97 research outputs found
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Meta-Constraints: to aid interaction and to provide explanations
We explore the use of meta-constraints as a way of providing explanations to the user. Meta-constraints can provide a summary of the state of the CPS, and thus form a way of leaving out a large amount of detail that would be unhelpful to the user when dealing with a large problem. The ideas are illustrated through the problem of University students selecting modules for their studies
Assigning Satisfaction Values to Constraints: An Algorithm to Solve Dynamic Meta-Constraints
The model of Dynamic Meta-Constraints has special activity constraints which
can activate other constraints. It also has meta-constraints which range over
other constraints. An algorithm is presented in which constraints can be
assigned one of five different satisfaction values, which leads to the
assignment of domain values to the variables in the CSP. An outline of the
model and the algorithm is presented, followed by some initial results for two
problems: a simple classic CSP and the Car Configuration Problem. The algorithm
is shown to perform few backtracks per solution, but to have overheads in the
form of historical records required for the implementation of state.Comment: 11 pages. Proceedings ERCIM WG on Constraints (Prague, June 2001
Sprite Catcher: A Handheld Self Reflection and Mindfulness Tool for Mental Healthcare
This paper describes the rationale behind the ongoing development of Sprite Catcher - a handheld, tangible interactive tool for treating depression and anxiety. The current design, which is intended to encourage the user to practice self-reflection and mindfulness, is the product of participatory design conducted with counsellors from a local mental health charity and with a university psychology researcher. Through a review of previous work in this area, a description of a use scenario and an overview of the design's functions and concepts, we illustrate where the project is heading and which research questions we aim to respond to
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To buzz or not to buzz: improving awareness of posture through vibrotactile feedback
The iPosture' is a commercially available device which claims to improve posture. It is designed to deliver a vibrotactile buzz if the wearer slouches. We present the finding of a preliminary study evaluating the user experience of wearing it. Contrary to company claims, users found that it did not show them how to improve their posture but the buzzing did improve their body awareness
Good vibrations: Guiding body movements with vibrotactile feedback
We describe the ongoing development of a system to support the teaching of good posture and bowing technique to novice violin players. Using an inertial motion capture system we can track in real-time a playerтАЩs bowing action and how it deviates from a target trajectory set by their music teacher. The system provides real-time vibrotactile feedback on the correctness of the studentтАЩs posture and bowing action. We present the findings of an initial study that shows that vibrotactile feedback can guide arm movements in one and two dimension pointing tasks. The advantages of vibrotactile feedback for teaching basic bowing technique to novice violin players are that it does not place demands on the studentsтАЩ visual and auditory systems which are already heavily involved in the activity of music making, and is understood with little training
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Traceability and AOSD - From Requirements to Aspects
The traceability question is addressed through the development of a framework to go from requirements to aspects using the Design by Contract methodology. It is demonstrated that by starting at the requirements stage, and specifying an early aspect in the same semi-formal language as the system's existing requirements, we have the basis from which to design the aspects at the implementation stage. The language of pre- and post-conditions is shown to match closely that of aspects, in that pre-conditions match the aspect's pointcut, and the post-condition matches the advice part of the aspect. This thus gives us traceability from 'early aspects' to 'late aspects'. This approach will shed some light on the relationship between requirements and their refinements to pre- and post conditions, and the traceability of requirements in the face of reuse over time. The addition of a new crosscutting requirement is investigated in terms of the framework, demonstrating the relationship between early and late aspects and traceability. The framework promises to help with the design of the late aspects. We propose the concept of relevancy: information in a requirement beyond its specification as pre- and post-conditions, as a way of identifying join points
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Towards a real-time system for teaching novices good violin bowing technique
We describe the ongoing development of a system to support the teaching of good posture and bowing technique to novice violin players. Using an inertial motion capture system we can track in real-time: i) a playerтАЩs bowing action (and measure how it deviates from a target trajectory); ii) whether the player is holding their violin correctly. We detail some initial experiments that show that vibrotactile feedback can guide arm movements in one and two dimensions. We then present some preliminary findings from integrating the motion capture and feedback components into a prototype real-time training system. The advantages of vibrotactile feedback are that: i) it does not use the studentsтАЩ visual and auditory systems which are already involved in the activity of music making; ii) it is an intuitive way to guide body movements
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The Haptic Bracelets: Gait rehabilitation after Stroke
Restoring mobility and rehabilitation of gait are high priorities for rehabilitation of neurological conditions. Cueing using metronomic rhythmic sensory stimulation has been shown to improve gait, but most versions of this approach have used auditory and visual cues. In contrast, we propose the development of a prototype wearable system for rhythmic cueing based on haptics. The main aim of this research is to investigate how real-time gait monitoring and rhythmic haptic cueing can assist with gait rehabilitation for neurological conditions
Technology inspired design for pervasive healthcare
Pervasive healthcare technologies are increasingly using novel sensory devices that are able to measure phenomena that could not be measured before. To develop novel healthcare applications that use these largely untested technologies, it is important to have a design process that allows proper exploration of the capabilities of the novel technologies. We focus on the technology-inspired design process that was used in the development of a system to support posture and provide guidance by nudging people, and how this has lead us to explore pervasive healthcare applications
Collaboration in Pair Programming: driving and switching
This paper reports on an empirical study about the mechanisms of the collaboration of drivers and navigators in Pair Programming (PP) sessions. Based on video recordings of professional software developers, we analysed the mechanisms of role switches and how developers split the task of driving. We found that developers do not evenly contribute to the task of driving and that they spend on average a third of the session without any computer interaction focusing mainly on communication. In addition, our results show that most pairs switch roles frequently and that the frequency and fuidity of switches indicate a high level of engagement on the part of both developers
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