Ubicomp Research Papers - Academia.edu (original) (raw)

HCI projects are increasingly evaluating technologies in the wild, which typically involves working with communities over extended periods, often with the goal of effecting sustainable change. However, there are few descriptions of... more

HCI projects are increasingly evaluating technologies in the wild, which typically involves working with communities over extended periods, often with the goal of effecting sustainable change. However, there are few descriptions of projects that have been successful in the long-term. In this paper we investigate what factors are important for develop- ing long lasting community ICT interventions. We do this by analysing a successful action research project and provide five recommendations for facilitating sustained community engagement. CrowdMemo aimed to preserve local heritage in a town in rural Argentina and the project was set up so that it could be continued by the community once researchers had left. Participants created videos about personal memories of the town and over 600 people attended the premiere where they were first screened. The impact has not just been short-term and there has been sustained engagement with the project by stakeholders in the town and wider region: the lo- cal school integrated digital storytelling into its curriculum; the approach has been adopted by two nearby towns; and the project has influenced regional government educational policy.

We live surrounded by computing devices, but applications are mostly confined to run on a single device. It should be possible to make better use of the multiple devices around us by coming up with ways of integrating and combining... more

We live surrounded by computing devices, but applications are mostly confined to run on a single device. It should be possible to make better use of the multiple devices around us by coming up with ways of integrating and combining them, while leveraging the specific strengths of some devices and minimizing the individual weaknesses of others. We want to explore the possibility of building applications that have their user interface seamlessly distributed across co-located devices. We created the YanuX Framework to provide the guidelines and tools needed by developers to build those applications. This paper presents the framework and its architecture, which is outlined along with the description of its components. We end by presenting an early evaluation of YanuX and by discussing the status of our work along with directions for further research.

We live surrounded by computing devices, but applications are mostly confined to run on a single device. It should be possible to make better use of the multiple devices around us by coming up with ways of integrating and combining them,... more

We live surrounded by computing devices, but applications are mostly confined to run on a single device. It should be possible to make better use of the multiple devices around us by coming up with ways of integrating and combining them, while leveraging the specific strengths of some devices and minimizing the individual weaknesses of others. We want to explore the possibility of building applications that have their user interface seamlessly distributed across co-located devices. We created the YanuX Framework to provide the guidelines and tools needed by developers to build those applications. This paper presents the framework and its architecture, which is outlined along with the description of its components. We end by presenting an early evaluation of YanuX and by discussing the status of our work along with directions for further research.

This paper describes our research on feedback mechanisms of wearables for supporting indoor landmark identification in the context of blind pedestrians’ mobility. It contributes with a promising alternative to audible patterns, which are... more

This paper describes our research on feedback mechanisms of wearables for supporting indoor landmark identification in the context of blind pedestrians’ mobility. It contributes with a promising alternative to audible patterns, which are consistently related to the 'masking phenomenon'. It also contributes with many lessons and insights that could benefit the designer of wearables for blind users. We started from an observational study followed by co-creation workshops with designers and potential users. The resulting prototypes were used in two Case Studies. The first study investigated the occurrence of 'masking', a problem caused by technology that affects negatively the sensorial perception of the wearer. The second study investigated the usefulness of the wearables for the identification of landmarks. The wearable succeeded in both tests for the particular context in which it was used.

In less than a decade, smartphones have transformed how, when, and where people access information. We propose that turning to technology for information may lead individuals to miss out on opportunities to cultivate feelings of social... more

In less than a decade, smartphones have transformed how, when, and where people access information. We propose that turning to technology for information may lead individuals to miss out on opportunities to cultivate feelings of social connection. Testing this hypothesis, we asked participants to find an unfamiliar building and randomly assigned them to solve this everyday problem either with or without their smartphones. Compared to those who could not rely on technology, participants who used their smartphones found the building more easily but ended up feeling less socially connected. Although having access to smartphones improved participants' mood by making their task easier, this beneficial effect was diminished by the costs to social connection. Our findings provide the first experimental evidence that the benefits of pervasive connectivity may be undercut when technology supplants social interactions.

As a result of development toward 'smart' materials, materials now enable an expanding range of aesthetic expressions and user experiences. These materials are fundamentally temporal in their capacity to assume multiple, discrete states... more

As a result of development toward 'smart' materials, materials now enable an expanding range of aesthetic expressions and user experiences. These materials are fundamentally temporal in their capacity to assume multiple, discrete states of expression that can be repeatedly and minutely controlled. These materials come to be, or become, only over time and in context—they are becoming materials. Thus, in the development and application of such materials, we must engage more extensively with the experience of materials in practices of design and of use. This paper introduces and discusses the concept of becoming materials—as well as the implications for practice—through a series of examples from our own practice-led research within art, design and architecture. Coming to terms with the implications for material practices of design and of use, we suggest, requires the development of new concepts and methods for doing and studying the design of becoming materials.

This paper mainly focuses on estimating the relatedness and similarities between any two Wikipedia [1] articles. This paper describes various ways of determining the similarities. We hypothesize that by using some kind of properties of... more

This paper mainly focuses on estimating the relatedness and similarities between any two Wikipedia [1] articles. This paper describes various ways of determining the similarities. We hypothesize that by using some kind of properties of the Wikipedia articles, which can be internal or external, we can estimate the relatedness between Wikipedia articles. Each article is believed to have some kinds of internal properties and some external properties. Internal properties are those which are embedded inside the articles. It can be, for instance, have something to do with the content and text of the articles. External properties are those which are deduced or inferred from the articles. It can be, for example, the topic of the articles or even the closest distance between the two articles when plotted in a graph or in a category hierarchy. External properties include the properties associated with individual articles like topics (as mentioned), categories of the articles. Other techniques which are relevant when comparing the Wikipedia articles are cosine similarity, Jaccard similarity measure etc.

We report the results of a long-term, multi-site field trial of a situated awareness device for families called the "Whereabouts Clock". The Clock displayed family members' current location as one of four privacy-preserving,... more

We report the results of a long-term, multi-site field trial of a situated awareness device for families called the "Whereabouts Clock". The Clock displayed family members' current location as one of four privacy-preserving, deliberately coarse-grained categories (HOME, WORK, SCHOOL or ELSEWHERE). In use, the Clock supported not only family co-ordination but also more emotive aspects of family life such as

The development of computer technology has been rapid. Not so long ago, the first computer was developed which was large and bulky. Now, the latest generation of smartphones has a calculation power, which would have been considered those... more

The development of computer technology has been rapid. Not so long ago, the first computer was developed which was large and bulky. Now, the latest generation of smartphones has a calculation power, which would have been considered those of supercomputers in 1990. For a smart environment, the person recognition and re-recognition is an important topic. The distribution of new technologies like wearable computing is a new approach to the field of person recognition and re-recognition. This article lays out the idea of identifying and re-identifying wearable computing devices by listening to their wireless communication connectivity like Wi-Fi and Bluetooth and building a classification of interaction scenarios for the combination of human-wearable-environment.

Virtual environments have always been considered as a means for more visceral and efficient human computer interaction by a diversified range of applications. The spectrum of applications includes analysis of complex scientific data,... more

Virtual environments have always been considered as a means for more visceral and efficient human computer interaction by a diversified range of applications. The spectrum of applications includes analysis of complex scientific data, medical training, military simulation, phobia therapy and virtual prototyping. Evolution of ubiquitous computing, current user interaction approaches with keyboard, mouse and pen are not sufficient for the still widening spectrum of Human computer interaction. Gloves and ...

As a result of development toward ‘smart’ materials, materials now enable an expanding range of aesthetic expressions and user experiences. These materials are fundamentally temporal in their capacity to assume multiple, discrete states... more

As a result of development toward ‘smart’ materials, materials now enable an expanding range of aesthetic expressions and user experiences. These materials are fundamentally temporal in their capacity to assume multiple, discrete states of expression that can be repeatedly and minutely controlled. These materials come to be, or become, only over time and in context—they are becoming materials. Thus, in the development and application of such materials, we must engage more extensively with the experience of materials in practices of design and of use. This paper introduces and discusses the concept of becoming materials—as well as the implications for practice—through a series of examples from our own practice-led research within art, design and architecture. Coming to terms with the implications for material practices of design and of use, we suggest, requires the development of new concepts and methods for doing and studying the design of becoming materials.

Sonic City is a project exploring mobile interaction and wearable technology for everyday music creation. A wearable system has been developed that creates electronic music in real-time based on sensing bodily and environmental factors -... more

Sonic City is a project exploring mobile interaction and wearable technology for everyday music creation. A wearable system has been developed that creates electronic music in real-time based on sensing bodily and environmental factors - thus, a personal soundscape is co-produced by physical movement, local activity, and urban ambiance simply by walking through the city. Applying multi-disciplinary methods, we have developed the wearable from a scenario-driven, aesthetic and lifestyle perspective. A garment has been crafted for 'trying on' interaction and wearabilty options with users on-site in the city. With this prototype, we have been able to expore and rapidly iterate context and content, social and human factors of the wearable application.

Smart-Its are self-contained, stick-on computers that attach to everyday objects. These augmented objects become soft media, enabling dynamic digital relationships with users and each other. In the Smart-Its project, we are developing... more

Smart-Its are self-contained, stick-on computers that attach to everyday objects. These augmented objects become soft media, enabling dynamic digital relationships with users and each other. In the Smart-Its project, we are developing technology to realize a vision of computation everywhere, where computer technology seamlessly integrates into everyday life, supporting users in their daily tasks. By embedding sensors, computation, and communication into common artifacts, future computing applications can adapt to human users rather than the other way around. However, it's currently difficult to develop this type of ubiquitous computing because of the lack of toolkits integrating both the required hardware and software. Therefore, we are creating a class of small computers - called Smart-Its - equipped with wireless communication and sensors to make it possible to create smart artifacts with little overhead.

Urban spaces have a great impact on how people feel and behave. There are number of factors that impact our emotional responses to a space. In this paper, we propose an objective way to measure people ’s emotional reactions in places by... more

Urban spaces have a great impact on how people feel and behave. There are number of factors that impact our emotional responses to a space. In this paper, we propose an objective way to measure people
’s
emotional reactions in places by monitoring their physiological signals that are related to emotion. By integrating wearable biosensors with mobile phones, we can obtain geo-annotated data relating to emotional states in relation to our spatial surroundings. We are the able to visualize the emotional response data by creating an
emotional layer
over a geographical map. This can then help us to understand how individuals emotionally perceive urban spaces and help us to illustrate the interdependency between emotions and environmental surroundings.

We describe the motivation, design and initial implementation of the Equip Component Toolkit (ECT), a software toolkit for ubiquitous computing that is intended to reduce the cost – especially in time and effort – of developing ubicomp... more

We describe the motivation, design and initial implementation of the Equip Component Toolkit (ECT), a software toolkit for ubiquitous computing that is intended to reduce the cost – especially in time and effort – of developing ubicomp installations, applications and environments, and increase the potential involvement of designers and users in this process. The toolkit supports distributed applications running over multiple hosts by the creation, configuration and interconnection of software components (especially existing/legacy components) and components which represent physical devices and sensors. Users are supported by graphical tools which provide various representations of the running environment, plus facilities for monitoring, (re)configuration, scripting and learning by example.

The development of computer technology has been rapid. Not so long ago, the first computer was developed, a large and bulky system. Now, the latest generation of smartphones has a calculation power, which would have been considered those... more

The development of computer technology has been rapid. Not so long ago, the first computer was developed, a large and bulky system. Now, the latest generation of smartphones has a calculation power, which would have been considered those of supercomputers in 1990, and the most people of the world will wear this technology at the body every day. For a smart environment, the person recognition and re-recognition is an important topic. The distribution of new technologies like wearable computing is a new approach to the field of person recognition and re-recognition. This article lays out the idea of identifying and re-identifying wearable computing devices by listening to their wireless communication connectivity like Wi-Fi and Bluetooth and building a classification of interaction scenarios for the combination of human-wearable-environment.

Designing novel interaction concepts for urban environments is not only a technical challenge in terms of scale, safety, portability and deployment, but also a challenge of designing for social configurations and spatial settings. To... more

Designing novel interaction concepts for urban environments is not only a technical challenge in terms of scale, safety, portability and deployment, but also a challenge of designing for social configurations and spatial settings. To outline what it takes to create a consistent and interactive experience in urban space, we describe the concept and multidisciplinary design process of VR/Urban’s media intervention tool called Spread.gun, which was created for the Media Façade Festival 2008 in Berlin. Main design aims were the anticipation of urban space, situational system configuration and embodied interaction. This case study also reflects on the specific technical, organizational and infrastructural challenges encountered when developing media façade installations.

In the project Sonic City, we have developed a system that enables users to create electronic music in real time by walking through and interacting with the urban environment. We explore the use of public space and everyday behaviours for... more

In the project Sonic City, we have developed a system that enables users to create electronic music in real time by walking through and interacting with the urban environment. We explore the use of public space and everyday behaviours for creative purposes, in particular the city as an interface and mobility as an interaction model for electronic music making. A multi-disciplinary design process resulted in the implementation of a wearable, context-aware prototype. The system produces music by retrieving information about context and user action and mapping it to real-time processing of urban sounds. Potentials, constraints, and implications of this type of music creation are discussed.

The rise of ubiquitous computing (UbiComp), where pervasive, wireless and disappearing technologies offer hitherto unavailable means of supporting activity, increasingly opens up ‘opportunity spaces’. These are spaces where there is no... more

The rise of ubiquitous computing (UbiComp), where pervasive, wireless and disappearing technologies offer hitherto unavailable means of supporting activity, increasingly opens up ‘opportunity spaces’. These are spaces where there is no urgent problem to be solved, but much potential to augment and enhance practice in new ways. Based on our experience of co-designing novel user experiences for visitors to an English country estate, we discuss challenges for PD in such an opportunity space. Key amongst these are how to build a working relationship of value when there are no urgent requirements; how to understand and scope the space of opportunities; and how to leave users with new resources of value to them.

The third generation partnership project (3GPP) has addressed the feasibility of interworking and specified the interworking architecture and security architecture for third generation (3G)-wireless local area network (WLAN), it is... more

The third generation partnership project (3GPP) has addressed the feasibility of interworking and specified the interworking architecture and security architecture for third generation (3G)-wireless local area network (WLAN), it is developing, system architecture evolution (SAE) / long term evolution (LTE) architecture, for the next generation mobile communication system. To provide a secure 3G-WLAN interworking in the SAE/LTE architecture, Extensible authentication protocol-authentication and key agreement (EAP-AKA) is used. However, EAP-AKA have several vulnerabilities. Therefore, this paper not only analyses the threats and attacks in 3G-WLAN interworking but also proposes a new authentication and key agreement protocol based on EAP-AKA. The proposed protocol combines elliptic curve Diffie-Hellman (ECDH) with symmetric key cryptosystem to overcome the vulnerabilities. The proposed protocol is used in hybrid coupled 3G-WLAN convergence network to analyse its efficiency in terms of...

E-commerce in today's conditions has the highest dependence on network infrastructure of banking. However, when the possibility of communicating with the Banking network is not provided, business activities will suffer. This paper... more

E-commerce in today's conditions has the highest dependence on network infrastructure of banking. However, when the possibility of communicating with the Banking network is not provided, business activities will suffer. This paper proposes a new approach of digital wallet based on mobile devices without the need to exchange physical money or communicate with banking network. A digital wallet is a software component that allows a user to make an electronic payment in cash (such as a credit card or a digital coin), and hides the low-level details of executing the payment protocol that is used to make the payment. The main features of proposed architecture are secure awareness, fault tolerance, and infrastructure-less protocol.

Service Discovery Protocol (SDP) is important in ubiquitous applications, where a large number of devices and software components collaborate unobtrusively and provide numerous services without user intervention. Existing service... more

Service Discovery Protocol (SDP) is important in ubiquitous applications, where a large number of devices and software components collaborate unobtrusively and provide numerous services without user intervention. Existing service discovery schemes use a service matching process in order to offer services of interest to the users. Potentially, the context information of the users and surrounding environment can be used to improve the quality of service matching. We propose a C-IOB (Context- Information, Observation and Belief) based service discovery model, which deals with the above challenges by processing the context information and by formulating the beliefs based on the basis of observations. With these formulated beliefs the required services will be provided to the users. In this work, we present an approach for automated validation of C-IOB based service discovery model in a typical ubiquitous museum environment, where the external behavior of the system can be predicted and ...