Comparative Evaluation among Diverse Interaction Techniques in Three Dimensional Environments | | BIBAK | Full-Text | 3-12 | |
Giannis Drossis; Dimitris Grammenos; Maria Bouhli; Ilia Adami; Constantine Stephanidis | |||
This paper reports on the results of a user-based evaluation that was
conducted on a 3D virtual environment that supports diverse interaction
techniques. More specifically, the interaction techniques that were evaluated
were touch, gestures (hands and legs) and the use of a smart object. The goal
of the experiment was to assess the effectiveness of each interaction modes as
a means for the user to complete common tasks within the application. A
comparison is attempted in order to provide an insight to the suitability of
each technique and direct future research in the area. Keywords: multimodal interaction; 3D user interfaces; gestural interaction; usability
evaluation; comparative evaluation |
Understanding the Influence of Viewpoint and Image Geometry in Linear Perspective Paintings to Enhance Embodied Interaction | | BIBAK | Full-Text | 13-21 | |
Franziska Hannß; Rainer Groh | |||
Museums are attracted by new technologies, for example tracking systems and
multitouch displays. They try to include them into their concepts, to expand
the access to the artifacts. The intention of this work appears out of the
image geometry of a linear perspective painting. We assume that the position of
the perspective painting on the wall should depend on the observer's viewpoint.
To prove this hypothesis we undertook an experiment with 20 participants and
four perspective paintings. We detected a relevant connection between observer
and the image geometry of the painting. Accordingly the observer, the room in
front of the painting and the image itself are related together. Therefor this
relation of the parameters is part of the research field of embodied
interaction. Keywords: body; movement; embodied interaction; image geometry; perspective paintings;
interactive environments |
Long-Range Hand Gesture Interaction Based on Spatio-temporal Encoding | | BIBA | Full-Text | 22-31 | |
Jaewon Kim; Gyuchull Han; Ig-Jae Kim; Hyounggon Kim; Sang Chul Ahn | |||
We present a novel hand gesture interaction method which has a long-range working space (1m~5m) overcoming conventional approaches' limitations in cost-performance dependency. Our camera-free interaction system is composed of a pair of lighting device and an instrumented glove with photosensor markers. The lighting devices spatiotemporally encode user's interaction space via binary infrared light signals and markers' 3D position at fingertips is tracked at high speed (250 Hz) and fair accuracy (5mm at 3m working distance). Each marker consisting of a photosensor array allows a wide sensing range and minimizes fingers' self-occlusion. Experiment results demonstrate various applications where hand gestures are recognized as input commands to interact with digital information mimicking natural human hand gestures toward real objects. Our system has strengths in accuracy, speed, low price, and robustness comparing with conventional long-range interaction techniques. Ambiguity-free nature in marker recognition and little cost-performance dependency are additional advantages of our method. |
A Taxonomy-Based Approach towards NUI Interaction Design | | BIBAK | Full-Text | 32-41 | |
Florian Klompmaker; Volker Paelke; Holger Fischer | |||
The rapid development in the domain of Natural User Interfaces (NUIs) and
the proliferation of the hardware required to implement them places an
increasing burden on interaction designers. Designers should be aware of
research results relevant to their interaction problem but the increasing
volume of NUI related research makes it difficult and thus hinders the
development of usable real-world products. To address this problem, we have
developed a decision-making tool that uses an interaction taxonomy in
combination with definable application requirements. Using our tool, designers
as well as HCI researchers can search for existing guidelines for a specific
interaction problem fast and easily. In this paper we present the structure of
the taxonomy, the decision-making process and tool as well as an evaluation and
discussion of the overall approach. Keywords: Interaction Design; Taxonomy; 3D User Interfaces; Tangible Interaction;
Embodied Interaction; Geo-Visualization; Virtual Reality |
Fusion of Color and Depth Video for Human Behavior Recognition in an Assistive Environment | | BIBA | Full-Text | 42-51 | |
Dimitrios I. Kosmopoulos; Paul Doliotis; Vassilis Athitsos; Ilias Maglogiannis | |||
In this paper we investigate the effects of fusing feature streams extracted from color and depth videos, aiming to monitor the actions of people in an assistive environment. The output of fused time-series classifiers is used to model and extract actions. To this end we compare the Hidden Markov model classifier and fusion methods like early, late or state fusion. Our experiments employ a public dataset, which was acquired indoors. |
Subtle, Natural and Socially Acceptable Interaction Techniques for Ringterfaces -- Finger-Ring Shaped User Interfaces | | BIBAK | Full-Text | 52-61 | |
Mikko J. Rissanen; Samantha Vu; Owen Noel Newton Fernando; Natalie Pang; Schubert Foo | |||
This study analyzes interaction techniques in previously proposed 16 user
interface concepts that utilize the form factor of a finger-ring, i.e.
"ringterfaces". We categorized the ringterfaces according to their interaction
capabilities and critically examined how socially acceptable, subtle and
natural they are. Through this analysis we show which kind of ringterfaces are
likely to become general-purpose user interfaces and what factors drive their
development toward commercial applications. We highlight the need for studying
context awareness in ambient intelligence environments and end-user programming
in future research on ringterfaces. Keywords: Interaction techniques; Subtle interaction; Social acceptability; Natural
user interface; Finger-ring |
MTIS: A Multi-Touch Text Input System | | BIBAK | Full-Text | 62-71 | |
Michael Schmidt; Anja Fibich; Gerhard Weber | |||
Entering text by gesture alphabets is not one of the most efficient methods.
However, there are special applications and contexts where it shows advantages.
Input with little focus of attention is possible and, for short phrases,
transition to other input options may be more involving. The work at hand
presents a new multi-touch gesture alphabet. Multi-touch can accelerate gesture
input and provides the diversity that allows to confine to single strokes that
demand less attention. We analyzed the characteristics of the alphabet and
compared it to a single-touch variant. Detailed investigations of text input by
gestures and results of a user study are provided. The investigations revealed
preferences of users and showed the need for individualization and
self-definition of gestures. To meet this demands, our approach for classifying
template defined letters is demonstrated. Keywords: gesture alphabet; text input; classification; recognition; template-based;
multi-touch |
Enabling Interactive Surfaces by Using Mobile Device and Conductive Ink Drawing | | BIBAK | Full-Text | 72-77 | |
Shu-Chuan Chiu; Chen-Wei Chiang; Kiyoshi Tomimatsu | |||
Tangible user interfaces enable users to interact with digital information
by directly interacting with physical objects. Aesthetic interaction is about
triggering imagination, it is thought provoking and encourages people to think
differently about the encountered interactive systems, what they do and how
they might be used differently to serve differentiated goals. The aesthetic
experience is one of the main elements in interaction design. We propose to
combine ubiquitous computing with aesthetic interaction. In this paper, we
present a new aesthetic interaction concept, a technology that enables
aesthetic interaction on capacitive multi-touch devices. Our proposed a kit
consists of iPhone device (Tangible device) and conductive ink sketching. We
supply user draw lines or any sketches on it via conductive ink, which makes
the simply interaction connection between the iPhone's capacitive touch screen.
Sketching conductive ink on a paper creates an aesthetic interaction by the
capacitive surfaces. Keywords: Interaction design; Tangible device; Conductive ink drawing; Musical and
Light composition |
How to Click in Mid-Air | | BIBA | Full-Text | 78-86 | |
Florian van de Camp; Alexander Schick; Rainer Stiefelhagen | |||
In this paper, we investigate interactions with distant interfaces. In particular, we focus on how to issue mouse click like commands in mid-air and we propose a taxonomy for distant one-arm clicking gestures. The gestures are divided into three main groups based on the part of the arm that is responsible for the gesture: the fingers, the hand, or the arm. We evaluated nine specific gestures in a Wizard of Oz study and asked participants to rate each gesture using a TLX questionnaire as well as to give an overall ranking. Based on the evaluation, we identified groups of gestures of varying acceptability that can serve as a reference for interface designers to select the most suitable gesture. |
PhotoLoop: Implicit Approach for Creating Video Narration for Slideshow | | BIBAK | Full-Text | 87-96 | |
Keita Watanabe; Koji Tsukada; Michiaki Yasumura | |||
People often have difficulty in browsing a massive number of pictures. To
solve this problem, we focused on the activities of people who share slideshows
with their friends: that is, they often talk about the each picture shown on
the display. We think these activities are useful as narrations for the
slideshows. Therefore, we propose a novel slideshow system, PhotoLoop, which
can automatically capture people's activities while watching slideshows using
video/audio recordings and integrates them (slideshows and video narrations) to
create attractive contents. In this paper, first, we describe people's behavior
while watching slideshows. Next, we present the PhotoLoop prototype based on
our observations. Finally, we confirm the effectiveness of the system through
evaluation and discussion. Keywords: Photograph; Slideshow; Narration; Implicit creation |
A Human-Probe System That Considers On-body Position of a Mobile Phone with Sensors | | BIBAK | Full-Text | 99-108 | |
Kaori Fujinami; Yuan Xue; Satoshi Murata; Shigeki Hosokawa | |||
In recent years, various sensors are embedded into a so-called smartphone. A
human-probe community is paying great attention to a smartphone as a sensing
node because it allows users to participate sensing activity easily. However,
on-body localization of a sensor is critical issue if we utilize a smartphone
as a sensing platform for human-probe. For instance, acceleration, temperature
or humidity values are affected significantly by on-body position of a
terminal.
In this paper, we propose a human-probe system that considers on-body position of a sensor. A general architecture is presented, and a heatstroke alert map is implemented, which visualizes a risk of heatstroke by taking into account on-body position of a sensor. Additionally, we introduce TALESEA, which is an external environmental sensing module for an Android smartphone. Keywords: environmental sensing; human-probe; heatstroke; smartphone; on-body
positional of a device |
Multi-person Identification and Localization for Ambient Assistive Living | | BIBAK | Full-Text | 109-114 | |
Georgios Galatas; Shahina Ferdous; Fillia Makedon | |||
In this paper, we present a novel, non-intrusive system that uses RFID
technology and the Kinect sensor in order to identify and track multiple people
in an assistive apartment. RFID is used for both identification and location
estimation while information from the Kinect sensor is used for accurate
localization. Data from the various modalities is fused using two techniques.
During the experiments conducted, our system exhibited high accuracy, thus
proving the effectiveness of the proposed design. Keywords: Person localization; context-awareness; multi-sensory fusion; depth
information; Microsoft Kinect; RFID |
Unobtrusive Recognition of Working Situations | | BIBAK | Full-Text | 115-121 | |
Tobias Grosse-Puppendahl; Sebastian Benchea; Felix Kamieth; Andreas Braun; Christian Schuster | |||
In many countries, people are obliged to remain in their jobs for a long
time. This results in an increased number of elderly people with certain
disabilities in working life. Therefore, a support with technical assistance
systems can avoid further health risks and help employees in their everyday
life. An important step for offering a suitable assistance is the automatic
recognition of working situations. In this paper we explore the unobtrusive
data acquisition and classification of working situations above a tabletop
surface. Therefore, a grid of capacitive sensors is deployed directly
underneath the tabletop. Keywords: activity recognition; capacitive sensing; working situations |
Blog Based Personal LBS | | BIBAK | Full-Text | 122-127 | |
Hideki Kaji; Masatoshi Arikawa | |||
One of the problems in the current commercial LBS (Location-based Service)
is weak functionality for users to use their own generated content on the LBS.
This paper proposes a new framework of Personal LBS which solves the problem by
using blog as both a description language for the extension and a simple CMS
(Content Management System). A blog entry is a kind of story. Better a story
is, more easily and efficiently readers can understand it. One of the most
important LBS applications is a location-based guided tour which can be created
as geotagged stories on a blog. The framework allows the geotagged stories to
be moved from a blog to a local software application on mobile devices as story
packages for publishing, reproducing and exchanging on LBS. We also discuss the
capability and importance of personal LBS for location-based communication
among ourselves, families, friends, groups and all users beyond time. Keywords: Blog; Geotag; Location-based service; Story-based LBS package; User
generated content; private content; sustainability |
Detecting Emotion from Dialogs and Creating Personal Ambient in a Context Aware System | | BIBAK | Full-Text | 128-137 | |
Lun-Wei Ku; Cheng-Wei Sun | |||
This paper presents a personal ambient creation system, IlluMe, which
detects users' emotion from their chatting context in instant messages and then
analyze them to recommend suitable lighting and music to create a personal
ambient. The system includes a mechanism for recording users' feedback of the
provided ambient to learn their preference. The aim of the proposed system is
to link human language and emotion with the computer created environment
seamlessly. To achieve this, we propose four approaches to calculate emotion
scores of words: Topical Approach, Emotional Approach, Retrieval Approach and
Lexicon Approach. Natural language processing techniques such as normalization,
part of speech tagging, word bigram utilization, and sentiment dictionaries
lookup are incorporated to enhance system performance. Experiments results are
shown and discussed, from which we find the system satisfactory and several
future research directions are inspired. Keywords: emotion detection; blog articles; instant messages; ambient creation;
context aware system |
Creating Rule Sets for Smart Environments through Behavior Recording | | BIBAK | Full-Text | 138-143 | |
Alexander Marinc; Tim Dutz; Felix Kamieth; Maxim Djakow; Pia Weiss | |||
In recent years, there has been a steady rise in the installation of smart
environment systems. These systems can consist of a wide range of sensors and
actuators and as such can become very complex, which brings the average user to
the limits of her technical understanding. Consequently, innovative methods are
required to simplify the interaction with such systems. This paper describes an
approach for recording events triggered by a user and for linking those to
actuator effects. Through this, even those end-users who are inexperienced with
modern day technology can create custom rule sets for smart environment
systems. Keywords: Smart Environments; User Interaction; Behavior Recording |
The Mobile Context Framework: Providing Context to Mobile Applications | | BIBAK | Full-Text | 144-153 | |
Luís Oliveira; António Nestor Ribeiro; José Creissac Campos | |||
The spread of mobile devices in modern societies has forced the industry to
create software paradigms to meet the new challenges it faces. Some of these
challenges are the huge heterogeneity of devices or the quick changes of users'
context. In this scenario, context becomes a key element, enabling mobile
applications to be user centric and adapt to user requirements. The Mobile
Context Framework, proposed in this paper, is a contribution to solve some of
these challenges. Using Web servers running on the devices, context data can be
provided to web applications. Besides the framework's architecture, a prototype
is presented as proof of concept of the platform's potential. Keywords: Context; mobile devices; mobile web servers; RIA; Web 2.0 |
Web Based Me-Centric Resource Management System for Pervasive Environment | | BIBAK | Full-Text | 154-162 | |
Daeil Seo; Sang Chul Ahn; Heedong Ko | |||
This paper presents a design and implementation of a web-based scalable
me-centric resource management platform to support pervasive applications. The
proposed system, LinkMe, builds me-centric overlay network, a private network
of resources, for managing devices located in the user's situated environment,
as permitted resources. A resource may be atomic or a set of fine-grained
resources. By this resource hierarchy, pervasive applications can choose a
variety of resources combinations based tasks situated in the physical
environment. Using web, resources are identified by URI and can be manipulated
using HTTP verbs. Pervasive application can access resources using a set of
RESTful APIs. To reduce technical barrier, developers can choose proper
resources using URI and build a pervasive application easily based on web
technologies such as HTML5, CSS and JavaScript. Keywords: Me-centric; Resource management system; Pervasive; Resource decomposition;
Web technology; URI; HTML5; CSS; JavaScript |
SemanticRadar: AR-Based Pervasive Interaction Support via Semantic Communications | | BIBA | Full-Text | 163-172 | |
Heesuk Son; Byoungoh Kim; Taehun Kim; Dongman Lee; Soon Joo Hyun | |||
Augmented Reality (AR) overlays relevant virtual information onto a real world view and allows the user to interact and virtually manipulate surroundings. Since virtual information resides not only in a virtual space, but also in a physical space, users can be spontaneously given a number of opportunities for enriched interactions with their environments. In this paper, we propose an AR-based pervasive interaction support, SemanticRadar, which allows a user to spontaneously interact with smart objects through semantic communications, leveraging the placeness of a user's current location. |
Architecture for Organizing Context-Aware Data in Smart Home for Activity Recognition System | | BIBAK | Full-Text | 173-182 | |
Konlakorn Wongpatikaseree; Junsoo Kim; Yoshiki Makino; Azman Osman Lim; Yasuo Tan | |||
Knowing human activity in each day is relevant information in several
purposes. However, existing activity recognition systems have limitation to
identify the human activity because they cannot get the appropriate information
for recognition. To address this limitation, we present three relevant
components in Context-aware Activity Recognition Engine (CARE) architecture for
organizing context-aware information in home. First, we introduce Context
Sensor Network (CSN). The CSN provides the raw environment information from the
diversity of sensors. Second, data manager component is proposed to process the
pre-processing in the raw data from the CSN. The data must be normalized and
transformed in order to make the system more efficient. The last component is
system repository that composes of three essential tasks for controlling the
information in the system. In this paper, the ontology based activity
recognition (OBAR) system is used to evaluate the data from proposed
components. The high accuracy of results can refer to the well organization of
proposed components. Keywords: Human activity; context-aware activity recognition engine; ontology based
activity recognition |
A Context-Aware Middleware for Interaction Device Deployment in AmI | | BIBAK | Full-Text | 183-192 | |
Tao Xu; Huiliang Jin; Bertrand David; René Chalon; Yun Zhou | |||
Miniaturization of smart devices and sensors, as well as widespread use of
new interaction modalities make Ambient Intelligence (AmI) not a prospect for
the future but an impending reality of existence. This requires methods for
solving the issues on how to integrate interaction devices into a context-aware
environment. We thus designed a middleware to provide a promising approach. Our
middleware adopts a two-layer structure. The low layer is the enterprise
service bus, which is in charge of integrating context sensors and interaction
devices, and of discovering context. The high layer is the versatile context
interpreter, which is responsible for context inference, expressive query, and
persistent storage. Finally, we implemented the prototype of this middleware on
the street and store marketing scenario. Keywords: Middleware; Context Awareness; Ambient Intelligence; Human Computer
Interaction |
How Does User Feedback to Video Prototypes Compare to that Obtained in a Home Simulation Laboratory? | | BIBA | Full-Text | 195-204 | |
Prina Bajracharya; Thelxi Mamagkaki; Alexandra Pozdnyakova; Mariana Viera da Fonseca Serras Pereira; Tetiana Zavialova; Tin de Zeeuw; Pavan Dadlani; Panos Markopoulos | |||
This paper compares the user feedback obtained from viewing a video prototype of a domestic Ambient Intelligence application called MatchMaker to that obtained by evaluating the user experience in a home simulation laboratory. The video was reverse engineered, from the final application to ensure that it provides a valid representation of the system tested in the lab. The comparison indicates that video prototypes give results consistent with the laboratory evaluation. It seems to be harder to uncover issues of appropriation of the technology as only a narrow and typically normative use of it is shown on a video prototype. Given the ease with which feedback from many people can be collected, video prototyping seems better able to identify variety of contextual factors that may influence acceptance and use of the intended system. |
Experience the World with Archetypal Symbols: A New Form of Aesthetics | | BIBAK | Full-Text | 205-214 | |
Huang-Ming Chang; Leonid Ivonin; Marta Diaz; Andreu Catala; Wei Chen; Matthias Rauterberg | |||
According to the theories of symbolic interactionism, phenomenology of
perception and archetypes, we argue that symbols play the key role in
translating the information from the physical world to the human experience,
and archetypes are the universal knowledge of cognition that generates the
background of human experience (the life-world). Therefore, we propose a
conceptual framework that depicts how people experience the world with symbols,
and how archetypes relate the deepest level of human experience. This framework
indicates a new direction of research on memory and emotion, and also suggests
that archetypal symbolism can be a new resource of aesthetic experience design. Keywords: Human Experience; Symbols; Phenomenology; Archetypes |
A Prototyping and Evaluation Framework for Interactive Ubiquitous Systems | | BIBAK | Full-Text | 215-224 | |
Christine Keller; Romina Kühn; Anton Engelbrecht; Mandy Korzetz; Thomas Schlegel | |||
Ubiquitous systems often come with innovative design ideas and interaction
concepts. To enhance and ensure the user's acceptance, it is necessary to test
and evaluate those ideas in early design stages. In addition, early tests also
validate the feasibility of those concepts. Rapid prototyping of ubiquitous
systems enables researchers and practitioners to quickly test and implement new
ideas, but is also necessary in iterative system development. We introduce a
framework that supports rapid prototyping and evaluation of ubiquitous
interactive systems using a modular approach, incorporating different
interaction modes. Keywords: Rapid Prototyping; Framework; Ubiquitous Systems; Interaction |
Parametric Ideation: Interactive Modeling of Cognitive Processes | | BIBAK | Full-Text | 225-234 | |
Jörg Rainer Noennig; Sebastian Wiesenhütter | |||
Our paper contributes to discourses on Computer Aided Thinking and
introduces new techniques for the modeling of mental processes. The objective
of our investigations is to support the description and creation of ideas
through physical externalizations of cognition, and their subsequent
translation into evolutionary algorithms. Through different types of tangible
idea models derived from architectural design practice, we developed spatial
representations of complex knowledge dynamics. As a central method we employed
Parametric Design, a new way of spatial-architectural modeling. Keywords: Computer Aided Thinking; Idea Creation; Parametric Design; Physical
Modelling; Spatial representation |
Requirements for Applying Simulation-Based Automated Usability Evaluation to Model-Based Adaptive User Interfaces for Smart Environments | | BIBAK | Full-Text | 235-244 | |
Michael Quade; Andreas Rieger; Sahin Albayrak | |||
Users in smart environments benefit from context-aware applications that are
able to adapt their user interfaces (UI) to specific situations. In the same
way as the development of adaptive applications poses high demands on the
designers, the evaluation of their usability also becomes more complex and time
consuming because the context of use and different adaptation variants need to
be considered. While automated usability evaluations cannot fully replace user
tests in this domain, they can be applied to multiple adaptation variants at an
early stage of development and thus reduce time and complexity. This paper
presents general requirements for applying automated model-based usability
evaluations that apply simulated user interaction as an approach to evaluate
UIs of adaptive applications based on the underlying development models. Keywords: automated usability evaluation; adaptive user interfaces; model-based UI
development; smart environments |
A User-Centered-Design Perspective on Systems to Support Co-located Design Collaboration | | BIBAK | Full-Text | 245-254 | |
Javier Quevedo-Fenández; Derya Ozcelik-Buskermolen; Jean-Bernard Martens | |||
This paper describes a context mapping study that was conducted with
designers from three companies to elicit design design-relevant insights into
systems that can more optimally support co-located design collaboration. The
study aim is to better understand the current and envisioned way of working of
design professionals. The main results are a series of considerations regarding
preferred ways to: 1) bring and share information in meetings, 2) document
their outcome, 3) support multi-user interactions, 4) deal with social norms
and protocols, 5) fit the exiting workflow, and 6) facilitate remote
collaboration. Keywords: Groupware; Human activity modeling and support; Ambient and Pervasive
Interactions; CSCW; UCD |
Design Considerations for Leveraging Over-familiar Items for Elderly Health Monitors | | BIBAK | Full-Text | 255-261 | |
Edward Wang; Samantha Ipser; Patrick Little; Noah Duncan; Benjamin Liu; Shinsaku Nakamura | |||
Japan is facing the phenomenon of an aging population. Elderly individuals
in Japan are becoming increasingly isolated, with no one to look after him or
her as the elderly individual's health deteriorates. To prevent this decline in
elderly individuals, the Japanese government has been introducing various
devices to monitor the health of elderly individuals. However, existing
products in Japan do not fully address customer needs because they focus solely
on functionality. As a result, elderly individuals that do not depend on
monitoring may find the system too inconvenient. However, it is still important
for elderly individuals in good health to be monitored to identify risks and
prevent a decline in health. Therefore, health monitor designers must reduce
the inconvenience to the user caused by systems that monitor elderly
individuals. Keywords: User Interface; Health Monitoring; Gernotechnology |
Portable Health Clinic: A Pervasive Way to Serve the Unreached Community for Preventive Healthcare | | BIBAK | Full-Text | 265-274 | |
Ashir Ahmed; Sozo Inoue; Eiko Kai; Naoki Nakashima; Yasunobu Nohara | |||
One billion people (15% of the world population) are unreached in terms of
accessing to quality healthcare service. Insufficient healthcare facilities and
unavailability of medical experts in rural areas are the two major reasons that
kept the people unreached to healthcare services. Recent penetration of mobile
phone and the unmet demand to basic healthcare services, remote health
consultancy over mobile phone became popular in developing countries. In this
paper, we introduce two such representative initiatives from Bangladesh and
discuss the technical challenges they face to serve a remote patient. To solve
these issues, we have prototyped a portable health clinic box with necessary
diagnostic tools, we call it a "portable clinic" and a software tool,
"GramHealth" for archiving and searching patients' past health records. We
carried out experiments in three remote villages and in two commercial
organizations in Bangladesh by collaborating with local organization to observe
the local adoption of the technology. We also monitored the usability of the
portable clinic and verified the functionality of "GramHealth". We display the
qualitative analysis of the results obtained from the experiment. GramHealth DB
has a unique combination of structured, semi-structured and un-structured data
which can be considered as BigData. We have partly analyzed the data manually
to find common set of rules to build a better clinical decision support. The
model of analyzing the GramHealth BigData is also presented. Keywords: Portable Clinic; Personal Health Records (PHR); Remote Health Consultancy;
BigData; CDSS (Clinical Decision Support System) |
Do Strollers in Town Needs Recommendation?: On Preferences of Recommender in Location-Based Services | | BIBAK | Full-Text | 275-283 | |
Kenro Aihara | |||
When we discuss about recommendation especially in Location-Based Services
(LBS), we need to reveal whether users really want recommendations or not in
fact while they are strolling in town, prior to evaluate each recommendation
model.
In this paper, a Location-Based Service, called nicotoco, is shown. nicotoco is an iPhone-based LBS in Futako-tamagawa area, Tokyo, Japan and provides information about stores and events to users. In the experiment using nicotoco, recommendations may be preferred more than rankings which was made from access counts. Keywords: context-aware computing; location-based service; behavioral cost |
Empowering People through Mobile Devices for Smarter Places | | BIBAK | Full-Text | 284-293 | |
Federico Devigili; Daniele Magliocchetti; Giuseppe Conti; Raffaele De Amicis | |||
Increase in traffic volumes in urbanized areas of the world has caused a
rise in congestion with negative consequences on safety, environment and
quality of life of citizens. Only in Europe the cost of traffic congestion is
1% of the GDP, and this does not take into account the cost in terms of deaths
caused by road network saturation. On top of this 30% of energy consumed by our
population goes into public or private transport system. More than 55000Km of
roads and railroads are monitored by webcams or vehicle counters. Some
technologies to assess road network state and improve safety and quality of
life of travelers already exists but many are limited to small networks or a
particular public transport operator. Smart use and harmonization of available
data on top of other real-time data acquisition methods can provide a better
service to European citizens. Smart use of public transport possibilities can
have a huge positive impact on traveling speed, quality and safety. In the last
years availability of public transport real time data and the spread of smart
mobile devices, allowed us to develop pervasive travel assistant applications
for mobile phones. The project presented in this paper, i-Tour, shows how an IT
solution for mobile phones can have sensible impact on personal mobility
quality by promoting the use of mixed public-private transport. The application
takes into account user preferences as well as real-time information on road
conditions, weather and public transport network status. I-Tour also promotes a
new approach to data collection based on a recommender system where the
information provided by the whole user community enriches the trusted-knowledge
common database with local up-to-date knowledge consisting of point of interest
and real-time road network information. The client can adapt to user
preferences to better meet user needs, young users may prefer using bikes or
just walking while adults may prefer taking the car or public transports. At
the same time some users need to always use the fastest mean of transport while
other may prefer a more eco-friendly choice. Innovative user-friendly
interfaces have been developed to create new interface metaphors; when a user
search for a travel solution a set of possible routes will be given to the user
on a graph showing not only each path but also the different meaning of
transport, the quality of service, traffic conditions and waiting times of each
route. The software also is potentially profitable since many areas of the
client are adaptable to integrate ads or provide visibility to sponsored
locations or commercial point of interests. The client provides 3 types of map
visualization system, top-down 2D Map, full 3D map, and Augmented Reality
visualization. To seamlessly switch between different visualization methods an
innovative system based on device orientation has been ideated. When the user
keeps the device horizontal the client set the visualization to 2D map, when
the device is kept vertical the device switch to augmented reality view; in
between the map shows full 3D terrain visualization. Questionnaires responses
shown that many solutions adopted were well appreciated by the users. Keywords: Smart Cities; i-Tour; Ambient Intelligence; Personal Mobility Assistant |
Experimental Study on Display of Energy-Related Information in Smart Homes Using Virtual Reality | | BIBAK | Full-Text | 294-301 | |
Kodai Ito; Michiko Ohkura | |||
Environmental pollution and electrical power shortages are serious issues,
especially in Japan recently. Since private households are clearly constitute
one of the main energy consumers today, positive effects on the environment can
be expected if home energy consumption is reduced. Accordingly, our research
purpose is to develop a prototype smart home that can offer "smart" quality of
life, QOL, to its residents and reduce both CO2 emissions and energy
consumption. An important issue toward achieving this aim is how to show
energy-related information to the home's residents.
As a first step, we perform a preliminary experiment on reducing the numbers of candidates of locations and contents of energy-related information. Next, we perform another experiment to clarify the locations and contents of energy-related information expected to be in demand for display in actual smart homes. Keywords: Smart home; energy saving; user interface; information presentation |
A Precision Navigation System for Public Transit Users | | BIBA | Full-Text | 302-308 | |
Masaki Ito; Satoru Fukuta; Takao Kawamura; Kazanuri Sugahara | |||
In this paper, we propose a context aware navigation for public transportation users. In the travel with public transportation, a user needs to switch several modality of moving such as walking, waiting at the station, and riding a vehicle. We developed a navigation system that automatically detect user's state how he/she is using public transportation, and then provide suitable information for each state. We developed the system as an Android application, and demonstrate its basic functionality in the field experiment with five examinees. |
Rapid Development of Civic Computing Services: Opportunities and Challenges | | BIBAK | Full-Text | 309-315 | |
Shin'ichi Konomi; Kenta Shoji; Wataru Ohno | |||
Designing the right computing service for citizens can be extremely
difficult without participatory and iterative service development processes. We
discuss opportunities and challenges for quick, participatory service
development by citizens, based on our experiences with two experimental
context-aware services. Keywords: civic computing; open-source hardware; data; collaboration Note: Best paper award |
VIA -- Visualizing Individual Actions to Develop a Sustainable Community Culture through Cycling | | BIBAK | Full-Text | 316-325 | |
Benjamin Watson; David Berube; Nickolay Hristov; Carol Strohecker; Scott Betz; Louise Allen; Matthew Burczyk; Amber Howard; William Anthony McGee; Matthew Gymer; Daniel Cañas; Mark Kirstner | |||
Improving the sustainability of our society requires significant change in
our collective behavior. But today, individuals in our society have no regular
way of seeing that collective behavior, or how their own behavior compares to
it. We are creating a research network that will study how new technologies
such as mobiles and visualization can encourage individuals to change their
behavior to improve sustainability. In Winston-Salem NC, network members will
use new technologies to engage the community about its use of transportation --
especially biking -- and study how that communication affects sustainability
awareness and behavior. Keywords: sustainability; biking; mobiles; visualization; persuasion; measurement |
A Novel Taxi Dispatch System for Smart City | | BIBAK | Full-Text | 326-335 | |
Qingnan Zou; Guangtao Xue; Yuan Luo; Jiadi Yu; Hongzi Zhu | |||
Taxis as a kind of public transit have been taken by citizens thousands of
times every day in urban areas. However, it is economically inefficient for
vacant taxis to randomly cruise around to seek for passengers. In this paper,
we propose a dynamic taxi dispatch system for smart city which dispatches
routes with high probability to encounter passengers for vacant taxis. In the
system, a dynamic probabilistic model has been established, which considers the
impact of time on passenger appearance and the effect of different vacant taxis
traveling route on each other's pick-up probability. Specifically, a novel
feedback system has been introduced in the system, which utilizes the
information about where taxis pick up passengers to amend system probabilistic
model. Moreover, extensive trace-driven simulations based on real digital map
of Shanghai and historical data of over 2,000 taxis demonstrate the good
performance of our system. Keywords: taxi dispatch system; passenger probabilistic model; hot spot; feedback
mechanism |
MIDAS: A Software Framework for Accommodating Heterogeneous Interaction Devices for Cloud Applications | | BIBAK | Full-Text | 339-348 | |
Euijai Ahn; Kangyoon Lim; Gerard Jounghyun Kim | |||
Even though the computational power and storing capacities of mobile
computing platforms have recently increased dramatically, so have the needs of
mobile applications. With the advent of the cloud computing and wireless
network technology, the mobile device finds itself as an ideal candidate as a
multi-purpose interaction client device instead of as a stand alone computing
station. In the line of such a trend, we present a software framework (called
MIDAS) that enables an application to lend itself to many different types of
interaction methods (namely, sensing and display) and accommodate users with
variant client devices without platform specific coding. The paper discusses
the requirements and the design of the software architecture, and in addition,
demonstrates its effectiveness with several case studies. Keywords: Cloud based Interaction; Ubiquitous Interaction; Multimodal Interaction;
Software Framework |
Marker-Free Indoor Localization and Tracking of Multiple Users in Smart Environments Using a Camera-Based Approach | | BIBAK | Full-Text | 349-357 | |
Andreas Braun; Tim Dutz; Michael Alekseew; Philipp Schillinger; Alexander Marinc | |||
In recent years, various indoor tracking and localization approaches for
usage in conjunction with Pervasive Computing systems have been proposed. In a
nutshell, three categories of localization methods can be identified, namely
active marker-based solutions, passive marker-based solutions, and marker-free
solutions. Both active and passive marker-based solutions require a person to
carry some type of tagging item in order to function, which, for a multitude of
reasons, makes them less favorable than marker-free solutions, which are
capable of localizing persons without additional accessories. In this work, we
present a marker-free, camera-based approach for use in typical indoor
environments that has been designed for reliability and cost-effectiveness. We
were able to successfully evaluate the system with two persons and initial
tests promise the potential to increase the number of users that can be
simultaneously tracked even further. Keywords: Indoor localization; Computer Vision; Pervasive Computing |
The Effects of Multimodal Mobile Communications on Cooperative Team Interactions Executing Distributed Tasks | | BIBAK | Full-Text | 358-367 | |
Gregory M. Burnett; Andres Calvo; Victor Finomore; Gregory Funke | |||
Mobile devices are rapidly becoming an indispensible part of our everyday
life. Integrated with various embedded sensors and the ability to support
on-the-move processing, mobile devices are being investigated as potential
tools to support cooperative team interactions and distributed real-time
decision making in both military and civilian applications. A driving interest
is how a mobile device equipped with multimodal communication capabilities can
contribute to the effectiveness and efficiency of real-time, task outcome and
performance. In this paper, we investigate the effects of a prototype
multimodal collaborative Android application on distributed collaborating
partners jointly working on a physical task. The mobile application's
implementation supports real-time data dissemination of an active workspace's
perspective between distributed operators. The prototype application was
demonstrated in a scenario where teammates utilize different features of the
software to collaboratively assemble a complex structure. Results indicated
significant improvements in completion times when users visually shared their
perspectives and were able to utilize image annotation versus relying on verbal
descriptors. Keywords: Multimodal interfaces; mobile computing; remote collaboration |
Aesthetics and Design for Group Music Improvisation | | BIBAK | Full-Text | 368-377 | |
Mathias Funk; Bart Hengeveld; Joep Frens; Matthias Rauterberg | |||
Performing music as a group -- improvised or from sheet music -- is an
intensive and immersive interaction activity that bears its own aesthetics.
Players in such a setting are usually skilled in playing an instrument up to
the level where they do not need to focus on the "operation" of the instrument,
but can instead focus on higher-level feedback loops, e.g., between players in
their section or the entire group. Novel technology can capitalize on these
higher level feedback loops through the creation of interactive musical
instruments that stimulate playing in groups (collaborative music rather than
parallel music). However, making this experience accessible to fresh or novice
players involves two challenges: how to design (1) musical instruments for such
a setting and experience, and (2) instrument support that extends the
interaction between players to their instruments. This allows to interact not
only via their instrument with other human players, but directly with other
instruments, producing a much richer and more intertwined musical experience.
The paper shows results from a class of design students and reports on the
lessons learned. Keywords: Design; Interaction design; System design; Music; Improvisation; Co-creation |
Proxemic Interaction Applied to Public Screen in Lab | | BIBAK | Full-Text | 378-387 | |
Huiliang Jin; Tao Xu; Bertrand David; René Chalon | |||
Proxemics is the terminology used to describe spatial relationships among
humans while communicating with each other. It could be interesting to apply
the proxemics theory to the domain of human computer interaction, namely
proxemic interaction. Computers, unlike people, find it hard to interpret
instantly and precisely the user's nonverbal hints, such as body postures,
movement, and distance. With the development of computer vision, these tasks
can be performed with simple devices. In this paper, we build the abstract
model for calculation in proxemic interaction, and further illustrate the
prototype based on research life in the lab. We then describe evolution of the
prototype through investigation of proxemic interaction. Finally, we ask users
for their opinion via a preliminary user study and usability test. Our study
shows that users are attracted by this kind of interaction, and especially by
the application scenario in the lab with a large public screen. Keywords: Proxemics; Proxemic interaction; Public screen; implicit interaction |
Context-of-Interest Driven Trans-Space Convergence for Spatial Co-presence | | BIBAK | Full-Text | 388-395 | |
Hyeongmook Lee; Taejin Ha; Seungtak Noh; Woontack Woo | |||
In this paper, we propose a Trans-Space convergence system that exploits
realistic 3D remote collaboration with spatial co-presence by using augmented
reality technology. To experience it, we define two major enabling
technologies: 1) Context-of-Interest (CoI) based Trans-Space registration and
selective augmentation and 2) augmented object interaction for realistic
collaboration. Through these technologies, a user wearing augmented reality
(AR) glasses can naturally experience remote collaboration with spatial
co-presence while moving in space. We implemented a prototype of the
Trans-Space for a preliminary test experiencing spatial co-presence in an
indoor environment. With an assumption that a common physical CoI is in each
space, a distant mirror space can be conveniently linked with real user's
mirror space and they are merged together as a Trans-Space. Through the
proposed convergence system, a human's co-presence experience can be enlarged
by selectively context sharing and effectively spatial interaction between
remote mirror spaces. We expect this is applicable to AR-based time/space
transcended smart applications, such as the next generation of experimental
education, training, medical surgery, and entertainment. Keywords: Context-of-Interest; Trans-Space; augmented reality; spatial co-presence |
The New Communication Interface to Determine the Lifespan of Digital Information | | BIBAK | Full-Text | 396-404 | |
Sooyeon Maeng; Bong-Gwan Jun | |||
In cyber space, freedom of self-expression prevails and millions of people
enjoy the benefit of this right. Unfortunately, sometimes this privilege is
taken for granted and what was written casually in the past remains permanently
online and later becomes a label that marks one's identity. This enduring
characteristic of online data stored in a form of digital information is known
as digital eternity. In this paper, we will introduce a system which overcomes
the limitations of digital eternity by using volatile messages that will leave
no trace online. This system ensures freedom of expression and reduces regrets
of past posting in online space. As a result, it was found that the digital
eternity is a potential psychological threat which suppresses freedom of
expression and the use of volatile messages reduces the burden and encourages
greater degree of freedom. Keywords: Social Network System; Digital Eternity; Digital Communication; Volatile
Message; Communication Interface; Lifespan of Digital Information |
Application of Bio-inspired Metaheuristics to Guillotined Cutting Processes Optimize in an Glass Industry | | BIBAK | Full-Text | 407-413 | |
Flavio Moreira da Costa; Tiago Vieira Carvalho; Renato Jose Sassi | |||
Nowadays, sustainability is becoming a strong worry of our society. It can
be defined as using resources to meet the needs of the present without
compromising the ability of future generations to meet their own needs. An
optimized cutting process minimizes the materials waste and is an important
factor for production systems performance at glassworks industries, impacting
directly in the products final cost formation and contributing for more
environmentally sustainable products and production processes. Several studies
have shown that combinations of bio-inspired meta-heuristics, more
specifically, the Genetic Algorithms (GA) and Ant Colony Optimization (ACO) are
efficient techniques to solving constraint satisfaction problems and
combinatorial optimization problems. GA and ACO are bio-inspired
meta-heuristics techniques suitable for random guided solutions in problems
with large search spaces. GA are search methods inspired by the natural
evolution theory, presenting good results in global searches. ACO is based on
the attraction of ants by pheromone trails while searching for food and uses a
feedback system that enables rapid convergence in good solutions. The results
from the combination of these two techniques, when compared with the results
from usual processes, are encouraging and have presented interesting solutions
to the problem of optimizing guillotined cutting processes. Keywords: Genetic Algorithms; Ant Colony Optimization; Guillotined Cutting; Glass
Industry; Sustainability |
Understanding Privacy and Trust Issues in a Classroom Affective Computing System Deployment | | BIBAK | Full-Text | 414-423 | |
Shaundra Bryant Daily; Dante Meyers; Shelby Darnell; Tania Roy; Melva T. James | |||
Our research group is in the midst of working with teachers to co-design an
affective computing system that uses physiological measures, gathered via wrist
worn sensors, to understand how students are engaging with classroom
instruction. Optimally, our goal is to find new ways of supporting empathetic
practices in the classroom by providing teachers real-time (or reflective)
feedback on student engagement. In parallel, with our work with teachers, we
are working to pinpoint the privacy and trust issues that might be associated
with this type of system. The objective of this paper is to present the results
of a series of studies conducted to understand the challenges associated with
introducing a pervasive affective computing system into classroom environments.
While we focus on physiological sensors, the implications apply to other
pervasive technologies as well. Keywords: Affective Computing; Privacy; Adoption |
An Approach to the Content-to-Content Interactivity in Performing Arts over Networks | | BIBAK | Full-Text | 424-429 | |
Boncheol Goo | |||
This paper discusses another potential dimension of interactivity in
networked performance that enables the real time imagery of performer's
impression and the continuous reaction of actors in different locations as if
they were in the same stage. To realize this, an artist makes croquis of the
scene immediately during the actual performance seeing the video received from
far end site in real time via internet. Simultaneously, the captured video of
the drawing croquis is transmitted back to the screen of the far end site. As a
result, the content-to-content interactivity can form an sympathetic stage. To
demonstrate its effectiveness, the author applied the concept to the Internet2
Distributed Interactive Multimedia Performance at NYU, US. Keywords: networked performance; interactivity; communication |
Attractiveness of an Interactive Public Art Installation | | BIBAK | Full-Text | 430-438 | |
Jun Hu; Duy Le; Mathias Funk; Feng Wang; Matthias Rauterberg | |||
Interaction experiences with public art installations are becoming
ubiquitous recently, however, interaction is usually unidirectional and the
actual experience not very rich. This work reports on an interactive public art
installation aiming at increasing the level of social connectedness among
visitors, and the results of evaluating the attractiveness of the installation.
By connecting visitors and computers physiologically, the installation has
clear impact on social interaction and it also shows the attractiveness to
people from aspects such as creativity, novelty, inviting and motivating. In
this work we also found that the AttrakDiff instrument to be useful and
convenient in evaluating the attractiveness of public art installations. Keywords: Interactive Installation; Public Art; Attractiveness; Social Connectedness;
Computers as Social Actors |
Improving Motive-Based Search | | BIBAK | Full-Text | 439-448 | |
Mandy Keck; Martin Herrmann; Andreas Both; Ricardo Gaertner; Rainer Groh | |||
In complex search scenarios like planning a vacation or finding a suitable
gift for a friend, the user usually does not know exactly what he is looking
for at the beginning. However, this is the question that most search interfaces
present as first step. In this paper, we discuss approaches for supporting the
user in expressing a search query based on vague feelings and ideas. We
therefore consider search interfaces on the syntactic, semantic and pragmatic
level and discuss different mechanisms of these levels to support the first
stages of the information seeking process. Keywords: search interfaces; motive-based search; implicit interaction; context-aware
systems; emotional interfaces |
An Efficient Motion Graph Searching Algorithm for Augmented Reality Characters | | BIBAK | Full-Text | 449-458 | |
Sukwon Lee; Sung-Hee Lee | |||
Realistic motion of virtual characters is a crucial factor for the reality
and immersiveness of an AR application. Motion graph-based approach allows for
generating infinitely many types of motions and may create remarkably realistic
human motion from a limited set of motion data. In this paper, we present a
method to efficiently search the motion graph using A* search algorithm in an
AR environment. Specifically, we introduce three types of heuristic functions:
the distance, previewed distance, and directional heuristic functions. The
proposed heuristic functions reduce compute time significantly while not
sacrificing the quality of motion. We demonstrate the effectiveness of our
method by implementing an interactive AR application. Keywords: Augmented reality; character animation; motion graph; A* search algorithm |
Intelligent Machine Space for Interacting with Human in Ubiquitous Virtual Reality | | BIBAK | Full-Text | 459-465 | |
Youngho Lee; Young J. Ryoo; Jongmyung Choi; Sungtae Moon | |||
Various computing paradigms such as ubiquitous computing, pervasive
computing, ambient intelligence, and ubiquitous virtual reality have appeared.
Now we should consider interaction between human and robots in ubiquitous
virtual reality known as DigiLog space. In this paper, we propose intelligent
machine space for human robot interaction in DigiLog space. For the human robot
interaction in DigiLog space, a robot has to recognize the current situation
and select proper behavior by itself. It has to receive information and context
from DigiLog space and transfer current state of robot itself bidirectional
way. Moreover, the robot has to accept user's commands and provide proactive
services to users. Keywords: human robot interaction; ubiquitous virtual reality; intelligent machine
space |
The Association of In-world Avatar Investment with Expectations of Behavioral Change | | BIBAK | Full-Text | 466-473 | |
Jacquelyn Ford Morie; Sin-Hwa Kang; Eric Chance | |||
We explore whether watching the behavior of an avatar created by a user can
affect that users' behavior in the actual world. This research aims to
determine if we can achieve results similar to those obtained from an
experimental design detailed in Study 3 of "Virtual Self-Modeling: The Effects
of Vicarious Reinforcement and Identification on Exercise Behaviors" (Fox and
Bailenson, 2009), but using avatars created by observers rather than
experimenter provided ones enhanced with a photographic likeness. Fox and
Bailenson theorized that the behavioral change elicited stems from modeling the
behavior of physically similar people as supported by social cognitive theory.
In this study, we focused more on investigating whether people's own avatars'
behavior would elicit behavioral change based on social-perception theory.
Therefore, users observed their own avatars that were doing exercise or not
regardless of any physical similarity between the avatars and their owners. The
preliminary results showed there was a strong trend for users to engage in
physical activities more when they watched their own avatars exercise, compared
to observing their own avatars that did not exercise. The results also
demonstrated that users with higher body mass index (BMI) engaged in physical
activities more when they watched their own avatars with exercise behavior,
compared to users with lower BMI. This study seeks to clarify whether or not
the notions of psychological reflexivity and avatar ownership/investment are
possible factors influencing avatar owners' behavioral outcomes. Keywords: Avatar; virtual worlds; investment; VRE; self-perception theory |
Atmospheres and Socio-spatial Patterns: Designing Hyperspaces for Knowledge Work | | BIBAK | Full-Text | 474-483 | |
Jörg Rainer Noennig; Lars Schlenker | |||
The paper focuses on the importance of socio-spatial patterns and
atmospheric qualities for knowledge work in real and virtual environments. On
the background of research in the fields of Knowledge Architecture, Online
Worlds and Environmental Design we show the interdependence between
architectural design and human-computer interaction. The paper presents a
design approach for "hyper-spaces" that fuses the qualities and opportunities
of both realms into defined design-patterns. Keywords: Atmosphere; Socio-Spatial Patterns; Knowledge Work; Architecture;
Environmental Design; Virtual Worlds |
Smart Technology in the Field of Interior Design | | BIBAK | Full-Text | 484-494 | |
Ela Tekkaya Poursani | |||
This paper has two main objectives. The first objective is to present a set
of design projects of interior design students focused on distributed, ambient
and ubiquitous interactions. In this context, student works are analyzed under
a theoretical framework. The second objective is to introduce the field of
interior design as one of the forthcoming parties in smart technology
implications. Interior design is a multi-faceted profession in which creative
and technical solutions are applied to achieve a built interior environment.
These solutions involve functionality, enhancement of the quality of life and
the culture of the occupants and aesthetics. Interior design includes a scope
of services to protect and enhance the health, life safety and welfare of the
public. The paper analyzes and discusses nine design projects of the Topics
Studio at the Interior Design Program, College of Architecture, University of
Texas at San Antonio. In the 2012 Spring Semester, interior design students
have applied an intense research pairing healthcare design strategies and smart
technologies to two self-directed design thesis projects: A residence for
Alzheimer's Disease patient, and a healthcare clinic for medical professionals
who treat patients including Alzheimer's Disease. Projects are designed through
the research and hypothetical application of remote control technologies,
automation technologies, monitoring technologies, prompting / reminding
technologies and prediction technologies. Physical and cognitive impairments,
ADL limitations of older adults and patients, difficulties faced by family
members and caregivers and clinical interventions in community health are
considered not only from the interior design standpoint but also through
technological advances. Results of this paper discuss how advanced technology
is used as a design element by interior design students and merged with
patient, caregiver and physician needs triad of healthcare projects.
Perspectives on the studio experience are emphasized for future integrated
design and practices of smart technology and interior design. Keywords: Interior Design; Smart Technology; Smart Home; Smart Clinic; Ubiquitous
Computing; Healthcare Design; Alzheimer's Disease; Aging in Place |
SmartAssist: Open Infrastructure and Platform for AAL Services | | BIBAK | Full-Text | 495-504 | |
Peter Rothenpieler; Darren Carlson; Andreas Schrader | |||
In this paper we present the open health monitoring platform SmartAssist,
which combines flexible in-home and mobile sensing features with a
comprehensive social network that is designed to enhance communication between
caretakers, caregivers and the community. SmartAssist supports the integration
of new sensor types, algorithms, and mobile components through an integrated
platform, which consists of an in-home sensor network; a web based service
portal; and an extensible infrastructure for mobile devices. Through the
adoption of open standards (Android, OSGi, OpenSocial, etc.), the system
addresses issues of data protection and privacy, while simultaneously providing
support for third-party extensions and context-aware services. In this paper,
we will present the individual building blocks of the SmartAssist Platform as
well as some illustrative example services. Keywords: AAL; OpenSocial; Android; OSGi; Sensor Network |
Design and Evaluation of a Nonverbal Communication Platform between Assistive Robots and their Users | | BIBAK | Full-Text | 505-513 | |
Anthony L. Threatt; Keith Evan Green; Johnell O. Brooks; Jessica Merino; Ian D. Walker; Paul Yanik | |||
Inevitably, assistive robotics will become integral to the everyday lives of
a human population that is increasingly mobile, older, urban-centric and
networked. How will we communicate with such robots, and how will they
communicate with us? We make the case for a relatively "artificial" mode of
nonverbal human-robot communication [NVC] to avoid unnecessary distraction for
people, busily conducting their lives via human-human, natural communication.
We propose that this NVC be conveyed by familiar lights and sounds, and
elaborate here early experiments with our NVC platform in a rehabilitation
hospital. Our NVC platform was perceived by medical staff as a desirable and
expedient communication mode for human-robot interaction [HRI] in clinical
settings, suggesting great promise for our mode of human-robot communication
for this and other applications and environments involving intimate HRI. Keywords: assistive robotics; nonverbal communication; human factors; human-centered
design |