2,207 research outputs found
Applications of the AVE-Sesame data sets to mesoscale studies
Data collected by the lightning data concentrator are available for research. The Mark 3 McIDAS capability provides greater flexibility for the Marshall user community and serves as a model of future UW McIDAS to remote computer links. Techniques were investigated for the display of dynamic 3-D data sets. To date the most promising display technology is a polarized two CRT perspective display which allows both dynamic 3-D images and graphics presentations with full color capability. Algorithms were for the preparation and display of conventional and satellite based weather data in 3-D. These include gridding, contouring, and streamlining processors which operate on both real time and case study data bases. An upper air trajectory model was implemented which creates a display of air parcel trajectories in perspective 3-D. A subsystem for the generation of 3-D solid surface display with shading and hidden surface display with shading and hidden surface removal was tested and its products are currently being evaluated. Motion parallax introduced by moving the point of observation during display is an important depth cue, which, when added to the perspective parallax creates a very realistic appearing display
Resist, comply or workaround? An examination of different facets of user engagement with information systems
This paper provides a summary of studies of user resistance to Information Technology (IT) and identifies workaround activity as an understudied and distinct, but related, phenomenon. Previous categorizations of resistance have largely failed to address the relationships between the motivations for divergences from procedure and the associated workaround activity. This paper develops a composite model of resistance/workaround derived from two case study sites. We find four key antecedent conditions derived from both positive and negative resistance rationales and identify associations and links to various resultant workaround behaviours and provide supporting Chains of Evidence from two case studies
Resources for situated actions
In recent years, advances in software tools have made it easier to analyze interactive system specifications, and the range of their possible behaviors. However, the effort involved in producing the specifications of the system is still substantial, and a difficulty exists regarding the specification of plausible behaviors on the part of the user. Recent trends in technology towards more mobile and distributed systems further exacerbates the issue, as contextual factors come in to play, and less structured, more opportunistic behavior on the part of the user makes purely task-based analysis difficult. In this paper we consider a resourced action approach to specification and analysis. In pursuing this approach we have two aims - firstly, to facilitate a resource-based analysis of user activity, allowing resources to be distributed across a number of artifacts, and secondly to consider within the analysis a wider range of plausible and opportunistic user behaviors without a heavy specification overhead, or requiring commitment to detailed user models.We acknowledge with thanks EPSRC grant EP/F01404X/1 and FCT/FEDER grant POSC/EIA/56646/2004. Michael Harrison is grateful to colleagues in the ReSIST NoE (www.resit-noe.org)
Physicality and Cooperative Design
CSCW researchers have increasingly come to realize that material work setting and its population of artefacts play a crucial part in coordination of distributed or co-located work. This paper uses the notion of physicality as a basis to understand cooperative work. Using examples from an ongoing fieldwork on cooperative design practices, it provides a conceptual understanding of physicality and shows that material settings and co-worker’s working practices play an important role in understanding physicality of cooperative design
In-the-loop or on-the-loop? Interactional arrangements to support team coordination with a planning agent
In this paper we present the study of interactional arrangements that support the collaboration of headquarters (HQ), field responders and a computational planning agent in a time-critical task setting created by a mixed-reality game. Interactional arrangements define the extent to which control is distributed between the collaborative parties.We provide two field trials, one to study an “on-the-loop” arrangement in which HQ monitors and intervenes in agent instructions to field players on demand, and the other to study a version that places headquarters more tightly “in-the-loop”. The studies provide and understanding of the sociotechnical collaboration between players and the agent in these interactional arrangements, by conducting interaction analysis of video recordings and game log data. The first field trial focuses on the collaboration of field responders with the planning agent. Findings highlight how players negotiate the agent guidance within the social interaction of the collocated teams. The second field trial focuses on the collaboration between the automated planning agent and the headquarters. We find that the human coordinator and the agent can successfully work together in most cases, with human coordinators inspecting and ‘correcting’ the agent-proposed plans. Through this field trial-driven development process, we generalise interaction design implications of automated planning agents around the themes of supporting common ground and mixed-initiative planning
An Action-Based Approach to Presence: Foundations and Methods
This chapter presents an action-based approach to presence. It starts by briefly describing the theoretical and empirical foundations of this approach, formalized into three key notions of place/space, action and mediation. In the light of these notions, some common assumptions about presence are then questioned: assuming a neat distinction between virtual and real environments, taking for granted the contours of the mediated environment and considering presence as a purely personal state. Some possible research topics opened up by adopting action as a unit of analysis are illustrated. Finally, a case study on driving as a form of mediated presence is discussed, to provocatively illustrate the flexibility of this approach as a unified framework for presence in digital and physical environment
Robot life: simulation and participation in the study of evolution and social behavior.
This paper explores the case of using robots to simulate evolution, in particular the case of Hamilton's Law. The uses of robots raises several questions that this paper seeks to address. The first concerns the role of the robots in biological research: do they simulate something (life, evolution, sociality) or do they participate in something? The second question concerns the physicality of the robots: what difference does embodiment make to the role of the robot in these experiments. Thirdly, how do life, embodiment and social behavior relate in contemporary biology and why is it possible for robots to illuminate this relation? These questions are provoked by a strange similarity that has not been noted before: between the problem of simulation in philosophy of science, and Deleuze's reading of Plato on the relationship of ideas, copies and simulacra
Task analysis for error identification: Theory, method and validation
This paper presents the underlying theory of Task Analysis for Error Identification. The aim is to illustrate the development of a method that has been proposed for the evaluation of prototypical designs from the perspective of predicting human error. The paper presents the method applied to representative examples. The methodology is considered in terms of the various validation studies that have been conducted, and is discussed in the light of a specific case study
Searching for music: understanding the discovery, acquisition, processing and organization of music in a domestic setting for design
This series of studies make it clear that a wide range of both physical and digital resources are involved in domestic music consumption. The selection of digital resources is particularly evident, and it can be observed that domestic music consumption is a fragmented business, taking advantage of many different "channels'' for getting, using and preparing music. While there are not a series of common channels, each home displayed a variety of methods in respect to using metadata in multiple different modalities: regardless, the activities involved in getting, using and preparing music cohere through a noticeable, emergent set of workflows. We find that not only does metadata support searching, as one might expect, but also it pervades all parts of the workflow and is used in real-time as a reflexive artifact and in terms of its future perceived/prescribed use. The findings of the research raise a series of possibilities and issues that form the basis for understanding and designing for metadata use
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