computing (ubicomp) involves systems that attempt to fit in with usersâ context and interaction. Researchers agree that system adaptation is a key issue in ubicomp because it can be hard to predict changes in contexts, needs and uses. Even with the best planning, it is impossible to foresee all uses of software at the design stage. In order for software to continue to be helpful and appropriate it should, ideally, be as dynamic as the environment in which it operates. Changes in user requirements, contexts of use and system resources mean software should also adapt to better support these changes. An area in which adaptation is clearly lacking is in ubicomp systems, especially those designed for mobile devices. By improving techniques and infrastructure to support adaptation it is possible for ubicomp systems to not only sense and adapt to the environments they are running in, but also retrieve and install new functionality so as to better support the dynamic context and needs of users in such environments.
Dynamic adaptation of software refers to the act of changing the structure of some part of a software system as it executes, without stopping or restarting it. One of the core goals of this thesis is to discover if such adaptation is feasible, useful and appropriate in the mobile environment, and how designers can create more adaptive and flexible ubicomp systems and associated user experiences. Through a detailed study of existing literature and experience of several early systems, this thesis presents design issues and requirements for adaptive ubicomp systems. This thesis presents the Domino framework, and demonstrates that a mobile collaborative software adaptation framework is achievable. This system can recommend future adaptations based on a history of use. The framework demonstrates that wireless network connections between mobile devices can be used to transport usage logs and software components, with such connections made either in chance encounters or in designed multiâuser interactions.
Another aim of the thesis is to discover if users can comprehend and smoothly interact with systems that are adapting. To evaluate Domino, a multiplayer game called Castles has been developed, in which game buildings are in fact software modules that are recommended and transferred between players. This evaluation showed that people are comfortable receiving semiâautomated software recommendations; these complement traditional recommendation methods such as word of mouth and online forums, with the systemâs support freeing users to discuss more inâdepth aspects of the system, such as tactics and strategies for use, rather than forcing them to discover, acquire and integrate software by themselves
"English Institutions and the Irish Race": Race and Politics in Late Nineteenth-Century Australia
The Digital Revolution in Qualitative Research: Working with Digital Audio Data Through Atlas.Ti
Modern versions of Computer Assisted Qualitative Data Analysis Software (CAQDAS) are enabling the analysis of audio sound files instead of relying solely on text-based analysis. Along with other developments in computer technologies such as the proliferation of digital recording devices and the potential for using streamed media in online academic publication, this innovation is increasing the possibilities of systematically using media-rich, naturalistic data in place of transcribed 'de-naturalised' forms. This paper reports on a project assessing online learning materials that used Atlas.ti software to analyse sound files, and it describes the problems faced in gathering, analysing and using this data for report writing. It concludes that there are still serious barriers to the full and effective integration of audio data into qualitative research: the absence of 'industry standard' recording technology, the underdevelopment of audio interfaces in Atlas.ti (as a key CAQDAS package), and the conventional approach to data use in many online publication formats all place serious restrictions on the integrated use of this data. Nonetheless, it is argued here that there are clear benefits in pushing for resolutions to these problems as the use of this naturalistic data through digital formats may help qualitative researchers to overcome some long-standing methodological issues: in particular, the ability to overcome the reliance on data transcription rather than 'natural' data, and the possibility of implementing research reports that facilitate a more transparent use of 'reusable' data, are both real possibilities when using these digital technologies, which could substantially change the shape of qualitative research practice.CAQDAS, Recording Technology, Online Publication
Gaming on the edge: using seams in ubicomp games
Outdoor multi-player games are an increasingly popular application area for ubiquitous computing, supporting experimentation both with new technologies and new user experiences. This paper presents an outdoor ubicomp game that exploits the gaps or seams that exist in complex computer systems. Treasure is designed so that players move in and out of areas of wireless network coverage, taking advantage not only of the connectivity within a wireless âhotspotâ but of the lack of connectivity outside it. More broadly, this paper discusses how the notion of seamful design can be a source of design ideas for ubicomp games
Cricket, migration and diasporic communities
Ever since different communities began processes of global migration, sport has been an integral feature in how we conceptualise and experience the notion of being part of a diaspora. Sport provides diasporic communities with a powerful means for creating transnational ties, but also shapes ideas of their ethnic and racial identities. In spite of this, theories of diaspora have been applied sparingly to sporting discourses. Due mainly to its central role in spreading dominant white racial narratives within the British Empire, and the various ways different ethnic groups have âplayedâ with the meanings and associations of the sport in the (post-)colonial period, cricket is an interesting focus for academic research. Despite W.G. Graceâs claim that cricket advances civilisation by promoting a common bond, binding together peoples of vastly different backgrounds, to this day cricket operates strict symbolic boundaries; defining those who do, and equally, do not belong. C.L.R. Jamesâ now famous metaphor of looking âbeyond the boundaryâ captures the belief that, to fully understand the significance of cricket, and the sportâs roles in changing and shaping society, one must consider the wider social and political contexts within which the game is played. The collection of papers in this special issue does just that. Cricket acts as the point of departure in each, but the way in which ideas of power, representation and inequality are âplayed outâ is unique in each
Electrochemistry and application of a novel monosubstituted squarate electron-transfer mediator in a glucose oxidase-doped poly(phenol) sensor
Electrosynthetic poly(phenol) nanofilms were deposited in situ on platinum electrodes
in the presence and absence of glucose oxidase. The synthesis charges and currents of
the nonconducting polymer films were recorded at various applied potentials for films grown
from 25â100 mM phenol concentrations. Film parameters such as the standard rate constant
for film deposition, film thickness, and surface concentration of the poly(phenol) films were
evaluated from the cyclic and step voltammograms of the polymerization process. A novel
electron-transfer mediator consisting of monosubstituted 4-hydroxycyclobut-3-ene-1,2-dione
(squarate) was used as a mediator for Pt/poly(phenol) nano-film/GOx amperometric glucose
biosensors. Amperometric responses for 3-diphenylamino-4-hydroxycyclobut-3-ene-1,2-
dione (diphenylaminosquarate: E°âČ = of +328 mV/Ag-AgCl at pH 7.0)-mediated systems
were measured by both steady-state amperometric and cyclic voltammetry. The sensor sensitivity
was calculated to be 558 nA cm
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