Designing an Ambient Interaction Model for Mobile Computing | | BIBAK | Full-Text | 3-14 | |
Jonas Elslander; Katsumi Tanaka | |||
In this paper, we advocate and propose a new interaction model for mobile
computing by positioning ambient notifications central to both the user
experience and the operating system interface design process. We suggest a
model that visually replaces applications as current first digital citizens in
mobile operating systems by a modular stream based notification center. In
order to do so, we define the general layers that make up the dynamics of the
current as well as the proposed mobile computing experience. We conclude and
demonstrate the benefits and areas of improvement of our newly proposed
paradigm: an ambient mobile interaction model. Keywords: Methodology; design; HCI; big data; application; interface; interaction;
notification; ambient; push; pull; social; context; discovery |
Models as a Starting Point of Software Development for Smart Environments | | BIBAK | Full-Text | 15-24 | |
Peter Forbrig; Michael Zaki; Gregor Buchholz | |||
Creating a smart environment is a challenging task because of the excessive
software development and adaptation required. Additionally, hardware in form of
stationary as well as dynamic devices has to be installed. Similar to
traditional software development, evaluating only the end product is often very
costly in terms of time and effort needed. This is due to the fact that usually
a lot of changes have to take place since the system fails to deliver the
expected behaviour. Therefore, modelling is of great benefit. Models help to
get a shared and thorough understanding of a specific domain. Making the
animation of those models feasible allows getting a first impression of the
system under development. Such prototypes of a system can be created on
different levels of abstraction. The paper aims to demonstrate how modelling
the human behaviour from the perspective of the activities performed in the
environment can lead to first abstract prototypes. Those prototypes can be
further extended and fostered by device models as well as models for the whole
environment. In the paper, we also strive to discuss the costs and benefits of
offering an abstract environmental model in 2D or 3D. Keywords: Smart Environment; model-based design; evaluation; prototyping |
Mapping Interactions in a Pervasive Home Environment | | BIBAK | Full-Text | 25-36 | |
Konstantinos Grivas; Stelios Zerefos; Irene Mavrommati | |||
This work focuses on the visualisation of interactions in a pervasive home
environment. Home as a space and as an activity container is traditionally
linked to the habitual acts of the inhabitants. However, the infiltration of
wireless connectivity, throughout the home and external to it, suggests that,
in contrast to the traditional notion of hominess, we as inhabitants do not
have the means to perceive significant data connections that take place
throughout our home. These connections may range from simple data transfer to
sensing and decision making, all taking place around our home and unseen. To
this end we have tried to find the means to represent these connections in a
visual way, in order to provide a tool that will help to reveal the structure,
form and perplexity of digital connections to the inhabitants of a pervasive
home environment. The study concludes that in order to visualise all this data,
maps have to be formed that include both the material and immaterial
infrastructure of home, as well as the connection between them and the rest of
the world. These maps are bound to have the characteristics of centralised,
distributed and decentralised networks, rendering them as hybrid maps,
depending on the type of information they deal with. Keywords: pervasive home; cartography; visual representation; spatial concept |
A Personalized Smart Living Room | | BIBAK | Full-Text | 37-47 | |
Yu-Chun Huang; Scottie Chih-Chieh Huang | |||
Culture, society, and technology heavily influence architectural form, and
basic architectural elements and functions evolve to suit users' needs. In the
20th century, with the development of computational technology, architecture
underwent dramatic transformation. Human-computer interaction (HCI) has changed
architectural space into a smart space, which provides new ways for humans to
interact with their living spaces. However, most smart space cases limit their
focus to computational technology such as system efficiency and underuse
architectural elements of spaces to improve interfaces. Thus this research
intends to integrate both architecture and HCI to create a "new
inter-relationship system framework" of smart space. An applied scenario called
the "Personalized Smart Living Room" showcases the new smart space system.
Compared to preexisting smart spaces, which usually focused on a single user,
this new system recognizes several different users and gives appropriate
personal feedback (such as a personal message or photos) and environmental
atmosphere adjustment (interactive wallpaper and personalized music), by
monitoring the specific user's posture and personal smartphone. Keywords: architecture element and function; human-computer interaction; smart space;
inter-relationship |
Digitally Enhanced Utensils: Designing Dynamic Gustation | | BIBAK | Full-Text | 48-57 | |
Yui Kita; Jun Rekimoto | |||
While modern cuisine uses various materials such as powder, oil and chemical
materials, time-sensitive materials such as bubbles or temperature are still
not considered as part of the design of cuisine, due to their temporal nature.
Although these time-sensitive gustation play an important role in cuisine, it
is difficult to serve them with human hands and static utensils. In this paper,
we will introduce sensing and actuation mechanisms to maintain and enhance
time-sensitive gustation. We will explore the design space of digitally
enhanced utensils through three research prototypes. Keywords: food; utensil; cutlery; kitchen; cooking; cuisine; dining; wet materials |
Towards a Design Space for Ubiquitous Computing | | BIBAK | Full-Text | 58-65 | |
Ilya Shmorgun; David Lamas | |||
The purpose of this paper is to illustrate the use of design space analysis
for structuring the state of the art in a selected domain. The resulting design
space was created based on a literature review and is an analytical tool that
can help interaction designers identify the goals, characteristics, challenges,
enabling technologies, and quality attributes that are relevant to the design
and development of ubiquitous computing systems. This paper describes the
procedure of selecting the design space categories, provides examples of using
the design space, and discusses the limitations and perspective. Keywords: Ubiquitous computing; design space analysis; design rationale |
A Game Design Workshop to Support the Elaboration of Game Ideas | | BIBA | Full-Text | 66-75 | |
Christos Sintoris; Nikoleta Yiannoutsou; Nikolaos Avouris | |||
In this paper we present a set of game design workshops in the context of which we investigate design practices and elaboration of game ideas. The workshops aimed at engaging participants in crafting designs for location-based mobile games. We analyse the rationale underlying the workshops and describe their structure and the involved material. Next we outline the characteristics of six cases where these workshops were implemented and finally we present a representative set of games produced by the participants. |
Prototyping Distributed Physical User Interfaces in Ambient Intelligence Setups | | BIBAK | Full-Text | 76-85 | |
Gervasio Varela; Alejandro Paz-Lopez; Jose Antonio Becerra Permuy; Richard J. Duro Fernandez | |||
Ambient Intelligence systems require the development of highly customized
distributed UIs adapted to the user and environment characteristics. They make
use of many different devices, from different manufacturers, technologies and
modalities. Supporting this wide variety of devices and technologies increases
the complexity of a system, affecting its costs and development time. The
objective of Dandelion, the solution presented in this paper, is to alleviate
this complexity and reduce development costs. Dandelion provides a development
framework for distributed physical UIs. It is capable of decoupling the system
logic from the characteristics and specifics of the interaction devices, and
supports the easy prototyping of different physical realizations of a
distributed UI. Keywords: physical user interfaces; distributed user interfaces; ambient intelligence;
ubiquitous computing; user interfaces; model-driven engineering |
Expression Recognition Driven Virtual Human Animation | | BIBAK | Full-Text | 89-96 | |
Junghyun Cho; Yu-Jin Hong; Sang C. Ahn; Ig-Jae Kim | |||
Since the character expressions are high dimensional, it is not easy to
control them intuitively with simple interface. So far, existing controlling
and animating methods are mainly based on three dimensional motion capture
system for high quality animation. However, using the three dimensional motion
capture system is not only unhandy but also quite expensive. In this paper, we
therefore present a new control method for 3D facial animation based on
expression recognition technique. We simply utilize off-the-shelf a single
webcam as a control interface which can easily combine with blendshape
technique for 3D animation. We measure the user's emotional state by a robust
facial feature tracker and facial expression classifier and then transfer the
measured probabilities of facial expressions to the domain of blendshape basis.
We demonstrate our method can be one of efficient interface for virtual human
animation through our experiments. Keywords: 3D facial animation; control interface; blendshape; facial feature tracking;
expression recognition |
Ambient Gesture-Recognizing Surfaces with Visual Feedback | | BIBAK | Full-Text | 97-108 | |
Tobias Grosse-Puppendahl; Sebastian Beck; Daniel Wilbers; Steeven Zeiß; Julian von Wilmsdorff; Arjan Kuijper | |||
In recent years, gesture-based interaction gained increasing interest in
Ambient Intelligence. Especially the success of camera-based gesture
recognition systems shows that a great variety of applications can benefit
significantly from natural and intuitive interaction paradigms. Besides
camera-based systems, proximity-sensing surfaces are especially suitable as an
input modality for intelligent environments. They can be installed ubiquitously
under any kind of non-conductive surface, such as a table. However, interaction
barriers and the types of supported gestures are often not apparent to the
user. In order to solve this problem, we investigate an approach which combines
a semi-transparent capacitive proximity-sensing surface with an LED array. The
LED array is used to indicate possible gestural movements and provide visual
feedback on the current interaction status. A user study shows that our
approach can enhance the user experience, especially for inexperienced users. Keywords: gesture recognition; capacitive sensing; proximity sensing |
Smart Wristband: Touch-and-Motion-Tracking Wearable 3D Input Device for Smart Glasses | | BIBAK | Full-Text | 109-118 | |
Jooyeun Ham; Jonggi Hong; Youngkyoon Jang; Seung Hwan Ko; Woontack Woo | |||
The smart wristband is a novel type of wearable input device for smart
glasses, and it can control multi-dimensional contents by using touch and
motion. The smart wristband uses a touch-and-motion-tracking system with a
touch screen panel (TSP) and inertial measurement unit (IMU) to help users
control the smart glasses' interface accurately and quickly without
environmental noise, distortion, and multi-leveled pattern recognition tasks.
This paper presents the availability and usability of the smart glasses; how exactly and quickly users can manipulate the smart glasses' multi-dimensional contents and augmented reality (AR) system by selecting, moving, and changing contents via touching and dragging a finger and rotating the wrist; the device's point-and-click capacity; and its navigation, program switchover, zoom in and out, undo and redo for interactions, and 3D virtual object manipulation aspects for application. Keywords: Distributed; Ambient and pervasive interactions; Interactive matter and
physical computing; Wearable computing; Input Device; Smart device; Smart
glasses; Head-mounted display; touch-aware; motion-aware; multimodal/
multisensory interaction; Symmetric interaction in real and virtual worlds |
A Comparative Study of User Dependent and Independent Accelerometer-Based Gesture Recognition Algorithms | | BIBAK | Full-Text | 119-129 | |
Aya Hamdy Ali; Ayman Atia; Mostafa Sami | |||
In this paper, we introduce an evaluation of accelerometer-based gesture
recognition algorithms in user dependent and independent cases. Gesture
recognition has many algorithms and this evaluation includes Hidden Markov
Models, Support Vector Machine, K-nearest neighbor, Artificial Neural Net-work
and Dynamic Time Warping. Recognition results are based on acceleration data
collected from 12 users. We evaluated the algorithms based on the recognition
accuracy related to different number of gestures from two datasets. Evaluation
results show that the best accuracy for 8 and 18 gestures is achieved with
dynamic time warping and K-nearest neighbor algorithms. Keywords: Gesture recognition; Accelerometers; Human Computer Interaction |
AiRSculpt: A Wearable Augmented Reality 3D Sculpting System | | BIBAK | Full-Text | 130-141 | |
Sung-A Jang; Hyung-il Kim; Woontack Woo; Graham Wakefield | |||
In this paper, we present a new kind of wearable augmented reality (AR) 3D
sculpting system called AiRSculpt in which users could directly translate their
fluid finger movements in air into expressive sculptural forms and use hand
gestures to navigate the interface. In AiRSculpt, as opposed to VR-based
systems, users could quickly create and manipulate 3D virtual content directly
with their bare hands in a real-world setting, and use both hands
simultaneously in tandem or as separate tools to sculpt and manipulate their
virtual creations. Our system uses a head-mounted display and a RGB-D
head-mounted camera to detect the 3D location of hands and fingertips then
render virtual content in calibration with real-world coordinates. Keywords: Augmented reality; virtual sculpting; direct 3D manipulation; embodied
interaction |
Children's Collaborative Storytelling on a Tangible Multitouch Tabletop | | BIBAK | Full-Text | 142-153 | |
Anna Helen Leversund; Aleksander Krzywinski; Weiqin Chen | |||
According to the literature, tangible multitouch tabletops provide natural
and intuitive interaction and afford face-to-face collaboration. Storytelling
is an effective method for building conceptual skills and using reasoning to
solve problems. This paper reports the evaluation of a tangible multitouch
tabletop application (RoboTale) in supporting children's collaborative
storytelling. By examining how children use RoboTale to create and tell
stories, this study showed the positive effects and potential improvement in
the design of RoboTale. Keywords: Tangible user interface (TUI); multitouch tabletop; collaborative
storytelling |
An Optical Guiding System for Gesture Based Interactions in Smart Environments | | BIBAK | Full-Text | 154-163 | |
Martin Majewski; Tim Dutz; Reiner Wichert | |||
Using gestures to control Ambient Intelligence environments can result in
mismatches between the user's intention and the perception of the gesture by
the system. One way to cope with this problem is to provide the user with an
instant feedback on what the system has perceived. In this work, we present an
approach for providing visual feedback to users of Ambient Intelligence systems
that rely on gestures to control individual devices within their environments.
This paper extends our previous work on this topic [1] and introduces several
enhancements to the system. Keywords: Gesture-based Interaction; Visual Feedback; Ambient Intelligence |
Paint-It: A Children's Habit Revised | | BIBAK | Full-Text | 164-171 | |
Nikolaos Partarakis; Margherita Antona; Constantine Stephanidis | |||
Ambient Intelligence technologies can play an important role in enriching
the education and learning experience. Such technologies offer students
increased access to information within an augmented teaching environment which
encourages active learning and collaboration, enhancing their motivation to
learn. This paper focuses of transferring painting into the Ami environment
through the usage of an augmented digital surface as a painting canvas, and
offering interaction through augmented physical painting material such as paint
tubes, brushes, physical palettes of color, etc. This enriched painting
experience is targeted to support the development of artistic skills for young
artists through employing artistic concepts such as color theory, color mixing
for artists, brush type information, etc. Keywords: Ambient Intelligence; Serious Games; Learning; Painting; User Interfaces for
children |
Robot-Supported Pointing Interaction for Intelligent Environments | | BIBAK | Full-Text | 172-183 | |
Mark Prediger; Andreas Braun; Alexander Marinc; Arjan Kuijper | |||
A natural interaction with appliances in smart environment is a highly
desired form of controlling the surroundings using intuitively learned
interpersonal means of communication. Hand and arm gestures, recognized by
depth cameras, are a popular representative of this interaction paradigm.
However they usually require stationary units that limit applicability in
larger environments. To overcome this problem we are introducing a
self-localizing mobile robot system that autonomously follows the user in the
environment, in order to recognize performed gestures independent from the
current user position. We have realized a prototypical implementation using a
custom robot platform and evaluated the system with various users. Keywords: Gesture recognition; service robots; smart environments |
BlowBrush: A Design of Tangible Painting System Using Blowing Action | | BIBAK | Full-Text | 184-195 | |
Yang Ting Shen; Pei Wen Lu | |||
This paper presents a novel tangible interaction system called BlowBrush
that enables people to create leaf collage paintings on a digital canvas by
blowing at a toy windmill. We couple the metaphorical mapping between wind and
blow to facilitate the interaction that uses digital leaf inks for drawing. The
windmill-shape device functions as a brush that transforms users' blowing and
grasping actions into painting commands. Four kinds of digital leaf inks can be
used alternately via swapping the physical RFID sheets. Uses manipulate the
tangible brush and inks to compose a digital leaf collage intuitively as well
as artists. We carefully review the related literature of tangible interaction
and abstract the critical criteria as our design guideline. In the end of this
paper, we conduct the comparative evaluation to assess the effectiveness
between BlowBrush, TouchBrush, and MouseBrush based on the criteria. Keywords: Tangible User interface; Embodied Facilitation; Affordance; RFID |
DETI-Interact: Interaction with Large Displays in Public Spaces Using the Kinect | | BIBAK | Full-Text | 196-206 | |
Tiago Sousa; Igor Cardoso; João Parracho; Paulo Dias; Beatriz Sousa Santos | |||
The problem of interaction with large displays in public spaces is currently
of interest given the large number of displays available in such spaces (as
lobbies, train stations, waiting rooms, etc.) that are only showing information
with no possibility to interact with the contents. Several works have been
developed in order to allow interaction with these displays using technologies
such as infrared, Bluetooth, GPRS, digital compasses or touch screens. Some
only intend to provide information, while others emphasize on capturing users'
attention eventually leading them to some action. This paper describes
DETI-Interact, a system located in the entrance hall of a University department
allowing users to interact with a large display without the need to carry any
electronic device since a Kinect is used to capture different user's gestures.
In this work, special attention was given to another issue intrinsically linked
to the presentation of information on large public displays 'How to call the
user's attention?' Keywords: Large displays; natural interfaces; attention catching |
A Gesture-Based Door Control Using Capacitive Sensors | | BIBAK | Full-Text | 207-216 | |
Steeven Zeiß; Alexander Marinc; Andreas Braun; Tobias Große-Puppendahl; Sebastian Beck | |||
In public places sanitary conditions are always of concern, particularly of
surfaces that are touched by a multitude of persons, such as door handles in
rest rooms. Similar issues also arise in medical facilities. Doors that open
based on presence are common in environments such as shopping malls; however
they are not suited for sensitive areas, such as toilet stalls. Capacitive
proximity sensors detect the presence of the human body over a distance and can
be unobtrusively applied in order to enable hidden gesture-based interfaces
that work without touch. In this paper we present a concept for a gesture
controlled automated door based on this sensor technology. We introduce the
underlying technology and present the concept and electronic components used in
detail. Novel interaction patterns and data processing methods allow to open,
close, lock and unlock the door using simple gestures. A prototype device has
been created and evaluated in a user study. Keywords: Ambient Assisted Living (AAL) |
PaperIO: Paper-Based 3D I/O Interface Using Selective Inductive Power Transmission | | BIBAK | Full-Text | 217-228 | |
Kening Zhu | |||
In this paper, we introduce PaperIO, a paper-based 3D I/O interface, in
which a single piece of paper can be sensed and actuated at the same time in
three dimensions using the technology of selective inductive power
transmission. With this technology, paper material with multiple embedded
receivers, can not only selectively receive inductive power to perform
paper-computing behavior, but also work as input sensors to communicate with
power transmitter wirelessly. In addition, due to the simplicity, this method
allows users to easily customize their own paper I/O devices. This paper
presents the detailed implementation of the system, results of the technical
experiments, and a few sample applications of the presented paper-based 3D I/O
interface, and finally discusses the future plan of this research. Keywords: Paper Computing; 3D User Interface; Tangible User Interface |
Collecting Behavior Logs with Emotions in Town | | BIBAK | Full-Text | 231-240 | |
Kenro Aihara | |||
This paper proposes a new methodology for collecting visitors' behavior and
their emotions in town by using smartphones.
Existing social information services, such as Facebook and Twitter, are expanding to attach location data to users' content. To capture situations of town, such as events what happens there or how people feel, the author believes that it's not enough to collect tweets and behavior logs of locations in the town, because in fact the number of geotagged tweets is limited. Especially for microscopic analysis of town situations in small resolution of time and space, more information sources reflecting strollers' behaviors and emotions are needed. The paper proposed a function of LBS smartphone application to collect users' behavior and emotions. When a user installs and uses an application with the function in town, the function records and transmits not only his/her locations but also his/her facial expressions by using front-facing camera. An experiment was made in the beginning of November 2013. 55 subjects participated in the experiment. In addition to using the application in town, subjects were requested to provide correct data of facial expressions in 9 classes such as excited, fun and tired. The function extracts 66 feature points of face by using Saragih's model. As a quick result, the overall precision of 9 class-classification is 91.1% at 10-fold cross validation. The author believes that the result supports that the proposed application can collect facial expressions of not only active users who post microblogs but also read-only users. Keywords: Context; Human activity modelling and support; Sensor-augmented
environments; Smart and hybrid cities; behavior log; emotion; facial expression |
Panic Room: Experiencing Overload and Having Fun in the Process | | BIBA | Full-Text | 241-252 | |
Björn Bankowski; Thiemo Clausen; Dirk Ehmen; Maximilian Ernestus; Henning Hasemann; Tobias Jura; Alexander Kröller; Dominik Krupke; Marco Nikander | |||
We present the "Panic Room", an ambient system in the form of a game, where a player has to perform an ever-growing number of parallel tasks until he is overloaded. The game is built in a way to deduce construction and design principles for pervasive environment, as it allows for experimenting with design anti-patterns, disguised as game elements. |
Ontology Based Simulation Framework: Studying of Human Behavior Changes Impacted by Accessibility of Information under Building Fire Emergency | | BIBAK | Full-Text | 253-261 | |
Chaianun Damrongrat; Mitsuru Ikeda | |||
In general, human behavior under emergency situation is considered as
irrational behavior. However, recent research studies showed that evacuees had
rational decision making process even though they said they were panic at that
time. Evacuees behaved rationally based on information they could access at
that moment and then selected the best option for response. This research is
interested in relationship between human behavior and accessibility of
information under the restricted information situation, emergency in this case.
We propose an ontology-based simulation framework as a tool to find out the
relationship. Even though it is hard to claim that human will behave as same as
the simulation outcome, we could study the relationship by observing trend and
tendency of human behavior changes in the simulation by varying simulation
parameters. For this purpose, the simulation models should be easy to modify.
Then ontology plays a key component for this issue. Keywords: ontology based simulation; human behavior; accessibility of information;
emergency situation; restricted information |
My Smart TV Agent: Designing Smart TV Persona for Linguistic UX | | BIBAK | Full-Text | 262-271 | |
Seyeon Lee; Jiwon Moon; Hokyoung Im; Chung-Kon Shi; Bong Gwan Jun | |||
Linguistic UX design for Smart TV has been creating much heap as a means of
new TV control. Since human voice displays powerful social presence, the issue
with defining a Smart TV agent that interacts with users has a big impact in
users' satisfaction. The purpose of this study is to analyze the linguistic
patterns in vocal commands of TV users and to suggest underlying personas of
Smart TV agent that appears when users interact with a Smart TV. First, we
analyzed most common TV viewing situations and the patterns of users' behavior
through a survey. Then, we collected 867 vocal data through a cultural probe
method in which 10 families, each representing a typical type of TV viewers, by
asking them to record what they would like to say to the TV while watching it
for about a week. We suggest 6 different type of Smart TV personas, such as
expert, assistant, colleague, slave, machine and pet, based on the relationship
that the user and TV exhibited. With the collected vocal data, we analyzed the
participants' speech pattern and style to examine which type of Smart TV
persona was most prevalent. As a result, there were slight difference in types
that emerged according different functions of Smart TV and we found that the
assistant type appeared most frequently followed by the colleague type. Keywords: Affective communication; Smart TV agent; Linguistic UX; Voice command |
UbiComp Applications for Assisting Visually Impaired People Live an Independent Life: A Participatory Conceptualization Design Phase | | BIBAK | Full-Text | 272-281 | |
Anna Leda Liakopoulou; Irene Mavrommati | |||
This paper presents a classified set of proposals of Ubiquitous Computing
Applications aimed for the wellbeing of the visually impaired, and the initial
design analysis and conceptualization process that led to them. Domestic
applications for the visually impaired have been conceptualized and evaluated,
with insight from participatory design approaches. Thirty two total proposals
resulted from brainstorm sessions between the designer and a focus group of
blind end users. The proposals were then ranked by a broader focus group of
visually impaired end users. Top ranked scenaria are further evaluated in order
to identify strengths and weaknesses and make further improvements. Such
classified scenarios can provide valuable input towards a ubiquitous computing
system that is designed from its very conception based on the needs of the
visually impaired. Keywords: Scenario based design; Visually impaired; Ubicomp applications |
Using Eye-Gaze and Visualization to Augment Memory | | BIBA | Full-Text | 282-291 | |
Jason Orlosky; Takumi Toyama; Daniel Sonntag; Kiyoshi Kiyokawa | |||
In our everyday lives, bits of important information are lost due to the fact that our brain fails to convert a large portion of short term memory into long term memory. In this paper, we propose a framework that uses an eye-tracking interface to store pieces of forgotten information and present them back to the user later with an integrated head mounted display (HMD). This process occurs in three main steps, including context recognition, data storage, and augmented reality (AR) display. We demonstrate the system's ability to recall information with the example of a lost book page by detecting when the user reads the book again and intelligently presenting the last read position back to the user. Two short user evaluations show that the system can recall book pages within 40 milliseconds, and that the position where a user left off can be calculated with approximately 0.5 centimeter accuracy. |
How Do We Teach Young Children New Concepts via Sketching? | | BIBAK | Full-Text | 292-303 | |
Chau Thai Truong; Duy-Hung Nguyen-Huynh; Minh-Triet Tran | |||
The authors propose a system that supports children to learn new concepts of
familiar topics via their sketches on an interaction surface. The proposed
system has two main subcomponents: a system of interaction surface with touch
detection from depth images captured by a Kinect and a sketch recognition
module based on the idea of bag-of-word model. The system provides a natural
and intuitive interface for children because they can learn new concepts via
sketching. With the dataset of 70 common concepts, the accuracy of the sketch
recognition is 78.21% and the average response time to recognize a sketch is
0.86s. The sketch database can also be easily customized to teach new concepts
to children. Keywords: Human-computer interaction; sketch recognition; bag-of-word model;
table-top; 3D interaction |
Design and Evaluation of a Smart Library Using the APEX Framework | | BIBAK | Full-Text | 307-318 | |
Tiago Abade; Tiago Gomes; José Luís Silva; José C. Campos | |||
User experience is a key point for successful ubiquitous computing (ubicomp)
environments. The envisaged design should be explored as soon as possible to
anticipate potential user problems, thus reducing re-design costs. The
development of ubicomp environments' prototypes might help, providing feedback
on the users' reaction to the environments. This paper describes the design and
evaluation of ubicomp environments using APEX, a rapid prototyping framework
providing user experience via a 3D application server and connected physical
devices. APEX prototypes allow users to explore and experience many
characteristics of a proposed design, in a virtual world. The paper focus in
particular the design and evaluation of a smart library in the APEX framework. Keywords: ubiquitous computing; 3D environments; prototyping; evaluation |
Fairness Properties for Collaborative Work Using Human-Computer Interactions and Human-Robot Interactions Based Environment: "Let Us Be Fair" | | BIBAK | Full-Text | 319-328 | |
Myriam El Mesbahi; Nabil Elmarzouqi; Jean-Christophe Lapayre | |||
Fair human-computer interactions and human-robot interactions in distributed
environments are inspected, and it is suggested that humans, computers and
robots may have to achieve overlapping tasks. Permission-based and token-based
algorithms are used to ensure fairness in interactions between humans,
computers and robots. Results of simulation experiments are used to illustrate
the impact of several environment properties including a variety of processes,
sent messages, received messages, collaboration stratum, average waiting time,
and the average execution time. Actual experiments efforts are discussed and
the convenient properties involved in designing fair human-computer and
human-robot interactions in distributed systems are considered. Keywords: Human-Computer Interaction; Human-Robot Interaction; Collaboration;
Fairness; Distributed Environment |
Engage! Empower! Encourage! -- Supporting Mundane Group Decisions on Tabletops | | BIBAK | Full-Text | 329-336 | |
Mirko Fetter; Tom Gross | |||
This paper presents an interaction model to support groups making decisions,
aiming to Engage the group in the interaction, Empower all users to put forth
their opinion, and Encourage the group to discuss the options. Based on the
tabletop application MTEatsplore, we show how the interaction model helps to
design a system to structure the decision making process and thus can lead to
an effective and efficient yet inclusive support for mundane decisions. Keywords: Group Decision Support; Interactive Tabletop; Multi-touch |
Constructing the Immersive Interactive Sonification Platform (iISoP) | | BIBAK | Full-Text | 337-348 | |
Myounghoon Jeon; Michael T. Smith; James W. Walker; Scott A. Kuhl | |||
For decades, researchers have spurred research on sonification, the use of
non-speech audio to convey information [1]. With 'interaction' and 'user
experience' being pervasive, interactive sonification [2], an emerging
interdisciplinary area, has been introduced and its role and importance have
rapidly increased in the auditory display community. From this background, we
have devised a novel platform, "iISoP" (immersive Interactive Sonification
Platform) for location, movement, and gesture-based interactive sonification
research, by leveraging the existing Immersive Visualization Studio (IVS) at
Michigan Tech. Projects in each developmental phase and planned research are
discussed with a focus on "design research" and "interactivity". Keywords: design research; interactive sonification; interactivity; visualization |
Human-Computer-Biosphere Interaction: Beyond Human -- Centric Interaction | | BIBAK | Full-Text | 349-358 | |
Hill Hiroki Kobayashi | |||
Current human-computer interaction (HCI) is primarily focused on
human-centric interactions. However, people experience many non-human-centric
interactions during the course of a day. Interactions with nature, such as
experiencing the sounds of birds and trickling water, can reinforce the
importance of our relationship with nature. The paper presents the author's
vision of Human-Computer-Biosphere Interaction (HCBI) to facilitate
non-human-centric interaction with the goal of moving society towards
environmental sustainability. HCBI extends HCI from countable people, objects,
pets, and plants into an auditory biosphere that is uncountable, complex, and
non-linguistic. This paper describes the development and integration of
non-human-centric design protocols, requirements, methods, and context
evaluation. Keywords: HCBI (Human Computer Biosphere Interaction); Nature Conservation; Nature
Interface; Smart Fashion; Soundscape Visualization; Sustainability; Sustainable
Interaction Design |
Smart Objects: An Evaluation of the Present State Based on User Needs | | BIBAK | Full-Text | 359-368 | |
Alessandra Papetti; Matteo Iualé; Silvia Ceccacci; Roberta Bevilacqua; Michele Germani; Maura Mengoni | |||
In the last years, some attempts have been made to explore the use of smart
objects, with the purpose of monitoring well-being and supporting people's
independent living. However an inventory of characteristics of smart products
currently available on the market is still lacking. The aim of this study is to
provide an overview of such products in order to: (1) understand if their
features really match users' needs, answering to the definition of assistive
technology and, consequently, (2) understand if an environment embedded with
SOs can be considered as assistive too, taking into consideration the
attributes given by the definition of the SOs, of being embedded in familiar
objects and immerse in the users' surround. Keywords: Inclusive Design; Universal Design; Home Environment; Internet of Things |
Factors Influencing the Quality of the User Experience in Ubiquitous Recommender Systems | | BIBAK | Full-Text | 369-379 | |
Nikolaos Polatidis; Christos K. Georgiadis | |||
The use of mobile devices and the rapid growth of the internet and
networking infrastructure has brought the necessity of using Ubiquitous
recommender systems. However in mobile devices there are different factors that
need to be considered in order to get more useful recommendations and increase
the quality of the user experience. This paper gives an overview of the factors
related to the quality and proposes a new hybrid recommendation model. Keywords: Ubiquitous Computing; Recommender Systems; Quality Factors; User Experience |
The Experience of Spatial Interaction: Conceptualizing the User Experience of Virtual Environments | | BIBAK | Full-Text | 380-391 | |
Charalampos Rizopoulos; Dimitris Charitos | |||
This paper examines the issue of User Experience (UX) as applied to
immersive Virtual Reality from the standpoint of environmental psychology and
related fields as a complement to principles from the fields of product design,
psychology of emotion, formal aesthetics etc. Partly on account of its
generality, multidisciplinary nature, and broad applicability, UX continues to
defy a single commonly accepted definition, a fact which necessitates a
holistic treatment of the subject of spatial interaction design. Various
approaches and models of environmental psychology, as well as approaches to
usability and UX are outlined in light of the need to highlight the influence
and effects of particular spatial designs to particular dimensions of UX.
Additionally, the concept and constituent dimensions of environmental appraisal
are similarly defined and analysed, and indicative experimental designs
currently under development are briefly described. Keywords: User Experience; spatial cognition; virtual environments; environmental
appraisal |
A See-through Vision with Handheld Augmented Reality for Sightseeing | | BIBAK | Full-Text | 392-399 | |
Goshiro Yamamoto; Arno in Wolde Lübke; Takafumi Taketomi; Hirokazu Kato | |||
We propose a see-through vision with augmented reality (AR) for increasing
the quality of the experiences in the activities of sightseeing. In the
sightseeing activities, there are certain temporal and spatial limitations when
sightseers are gazing on the real objects. In this research, we aim to
eliminate the spatial limitations caused by the inability to see farther
objects through opaque surfaces by using see-through vision technology with
alpha blending, and to make the appearance of the target objects with 3D effect
based on parallax effect. We focus on the platform of handheld devices that
provides AR experiences with high accurate alignment of virtual objects on
pre-captured real scene images based on cube mapping method. This paper
describes the engineering methodology that we have used to develop our
prototype system and the implementation of the prototype system for confirming
our approach. The results about how the prototype system performs on a real
site are reported in this paper. Keywords: Augmented reality; see-through vision; sightseeing; handheld AR |
A Structure of Wearable Message-Robot for Ubiquitous and Pervasive Services | | BIBA | Full-Text | 400-411 | |
Tomoko Yonezawa; Hirotake Yamazoe | |||
In this paper, we introduce a haptic message-robot which gives user-friendly physical contacts while it tells message to the user. This robot is expected to help elderly people who need outings but have anxiety. The pervasive support of the robot via network will provide the user a human-like service as though it were a real caregiver. The system makes haptic stimiuli corresponding to the user's clothing and posture. We investigated two types of implementations: the first implementation combines haptic stimiuli and anthropomorphic motion to express the physical contact, and the second one is an simplified system for application on smartphones to provide ubiquitous services. The subjective evaluations in a course with two diverges showed the effectiveness of both the robot's motion and the haptic stimuli on the intelligibleness and affective communication. |
Developing Smart Homes Using the Internet of Things: How to demonstrate Your System | | BIBA | Full-Text | 415-426 | |
Ioannis Chatzigiannakis; Jan Philipp Drude; Henning Hasemann; Alexander Kröller | |||
The Internet of Things (IoT) currently grows with great momentum offering the potential of virtually endless opportunities for new applications and services in the "Smart Home" context. Yet, regardless of the tremendous efforts made by the relevant research & development community, application development is still a very complex and error prone process as the large range of IoT devices and smart appliances often result to complex systems-of-systems interactions. In addition, we need to factor in the human behavior and interaction goals thus making it more difficult to understand and analyzing the operating principles of the new applications. It is therefore imperative to conduct experiments verifying the complex interactions of those systems, as well as to be able to demonstrate and showcase them; to give users clear evidence how the system around them will behave. In this work we present two demonstrators that we have developed during the past years in order to provide a generic environment for showcasing new applications and services in a "Smart Home" context. We have displayed these demonstrators at several occasions, which gave us numerous opportunities to receive feedback from spectators of different backgrounds. We discuss the design choices of each demonstrator, the benefits of each approach and the experience gained from each one. |
Denial-of-Service Attacks in Wireless Networks Using Off-the-Shelf Hardware | | BIBA | Full-Text | 427-438 | |
Alexandros Fragkiadakis; Ioannis Askoxylakis; Panos Chatziadam | |||
Wireless network technologies offer ubiquitous broadband access to millions of users at an affordable cost. However, the broadband nature of the wireless medium make these networks vulnerable to a number of attacks. Malicious interference at the physical layer, and extended packet collisions at the medium access layer can cause significant DoS attacks. In this work, we show how off-the-shelf hardware can be used to create devastating DoS attacks in a IEEE 802.11 network. Moreover, we present two algorithms for attack detection that are based on the cumulative sum algorithm. |
Context Aware Collaborative Computing Model for Natural Disaster Management Systems | | BIBAK | Full-Text | 439-449 | |
Hamid Mcheick; Raef Mousheimish; Ali Masri; Youssef Dergham | |||
Nowadays, natural disaster management is considered one of the critical
issues, where many governments are spending a huge amount of money to master
it. And to help these governmental bodies in managing this kind of situation,
we used the concept of collaborative computing, to introduce an approach for
mobiles to collaborate in order to act as helper agents for other ones with
limited resources. Our approach is called the Disaster Pool. And in this paper
we highlighted the importance of collaborative computing, have a quick look on
previous work, and discuss our approach and the implemented code. Keywords: Collaborative computing; context-aware applications |
Situated Micro-displays for Activity-Aware Systems | | BIBAK | Full-Text | 450-461 | |
Esunly Medina; Fahim Kawsar; Roc Meseguer; Sergio F. Ochoa | |||
Most activity-aware systems designed to support mobile workers in dynamic
environments, such as hospitals or industrial plants, typically consider the
use of mobile devices and large displays. However, we envision potential
benefits of using ubiquitous micro-displays as support of mobile workers
activities. Particularly, in this paper we show how the use of situated
micro-displays, as a mechanism for embedding information into a physical
environment, can contribute to improve the performance and experience of mobile
workers in those scenarios. The article also describes the prototype of a
micro-display network designed to support people performing spatially
distributed activities. It also presents a user study that helps understand how
the spatial distribution of situated micro-displays impacts on the mobile
workers performance. Keywords: Situated micro-display; activity-centric system; mobile work |
From Annotated Objects to Distributed Planning in Heterogeneous and Dynamic Environments | | BIBAK | Full-Text | 462-473 | |
Daniel Moos; Sebastian Bader; Thomas Kirste | |||
Controlling a dynamic and distributed device ensemble is challenging. Such
ensemble should support their users pro-actively, by taking useful actions
automatically. Here, we propose an approach in which methods of deployed
objects are annotated with preconditions and effects. From those annotations,
we construct planning operators that are used in a distributed planning system.
The resulting system is able to control a real laboratory infrastructure
without any central control component such that goal-directed behavior emerges
from the interplay of all deployed devices. Keywords: distributed planning; goal-directed behavior; emergent behavior; smart
environment; ambient intelligence |
Taking Care of Elderly People with Chronic Conditions Using Ambient Assisted Living Technology: The ADVENT Perspective | | BIBAK | Full-Text | 474-485 | |
Theodor Panagiotakopoulos; Christos Antonopoulos; Panayiotis Alefragkis; Achilles Kameas; Stavros Koubias | |||
The population ageing trend has created an imperative need for ICT-based
solutions that will support continuous care provision and help elders prolong
the time they live independently in their own home environment. The ADVENT
project aims at providing a comfortable, safe and secure environment to support
the daily living of elders through a set of adaptive and demand-driven
services. This paper presents the user and system requirements analysis
results, based on which the high-level architecture of the core ADVENT system
was drawn. This architecture highlights the home environment and the ambient
intelligence platform, which are described in detail on a design level. Keywords: Ambient Assisted Living; Home Monitoring; Sensor Networks |
User Indoor Location System with Passive Infrared Motion Sensors and Space Subdivision | | BIBAK | Full-Text | 486-497 | |
Marios Sioutis; Yasuo Tan | |||
The use of indoor location information has the potential to enable
ground-breaking smart services in a home environment. The objective of this
research is to design a relatively inexpensive real time indoor location system
which also poses no threat to user privacy. We propose an indoor location
system that uses commodity parts such as infrared motion sensors and the idea
of space subdivision. By evaluating the state of the sensors involved in a
scene, it is further possible to evaluate each unique area and extract those
that the user is most likely to be located at. In conclusion, despite a couple
of flaws that should be addressed, the proposed system achieves its targets
while maintaining an acceptable level of accuracy. Keywords: indoor location system; infrared motion sensor; space subdivision; smart
home |
A Conceptual Framework for Augmented Smart Coach Based on Quantified Holistic Self | | BIBA | Full-Text | 498-508 | |
Hyoseok Yoon; Young Yim Doh; Mun Yong Yi; Woontack Woo | |||
Augmented human (AH) refers to a research direction of enhancing or augmenting human abilities by human-computer-integration. At its core, AH attempts to monitor and interpret domains of knowledge about human nature to actuate appropriate augmentation. We envision AH as a human-centered approach and a major milestone to be accomplished for ubiquitous virtual reality (i.e., combining the real human with assets of virtual environments). As a concrete example of augmenting human with intellectual abilities, we present a conceptual framework for augmented smart coach. In the proposed framework, multi-dimensional life experiences of human, are systematically captured, assessed, refined, encoded, and quantified into basis patterns of digital holistic self (D-Personality). By doing so, quantified holistic self serves a purpose of a dynamic user profile, which is exploited and explored by anthropomorphic and adaptive augmented interfaces for coaching the needs of individual. We highlight and identify foreseeable technical challenges for future research direction revolving around the presented framework. |
Crowd Target Positioning under Multiple Cameras Based on Block Correspondence | | BIBAK | Full-Text | 509-518 | |
Qiuyu Zhu; Sai Yuan; Bo Chen; Guowei Wang; Jianzhong Xu; Lijun Zhang | |||
In the research of crowd analysis in a multi-camera environment, the key
problem is how to get target correspondence between cameras. Two main popular
methods are epipolar geometric constraint and homography matrix constraint. For
large view-angle and wide baseline, these two methods exist obvious
disadvantages and have a low performance. The paper utilizes a new
correspondence algorithm based-on the constraint of line-of-sight for the crowd
positioning. Since the target area is discrete, the paper proposes to use
blocking policy: dividing the target regions into blocks with certain size. The
approach may provide appropriate redundancy information for each object and
decrease the risk of objects missing which is caused by large view-angle and
wide baseline between different perspective images. The experimental results
show that the method has a high accuracy and a lower computational complexity. Keywords: multiple cameras; constraint of line-of-sight; target positioning; blocks
correspondence |
Building a Sensory Infrastructure to Support Interaction and Monitoring in Ambient Intelligence Environments | | BIBA | Full-Text | 519-529 | |
Emmanouil Zidianakis; Nikolaos Partarakis; Margherita Antona; Constantine Stephanidis | |||
In the context of Ambient Intelligence (AmI), the elaboration of new interaction techniques is becoming the most prominent key to a more natural and intuitive interaction with everyday things [2]. Natural interaction between people and technology can be defined in terms of experience: people naturally communicate through gestures, expressions, movements. To this end, people should be able to interact with technology as they are used to interact with the real world in everyday life [19]. Additionally, AmI systems must be sensitive, responsive, and adaptive to the presence of people [16]. This paper presents the design and implementation of an interaction framework for ambient intelligence targeting to the provision of novel interaction metaphors and techniques in the context of AmI scenarios. The aforementioned infrastructure has been deployed in vitro within the AmI classroom simulation space of the FORTH-ICS AmI research facility and used to extend existing applications offered by an augmented interactive table for young children (Beantable) to support also games that facilitate biometric information, rich interaction metaphors and speech input [20]. |
Applicability of Portable Health Clinic to Ageing Society | | BIBAK | Full-Text | 533-544 | |
Ashir Ahmed; Andrew Rebeiro-Hargrave; Rafiqul Islam; Sozo Inoue; Naoki Nakashima | |||
Portable Health Clinic is adapted to provide primary care to a super aged
society. A super aged society occurs when, one third of the population is 65+
years and one fifth is 85+ years. The combination of aging society and
incidence of non-communicable diseases increases the prevalence of elderly
disability and places pressure on health care systems, health costs, and
existing social norms. The goal is to reposition the Portable Health Clinic as
a health information and affordable disability prevention system. In this
paper, we show how the healthcare worker can supplement her competence on
medical risk factors with sensor technology and share her knowledge with
elderly patients within the community. We suggest that the remote telemedicine
call center should be used to support distant screening and surveillance
programs and provide early intervention to diseases. We investigate 18,278
Portable Health Clinic Electronic Health Records between 2012 and 2013 to see
what are the most important risk factors for ill health in Bangladesh. The
field data implies that elevated blood pressure and blood sugar and protein in
the urine and the most important risk factors for the elderly population
(>65 years) when compared to younger population (<65 years). Keywords: Portable Health Clinic; Ageing Society; Personal Health Records (PHR);
Remote Health Consultancy; BigData |
The Vision of the Sociable Smart City | | BIBAK | Full-Text | 545-554 | |
Eleni Christopoulou; Dimitrios Ringas; John Garofalakis | |||
In this paper we define what is a Sociable Smart City and how this vision
can be realised. This vision elaborates on recent developments in smart cities
around the world where novel technologies and applications have been introduced
in order to provide services and promote economic growth and sustainability.
According to our approach a smart city has to also focus on social and cultural
aspects, to allow people to interact with their cities in novel ways and to
enable them to shape and decide the future of the city. This approach has
originated from the large-scale deployment and evaluation of the CLIO urban
computing system, which enables people to interact with the collective city
memory. Our findings revealed that a system that exploits city infrastructure
and both people's and artificial intelligence in order to empower and engage
them in social activities may enhance citizen participation and sense of
belonging as well as it may enable urban social interactions. Aiming to address
the Sociable Smart City vision, we held a homonymous workshop in 2013 that
brought together researchers of urban computing, smart cities, pervasive
technologies and hci. Among its outcomes has been a definition of the Sociable
Smart City, the identification of challenges in realising it, the proposition
of applications that can accelerate its adoption and what their impact can be,
as well as the identification of the major stakeholders involved. Keywords: sociable smart city; urban computing; mobile computing; smart cities |
Communications in Emergency and Crisis Situations | | BIBAK | Full-Text | 555-565 | |
Andreas I. Miaoudakis; Nikolaos E. Petroulakis; Diomedes Kastanis; Ioannis G. Askoxylakis | |||
In emergency and crisis situations (ECS) like earthquakes, tsunamis,
terrorist attacks, it is very important that communication facilities are
operative to provide services both to rescue teams and civilians. In ECS it is
very common that communication premises are often unable to provide services,
either due to physical damages or traffic overload. In such a case there is the
need for rapid reestablishment of communication services. In this paper the
communication services that can be exploited for ECS mitigation are discussed.
The usage scenarios of such services are studied. Following that and looking
from a network perspective view an ECS communication network architecture is
presented. This architecture aims to provide seamless interoperability of
varies communication technologies often present in ECS to provide an ECS
communication solution. Keywords: Emergency; Crisis; Disaster; Critical Infrastructure; Heterogeneous Networks |
Sociable Smart Cities: Rethinking Our Future through Co-creative Partnerships | | BIBAK | Full-Text | 566-574 | |
Ingrid Mulder | |||
The challenges of tomorrow's society demand new ways of innovation -- a
shift in thinking, doing and organising. It requires releasing existing
paradigms, changing perspectives and doing things differently. In the current
work, we envision a sociable smart city that enables transforming society into
a more participative domain where participatory innovation takes place. A city
that combines best a two worlds; on the one hand, a social city that is
people-centred, values active citizenship and embraces community-driven
innovation, and, on the other, a smart city that welcomes the possibility of
Future Internet and related technology-driven innovations, such as Open Data,
Internet of Things and Living Labs offer. The biggest challenges cities face is
not the technology, but having an open mindset and a participatory attitude to
rethink our future is far more challenging. Keywords: Co-creative partnerships; empowerment; open mindset; participatory
citizenship; social change; transformation design; transforming society |
The Design Process of an Urban Experience | | BIBAK | Full-Text | 575-582 | |
Anne Nigten | |||
In this paper we will be investigating the relevance of artistic
practice-based research as a design method for interactive co-design works. Our
study is based on Are You for Real?, an urban co-creation project which was
developed by a cross-disciplinary project team with co-design contributions by
students and youngsters. Although this case study was initially developed with
and for youngsters and students of a technical vocational school, its design
and creation approach addressed assumptions that are expected to be valuable
for professionals as well as for educators in higher education. This study
could contribute to people's understanding of 'real-life' research methods for
'real-life' situations. For our reference framework we identified two issues
that were brought forward as impediments for new cross-disciplinary courses
that dealt with interactive works in a public space. Following that, the
lessons learned from our investigation are suggested as input for the next
editions of these courses. Keywords: Design principles and guidelines for Distributed; Ambient and Pervasive
Interactions; Social Interaction; Art; Design. |
Small Scale Collaborative Services: The Role of Design in the Development of the Human Smart City Paradigm | | BIBAK | Full-Text | 583-592 | |
Francesca Rizzo; Alessandro Deserti | |||
Cities are facing disruptive challenges today. All these require smarter
solutions and are creating pressure for the public and private sector to
deliver innovative services and great expectations are put in the new Smart
City paradigm. Most of these solutions keep technologies out of the urban
environments, far from being considered components of the urban functioning
and, furthermore, even farer from people and their urban spaces. In this
framework design is today re-orienting its theories and practices to new kind
of design contexts (neighborhoods, streets, squares, cities) where societal
challenges are emerging that require different level of changes from everyday
life to huge public institutions and complex organizations. This re-orientation
is based on a different smart city paradigm that puts people at the center of
the cities smartness and recognizes the need for developing micro and
contextualized solutions to address larger cities problems in a sociable mode. Keywords: Service Design; Complex Participatory Design; Human Smart City; Small
Experiments; Collaborative Services |
A Methodology for Gamifying Smart Cities: Navigating Human Behavior and Attitude | | BIBAK | Full-Text | 593-604 | |
Mizuki Sakamoto; Tatsuo Nakajima; Sayaka Akioka | |||
We are now living in smart cities, where information technologies enhance
our everyday life. For example, our energy management and traffic management
have become smarter, making our daily lives more convenient and efficient.
However, from a citizen's point of view, a person's happiness needs to be more
important than achieving efficient and convenient smart city infrastructures.
This is, in particular, an essential issue for achieving human-centered smart
city design. In this paper, we present our methodology to gamify smart city
services. Our methodology consists of three tools, one model and two
infrastructures. The tools contain the value-based design framework, the
personality-based analysis framework, and the reality-based analysis framework.
The model is named the GamiMedia model, and the infrastructures include the
Virtual Form infrastructure and the Digital-Physical Hybrid Role-Playing
infrastructure. The methodology to gamify smart city services is extracted from
our long experiences with building applications services and middleware
infrastructures for ubiquitous computing environments. Keywords: Human behavior and attitude; Agency; Immersion; Procedural rhetoric;
Transmedia |
U.App: An Urban Application Design Environment Based on Citizen Workshops | | BIBAK | Full-Text | 605-616 | |
Tomoyo Sasao; Shin'ichi Konomi | |||
Designing usable applications for coping with civic challenges can be
extremely difficult without an appropriate design environment. We explore a
novel application design process based on the analysis of real citizen
workshops, and propose U.App, a design environment that allows citizens to
create urban applications based on the process. We expect that the proposed
environment will facilitate citizens' daily activities for addressing urban
issues and extend the possibility of citizen-centered mobile applications. Keywords: urban application; citizen workshop; application design platform |
Meaningful Interactions in a Smart City | | BIBAK | Full-Text | 617-628 | |
Peter van Waart; Ingrid Mulder | |||
A city is a public space where people find meaning by living together.
Although cities are governed by city councils, it is mainly the citizens that
make their own city. The contemporary cityscape is increasingly pervaded with
emerging media. Recent invasions of interactive media in the cityscape,
however, are to a large extent commercial broadcasting systems that do not
encourage interaction and communication among citizens. This is not trivial;
the public space is the city's medium for communication with its citizens. The
current work derives from the notion that interactive media can be used to
enrich people's lives in a meaningful way. In three design cases is illustrated
how the symbolic level of interactions is of major importance for designing
meaningful interactions in cities. Keywords: Smart city; interaction design; meaning; human values |
A Smart City Case Study: Dynamic Management of Road Lanes | | BIBAK | Full-Text | 629-640 | |
Chen Wang; Bertrand David; René Chalon | |||
The SMART CITY is an important field for ubiquitous computing (UC), ambient
intelligence (AmI), connected vehicles (CV), and new styles of User Interfaces,
mainly mobile. Data vitalization related to in-city data collection and their
appropriate diffusion to city actors (private and professional) and their
services (applications) is one issue. In a more precise and specific context of
dynamic lane allocation system, which is presented in this paper, we describe
the use of Location-Based services and Internet of Things, as well as the User
Interfaces proposed. A simulation environment allows us to conduct a first
validation of the system and to study acceptability of User Interfaces before
in-the-field deployment. Keywords: smart city; ambient intelligence; ubiquitous computing; data vitalization;
location-based services; mobile internet; internet of things; dynamic lane
allocation |