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1.
A User-Centered Location Model   总被引:1,自引:0,他引:1  
This paper discusses the user-centered location model used in comMotion. In this context, the location model refers to a set of learned places (destinations), which coincide to a latitude and a longitude, that the user has categorized. It also includes knowledge of the routes between the destinations and the time it takes to travel them. The model is based on user experience, i.e. his patterns of mobility, so no two models are the same. We also discuss the pattern recognition models implemented for route learning, route prediction and estimation of time to arrival. Correspondence to: Ms N. Marmasse, MIT Media Laboratory, 20 Ames Street, Cambridge, MA 02139, USA. Email: nmarmas@media.mit.edu  相似文献   

2.
As part of the Spatial Location Protocol activity in the Internet Engineering Task Force (IETF), we have been working on how to express location information in an interoperable way in the Internet. The objective of this paper is to share our ideas on concepts for enabling interoperability and reuse of location information. These concepts can also be used in the area of ubiquitous computing. Correspondence to: Ms M. Korkea-aho, Department of Computer Science & Engineering, Helsinki University of Technology, Apollokatu 10 A 49, FIN-00100 Helsinki, Finland. Email: mari.korkea-aho@iki.fi  相似文献   

3.
In this paper we describe two projects on contextualized computer systems and audio augmented environments we are currently working on at the Fraunhofer Institutes FIT and IMK. In this paper we will only focus on the world models and the augmentation layer. Both projects are based on completely different technologies, and use different representation methods and interaction facilities. While in hippie users are moving with small laptop computers or wearable computers with a small visual display, in LISTEN users will have only a wireless headphone displaying spatially rendered sound-scenes. Correspondence to: J. Goβmann, Fraunhofer-IMK, Schloss Birlinghoven, D-53754 St Augustin, Germany.  相似文献   

4.
Location models are crucial for providing location-dependent data to context-aware applications. In this paper, we present two approaches for modeling location information taken from an infrastructure-based and an ad hoc network-based application scenario. From these approaches we derive requirements for a general location modeling language for ubiquitous computing. Correspondence to: M. Bauer, Fakult?t Informatik, Universit?t Stuttgart, Breitwiesenstr. 20-22, D-70565 Stuttgart, Germany. Email: mabauer@informatik.uni-stuttgart.de  相似文献   

5.
A Context/Communication Information Agent   总被引:1,自引:0,他引:1  
We are developing a Context/Communication Information Agent (CIA), an autonomous software agent that proactively searches for the right information at the right time. Our goal is to design and evaluate a system that leverages what people naturally do, using this knowledge to retrieve information, and presenting it with a minimal cost of disruption to the users. In this paper, we describe the results a low-fidelity prototype performed in a meeting situation, the design space for such an application, and our plans for continued investigation.  相似文献   

6.
TRIP: A Low-Cost Vision-Based Location System for Ubiquitous Computing   总被引:2,自引:0,他引:2  
Sentient Computing provides computers with perception so that they can react and provide assistance to user activities. Physical spaces are made sentient when they are wired with networks of sensors capturing context data, which is communicated to computing devices spread through the environment. These devices interpret the information provided and react by performing the actions expected by the user. Among the types of context information provided by sensors, location has proven to be especially useful. Since location is an important context that changes whenever the user moves, a reliable location-tracking system is critical to many sentient applications. However, the sensor technologies used in indoor location tracking are expensive and complex to deploy, configure and maintain. These factors have prevented a wider adoption of Sentient Computing in our living and working spaces. This paper presents TRIP, a low-cost and easily deployable vision-based sensor technology addressing these issues. TRIP employs off-the-shelf hardware (low-cost CCD cameras and PCs) and printable 2-D circular markers for entity identification and location. The usability of TRIP is illustrated through the implementation of several sentient applications.  相似文献   

7.
Understanding and Using Context   总被引:43,自引:6,他引:43  
Context is a poorly used source of information in our computing environments. As a result, we have an impoverished understanding of what context is and how it can be used. In this paper, we provide an operational definition of context and discuss the different ways in which context can be used by context-aware applications. We also present the Context Toolkit, an architecture that supports the building of these context-aware applications. We discuss the features and abstractions in the toolkit that make the task of building applications easier. Finally, we introduce a new abstraction, a situation which we believe will provide additional support to application designers.  相似文献   

8.
This paper investigates some aspects of how context-awareness can support users of mobile phones, in particular the calling party. The use of mobile and stationary phones is discussed in relation to situational properties of a phone conversation, especially with regards to who might benefit from context-awareness in this context. An initial hypothesis is that mobile phone users communicate context information to each other (verbally) to a much higher degree than do stationary phone users. Mobile phone users could benefit much from context awareness technology, in particular when about to make a call, if they can receive context information regarding the person they are trying to reach prior to establishing the call. We argue that such technology should require low amounts of explicit user interaction, and could lead to less disrupting calls in inappropriate moments, as well as less frustration for the calling party when a call is not answered.  相似文献   

9.
A digital library (DL) consists of a database which contains library information and a user interface which provides a visual window for users to search relevant information stored in the database. Thus, an abstract structure of a digital library can be defined as a combination of a special purpose database and a user-friendly interface. This paper addresses one of the fundamental aspects of such a combination. This is the formal data structure for linking an object oriented database with hypermedia to support digital libraries. It is important to establish a formal structure for a digital library in order to efficiently maintain different types of library information. This article discusses how to build an object oriented hybrid system to support digital libraries. In particular, we focus on the discussion of a general purpose data model for digital libraries and the design of the corresponding hypermedia interface. The significant features of this research are, first, a formalized data model to define a digital library system structure; second, a practical approach to manage the global schema of a library system; and finally, a design strategy to integrate hypermedia with databases to support a wide range of application areas. Received: 15 December 1997 / Revised: June 1999  相似文献   

10.
Communicating the variability of a software-product family to customers   总被引:3,自引:0,他引:3  
Variability is a central concept in software product family development. Variability empowers constructive reuse and facilitates the derivation of different, customer specific products from the product family. If many customer specific requirements can be realised by exploiting the product family variability, the reuse achieved is obviously high. If not, the reuse is low. It is thus important that the variability of the product family is adequately considered when eliciting requirements from the customer. In this paper we sketch the challenges for requirements engineering for product family applications. More precisely we elaborate on the need to communicate the variability of the product family to the customer. We differentiate between variability aspects which are essential for the customer and aspects which are more related to the technical realisation and need thus not be communicated to the customer. Motivated by the successful usage of use cases in single product development we propose use cases as communication medium for the product family variability. We discuss and illustrate which customer relevant variability aspects can be represented with use cases, and for which aspects use cases are not suitable. Moreover we propose extensions to use case diagrams to support an intuitive representation of customer relevant variability aspects. Received: 14 October 2002 / Accepted: 8 January 2003 Published online: 27 February 2003 This work was partially funded by the CAFé project “From Concept to Application in System Family Engineering”; Eureka Σ! 2023 Programme, ITEA Project ip00004 (BMBF, F?rderkennzeichen 01 IS 002 C) and the state Nord-Rhein-Westfalia. This paper is a significant extension of the paper “Modellierung der Variabilit?t einer Produktfamilie”, [15].  相似文献   

11.
A digital rights management scheme for broadcast video   总被引:2,自引:0,他引:2  
Many watermarking techniques have been proposed for digital video and digital broadcast video. In general, they address the seller's or broadcaster's concerns, such as copyright-violation deterrence, copyright-violation detection and copy protection. Some of them provide for data integrity (tamper proofing), which is a shared concern of both subscriber and broadcaster. In all these cases, the watermark generation and embedding is performed or controlled by the seller or broadcaster. Therefore, a broadcaster with malicious intentions could, with manipulation, falsely implicate an innocent subscriber in copyright violation. This could be a major concern for subscribers. In this paper, we propose an integrated solution to manage the broadcaster's copyright and subscriber's false-implication concern (subscriber's rights) for digital video broadcasts. The proposed novel approach makes use of interactive watermarking techniques and protocols to help protect digital rights of all parties involved in video broadcasting.  相似文献   

12.
One of the hardest points in context-aware applications is deciding what reactions a system has to a certain context. In this paper, we introduce an architecture used in two context-aware museum guides. We discuss how the context is modelled and we briefly present a rule-based mechanism to trigger system actions. A rule-based system offers the flexibility required to be context-sensitive in the broadest sense since many context features can be considered and evaluated at the same time. This architecture is very flexible and easily supports a fast prototyping approach.  相似文献   

13.
Geographic data are useful for a large set of applications, such as urban planning and environmental control. These data are, however, very expensive to acquire and maintain. Moreover, their use is often restricted due to a lack of dissemination mechanisms. Digital libraries are a good approach for increasing data availability and therefore reducing costs, since they provide efficient storage and access to large volumes of data. One major drawback to this approach is that it creates the necessity of providing facilities for a large and heterogeneous community of users to search and interact with these geographic libraries. We present a solution to this problem, based on a framework that allows the design and construction of customizable user interfaces for applications based on Geographic Digital Libraries (GDL). This framework relies on two main concepts: a geographic user interface architecture and a geographic digital library model. Received: 15 December 1997 / Revised: June 1999  相似文献   

14.
15.
This paper addresses the issue of how natural language generation technology can contribute to less intrusive wearable devices. Based on the investigation of how humans adapt the form of their utterances to the context of their hearer, we propose a strategy to relate (physical) context to the automated generation of natural language utterances. First we emphasise that different dimensions of context need to be taken into account and illustrate this with examples of lexical choice. Then we elaborate a strategy for determining sentence structure and prosody annotation based on the context relating to focus of attention. Our approach sets up an experimental basis in the context of an advice-giving wearable device (parrot).  相似文献   

16.
Wearables are often described with a focus on providing the user with wearable information access and communication means. The contextual information retrieval aspect is, however, an essential feature of such systems, as in, for example, the Remembrance Agent [1] where manually entered search-terms are used for presenting relevant situational information, or as in different location-based systems [2]. In this position paper we outline a general framework of contextually aware wearable systems, and suggest how such mechanisms, collecting massive traces of the user context, may lead to several other interesting uses in what we will call context trace technology.  相似文献   

17.
We present an easy interaction technique for accessing location-based contextual data shown on a head-worn wearable computer display. Our technique, called Context Compass, is based on a regular compass metaphor. Each object belonging to the user’s current context is visualised on a linear compass shown on the screen. The object directly in front of the user is shown in the middle of the compass and can be activated. Whenever the user turns his or her head, the objects on the screen move accordingly. Therefore, an object can be selected by simply turning one’s head towards it. Context Compass consumes a minimal amount of screen space, making it ideal for usage with see-through head-worn displays. An initial pilot study, applying a newly developed usability method customised especially for Context Compass, revealed that Context Compass can be learned virtually immediately. Further, the method itself proved to be successful in evaluating techniques such as Context Compass.  相似文献   

18.
This paper looks from an ethnographic viewpoint at the case of two information systems in a multinational engineering consultancy. It proposes using the rich findings from ethnographic analysis during requirements discovery. The paper shows how context – organisational and social – can be taken into account during an information system development process. Socio-technical approaches are holistic in nature and provide opportunities to produce information systems utilising social science insights, computer science technical competence and psychological approaches. These approaches provide fact-finding methods that are appropriate to system participants’ and organisational stakeholders’ needs.  The paper recommends a method of modelling that results in a computerised information system data model that reflects the conflicting and competing data and multiple perspectives of participants and stakeholders, and that improves interactivity and conflict management.  相似文献   

19.
20.
Research into context-aware computing risks losing sight of the user. This paper discusses how different types of information about a user, ranging from information about the current context to information about the user’s long-term properties, can simultaneously be relevant to a given adaptation decision. Pointers are given to two areas of research that can help with the integration of a broader range of information into context-aware systems: research on user-adaptive systems and on decision-theoretic methods.  相似文献   

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