587 research outputs found
Exploring proximity-based recommendation criteria as a tool for information exchange and interactions between locals and tourists
Sharing economy and contemporary tourism are two emerging concepts that urge to be investigated together with new ubiquitous and immersive technologies, in the tourism and hospitality sector. In this rich scenario, we designed and implemented ShareCities, a platform to foster remote direct information exchange and meaningful interactions among tourists and locals. Exploiting ShareCities we here present an extended analysis on the opportunity to use people-to-people recommendation criteria based on proximity. We hence defined three criteria which drove our analysis: i) profile similarity, ii) geographical proximity, and iii) random exploration. Through an online questionnaire, we collect answers from 126 young-adult students, obtaining a general positive interest in the three criteria but also concerns in terms of privacy, trust, and feeling of disorientation
Designing Interfaces to Display Sensor Data: A Case Study in the Human-Building Interaction Field Targeting a University Community
The increase of smart buildings with Building Information Modeling (BIM) and Building Management Systems (BMS) has created a large amount of data, including those coming from sensors. These data are intended for monitoring the building conditions by authorized personnel, not being available to all building occupants. In this paper, we evaluate, from a qualitative point of view, if a user interface designed for a specific community can increase occupants’ context-awareness about environmental issues within a building, supporting them to make more informed decisions that best suit their needs. We designed a user interface addressed to the student community of a smart campus, adopting an Iterative Design Cycle methodology, and engaged 48 students by means of structured interviews with the aim of collecting their feedback and conducting a qualitative analysis. The results obtained show the interest of this community in having access to information about the environmental data within smart campus buildings. For example, students were more interested in data about temperature and brightness, rather than humidity. As a further result of this study, we have extrapolated a series of design recommendations to support the creation of map-based user interfaces that we found to be effective in such contexts
Halogen-Imparted Reactivity in Lithium Carbenoid Mediated Homologations of Imine Surrogates: Direct Assembly of bis-Trifluoromethyl-β-Diketiminates and the Dual Role of LiCH2I
On exploiting Data Visualization and IoT for Increasing Sustainability and Safety in a Smart Campus
In a world that is getting increasingly digital and interconnected, and where more and more physical objects are integrated into the information network (Internet of Things, IoT), Data Visualization can facilitate the understanding of huge volumes of data. In this paper, we present the design and implementation of a testbed where IoT and Data Visualization have been exploited to increase the sustainability and safety of the Cesena (Smart) Campus. In particular, we detail the overall system architecture and the interactive dashboard that facilitates the management of the campus premises and the timetabling. Exploiting our system, we show how we can improve the campus sustainability (in terms of energy saving) and safety (considering the COVID-19 restrictions and regulations)
Efeitos da primeira poda em povoamentos jovens de Pinus taeda L. estabelecidos em Mafra, SC, região do alto rio negro.
bitstream/item/101227/1/PA-1983-Abrens-EfeitoPrimeira.pd
N-Functionalization of Azoles via Coupling Reactions with Alkoxydienyl and Alkoxystyryl Boronic Esters
On supporting university communities in indoor wayfinding: An inclusive design approach
Mobility can be defined as the ability of people to move, live and interact with the space. In this context, indoor mobility, in terms of indoor localization and wayfinding, is a relevant topic due to the challenges it presents, in comparison with outdoor mobility, where GPS is hardly exploited. Knowing how to move in an indoor environment can be crucial for people with disabilities, and in particular for blind users, but it can provide several advantages also to any person who is moving in an unfamiliar place. Following this line of thought, we employed an inclusive by design approach to implement and deploy a system that comprises an Internet of Things infrastructure and an accessible mobile application to provide wayfinding functions, targeting the University community. As a real word case study, we considered the University of Bologna, designing a system able to be deployed in buildings with different configurations and settings, considering also historical buildings. The final system has been evaluated in three different scenarios, considering three different target audiences (18 users in total): i. students with disabilities (i.e., visual and mobility impairments); ii. campus students; and iii. visitors and tourists. Results reveal that all the participants enjoyed the provided functions and the indoor localization strategy was fine enough to provide a good wayfinding experience
Designing human-centric software artifacts with future users: a case study
The quality and quantity of participation supplied by human beings during the different phases of the design and development of a software artifact are central to studies in human-centered computing. With this paper, we have investigated on what kind of experienced people should be engaged to design a new computational artifact, when a participatory approach is adopted. We compared two approaches: the former including only future users (i.e., novices) in the design process, and the latter enlarging the community to expert users. We experimented with the design of a large software artifact, in use at the University of Bologna, engaging almost 1500 users. Statistical methodologies were employed to validate our findings. Our analysis has provided mounting evidence that expert users have contributed to the design of the artifact only by a small amount. Instead, most of the innovative initiatives have come from future users, thus surpassing some traditional limitations that tend to exclude future users from this kind of processes. We here challenge the traditional opinion that expert users provide typically a more reliable contribution in a participatory software design process, demonstrating instead that future users would be often better suited. Along this line of sense, this is the first paper, in the field of human-centric computing, that discusses the relevant question to offer to future users a larger design space, intended as a higher level of freedom given in a software design situation, demarcated by precise design constraints. In this sense, the outcome has been positiv
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