Social Issues of Setting and Context in 'Real-life' Ubicomp (original) (raw)

Human Interactions in Electronic Institutions

Lecture Notes in Computer Science, 2013

ABSTRACT Every social network has its own fixed, but different, set of rules that apply to all users. This reflects the fact that in real life every community has different norms depending on the relationships between its members. Unfortunately this has required people to create many different social networks that exist next to each other even though they have largely overlapping sets of members. In this paper we argue that Electronic Institutions (EI) solve this problem by allowing to create a generic social network in which users can set up their own sub-communities with their own particular norms and protocols. Electronic Institutions make it easy for users to specify these protocols and norms in a visual way, and adapt them when necessary. Furthermore we present a new framework on top of the existing EI architecture that allows humans to interact in any EI. It can generate a graphic user interface from the institution-specification without the requirement of any extra programming or design. However, it still allows designers to design a more sophisticated, domain specific GUI.

Distributed, Ambient, and Pervasive Interactions

Lecture Notes in Computer Science, 2015

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Designing Socio-technical Applications for Ubiquitous Computing

2012

A major challenge for ubiquitous system design is creating applications that are legal-compatible and accepted by their intended users. Today's European data protection principles contradict the ideas of ubiquitous computing. Additionally, users have to deal with unconventional interaction concepts leading to a low amount of trust and acceptance in such systems. Current development approaches do not sufficiently cover these concerns, as they do not systematically incorporate expertise from the relevant disciplines. We present a novel development approach for ubiquitous systems that explicitly addresses these concerns. Our primary task was to manage the increased number of stakeholders and dependencies, respectively conflicts between requirements of the particular disciplines. The approach incorporates predefined artifacts and a defined workflow with responsibilities, as well as suggesting how to develop mutual understanding. We apply this multidisciplinary approach to develop the ubiquitous application Meet-U.

e-Vent : Support System for Event Registration

2019 2nd International Conference on Applied Information Technology and Innovation (ICAITI), 2019

ICAITI 2019 Welcome Message by the General Chair Assalamu'alaykum wrwb, On behalf of the technical program committee (TPC), we warmly welcome you to the 2nd International Conference on Applied Information Technology and Innovation (ICAITI 2019) in Padang, Indonesia. The committee has organized exciting technical program for 2nd ICAITI with conference theme "Exploring the future technology of Applied Information Technology and Innovation ". 2nd ICAITI is the international conference organized by Politeknik Negeri Padang. As an International conference , ICAITI provides excellent platform in sharing the idea and experiences, exchange information and explore collaboration among researchers, engineers, practitioners and scholars in the field of information technology, communications, and electrical engineering. All 120 submitted papers throughout the world went through a rigorous review process and each paper was evaluated by independent reviewers in accordance with standard blind review process. Based on the result of process, 54 papers have been selected, which constitute the acceptance rate of 45.00%. 2nd ICAITI also features world-class keynote/plenary speeches and distinguish-invited speakers that reflect the current research and development trends in the aforementioned fields. We are deeply indebted to all of our TPC members as well as our reviewers, who volunteered a considerable amount of their time and expertise to ensure a fair, rigorous, and timely review process. We are very much appreciate our keynote and invited speakers who will share their expertise in this conference. Last but not least, our sincere gratitude should be given to all authors for submitting their work to 2nd ICAITI 2019, which has allowed us to assemble a high quality technical program. Welcome to Bali and enjoy a wonderful experience in paradise island! With best regards Rahmat Hidayat, ST., M.Sc. IT General Chair ICAITI 2019 Welcome Speech from The Director of Politeknik Negeri Padang Assalamu'alaikum wr. wb, Good morning ladies and gentlemen, our dear honorary guests and speakers. On behalf of Politeknik Negeri Padang, I am pleased to welcome all participants to the 2 nd Conference on Applied Information Technology and Innovation (ICAITI) in Bali. We have successfully conducted the 1 st ICAITI in our hometown in Padang last year, and this year event brings ICAITI to a new horizon in Bali.

User Control in Ubiquitous Computing: Design Alternatives and User Acceptance

Humboldt Universität Berlin, 2005

The historic development of computing can be broadly described by three historic waves: (1.) the ‘many persons, one computer’ era, (2.) the ‘one person, one computer’ era, and (3.) the ‘one person, many computers’ era. The first wave (starting in the 1950s) is aptly termed the ‘many persons, one computer’ era. The one computer, coming in the form of a mainframe or minicomputer, was mostly used by specialists and deployed in industrial environments to reliably handle large scale data processing tasks. The second wave of computing set in the late 1970s, the ‘one person, one computer’ era, is characterized by every employee or private person owning or using a computer, either for professional purposes or for leisure. By now, some industries (such as banking) see over 95% of their employees1 working on computer terminals and 87% of German households2 owned a PC in 2006. Thus, this second wave of computing is reaching saturation in recent years, at least in the industrialised part of the world. The third wave of computing, which can be said to have started in the mid 1990s, is called the ‘one person, many computers’ era. It is characterized by computer chips increasingly being embedded in a vast array of consumer devices, such as smart phones, digital cameras, toys, cars, etc. The end-vision of this computing era is what some scholars have termed ‘Ubiquitous Computing’. Ubiquitous Computing (hereafter often abbreviated as ‘UC’) refers to environments where most physical objects are enhanced with digital qualities. It is technically based on two building blocks: embedded computing and mobile communications (Lyytinen and Yoo 2002). Embedded computing implies that just about any kind of every day object, as well as the natural environment, human beings and animals, are infused with computing capabilities. Active and passive Radio Frequency Identification (RFID) tags, sensors, video cameras and the fusion of information stemming from these diverse systems are on the verge of leading to a ‘naturally’ computerized environment, while mobile wireless communication technologies such as RFID, Bluetooth or Wireless-LANs are used to hook up to these distributed computing devices and ‘capture and access’ information from them for aggregation, integration and service creation at the backend.