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1.
This article focuses on households' action space and perceived responsibilities during power outages, and on how municipalities and grid companies understand their own and the households' responsibilities and action space. Results from a case study in the county of Östergötland showed that household responsibilities in terms of preparedness for outages were unclear to the actors. Both municipalities and grid companies expected households to be somewhat prepared. Households, however, believed that they were not responsible for being prepared for power outages, even though they need to be prepared to survive. Often the preparedness concerns material factors, such as investment in auxiliary generating capacity for use in case of outages. How the households perceive outages is important for their capacity to handle and feel comfortable in such situations.  相似文献   

2.
With coastal populations experiencing the growing threat of hurricanes as a consequence of global climate change, models for predicting how household evacuation behavior may diffuse over time and space are needed for emergency management. This study models the effects of social influence on household evacuation behavior in anticipation of a hurricane event. An agent-based model was developed in this study to simulate: 1) a home-workplace social network between households residing in the Florida Keys, 2) the communication of a hurricane evacuation order among socially linked households, and 3) the resulting spatio-temporal diffusion of household evacuation behavior. Data sources informing model implementation include U.S. Census block group data, business databases, and statistics from hurricane evacuation surveys. Simulated model results from the model were validated with empirical traffic records observed at a Florida Keys monitoring station during evacuation from Hurricane Georges in 1998. This model builds upon previous research using agent-based models to simulate hurricane evacuation by incorporating multiple data sources and validating results with empirical traffic patterns. Such an empirically-grounded model facilitates locally relevant exploration of evacuation behavior to support the development of more effective evacuation plans and preparedness for future hurricane events.  相似文献   

3.
In this paper, we explore the use of peoples’ shopping data to raise awareness and to enable reflection about nutrition. In order to ground our Nutriflect approach, we conducted 125 structured interviews in grocery stores. Informed by the results of this exploratory study, we designed a system that shows a household’s collective food consumption patterns via situated displays in the home and through mobile devices in-store. The system aimed to minimize the need for manual entry of nutrition-related data by the users. To evaluate our system, we conducted a 4-week field study in eight households with 21 inhabitants and situated in-store shopping inquiries with a subset of 9 of these users, using actual shopping data from participants. In these studies, we identified issues regarding the interaction design of Internet of Things applications and explored the use of complementary distributed displays to provide tailored cues in context. The approach taken showed the potential to foster reflection about shopping and nutritional choices and for integration with people’s everyday practices.  相似文献   

4.
This article contends that problems such as poverty and economic disadvantage are equally social in their nature as they are economic. As such, a social frame of reference is helpful in design. Using a qualitative approach, the authors studied the ways that 13 Australian households living on a low income manage, organize, and interact in their everyday financial activities and what this means for designers of technology that might assist them with this. The article highlights the highly social nature of many practices concerned with managing and saving money. Implications are provided for how these practices may be supported through fostering social connections and how informal and sharing economies may be leveraged to provide value to those experiencing financial hardship. An argument is made that classifying an otherwise heterogeneous population based on income alone is reductive. In response, the authors propose a rationale for amending the “low income” demographic classifier, incorporating a broader measure they tentatively term Social–financial Connectedness, which captures the importance of social connections in overall financial well-being and identifies people’s capacity to live well and share, irrespective of their financial circumstances.  相似文献   

5.
ABSTRACT

Understanding better the effects of the use of mobile apps to the use and appreciation of urban environments has been gaining more prominence as a research topic recently due to the increasing everyday use of these apps. Whether this type of digital mediation changes the lived experience is of interest in this article. The intention is to show that besides changing the prevailing practices and behaviour, new technologies also enhance and add positive value to the everyday urban experience. This positive experiential value is approached with the framework consisting of recent advances in philosophical urban and everyday aesthetics, which put emphasis on both familiarity and fun as important qualities that describe the everyday experience in urban environments. We claim that new digital tools increase the quality of fun when moving in familiar surroundings. Fun, understood through the lens of the aesthetic, precedes the experienced quality of playfulness. It alters the existing affordances of the urban environment in a way that make more complex aesthetic qualities emerge. The case examples are GPS-based wayfinding applications such as route planners and navigation tools for pedestrian use and related AR applications such as the popular game app Pokémon GO.  相似文献   

6.
7.

As part of building the smart grid, there is a massive deployment of so-called smart meters that aggregate information and communicate with the back-end office, apart from measuring properties of the local network. Detailed measurements and communication of, e.g., consumption allows for remote billing, but also in finding problems in the distribution of power and overall to provide data to be used to plan future upgrades of the network. From a security perspective, a massive deployment of such Internet of Things (IoT) components increases the risk that some may be compromised or that collected data are used for privacy-sensitive inference of the consumption of households. In this paper, we investigate the privacy concerns regarding detailed readings of smart meters for billing purposes. We present Gridchain, a solution where households can opt-in to hide their consumption patterns and thus make Non-Intrusive Load Monitoring (NILM) more challenging. Households form groups where they can trade real consumption among themselves to achieve reported consumption that would be resistant to NILM. Gridchain is built on a publish/subscribe model and uses a permissioned blockchain to record any trades, meaning that dishonest households can be discovered and punished if they steal from other households in the group or the electricity company in the end. We implement and release a proof of concept of Gridchain and use public datasets to allow reproducibility. Our results show that even if an attacker has access to the reported electricity consumption of any member of a Gridchain group, this reported consumption is significantly far from the actual consumption to allow for a detailed fingerprint of the household activities.

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8.
This article explores the opportunities of using ICT as an enabling technology to reduce energy use in cities. An analytical framework is developed in which a typology of ICT opportunities is combined with a typology of household functions, i.e. all the activities that require energy. The energy used for household functions is calculated using a consumption-based lifecycle perspective. The analytical framework is intended to be of use to researchers, city and regional authorities and ICT companies interested in acquiring a better understanding of how ICT investments could contribute to reduce energy use in cities.  相似文献   

9.
A survey of Houston-area households reveals responses to Hurricane Ike in 2008 were as diverse as the households themselves. Review of evacuation literature shows this remains a fundamental problem. In our analysis no clear correlations between household attributes and evacuation motivators emerge unless the respondents are organized into subpopulations based on household attributes and the stated concerns of survey respondents. These subpopulations overlap so that most households fall within multiple classifications, evidence that heterogeneity across households is also present within them. To address heterogeneity within households, an information content metric (information entropy) is considered a proxy for issue saliency. Focusing on the most salient responses to survey questions makes it possible to isolate some of the factors important in the decision to evacuate and the characteristics of the households for which those factors are most important. Regression analysis of the most salient issues of the most concerned respondents informs the creation of behavioral rules for an agent-based model populated with the survey data. The relative strengths of the risk-averting behavior rules are tuned through Monte Carlo simulations using the actual evacuation time of each household as the fitness metric.  相似文献   

10.
This article describes and reflects upon practical experiences in using simulations to increase the crisis preparedness of policy makers and government agencies in the Netherlands. Basic issues in crisis simulation design are discussed in view of the various functions that simulations may perform in crisis management planning. A concrete example of simulation is provided to explain its design and modus operandi. The article concludes with a number of practical recommendations.  相似文献   

11.
According to the United Nations Human Settlements Program (UNHSP), the number of slum households in developing countries continues to grow by a higher proportion as compared to its encompassing city. Traditionally, policy makers have concentrated on population control strategies by focussing on birth rates and rural–urban migration to stem the growth and emergence of slums. However, these strategies have often failed to achieve the desired results. In the present paper we find the key underlying processes that explains the observed differences in household life cycle between slum and non-slum households. We find that the slum households when compared to nonslum urban households, exhibit a large variation in the household size over the course of their life cycle, which in turn leads to inefficiency while building slum resettlement colonies. We have developed an agent based model, namely DynaSlum, to identify the key social determinants that impact the behaviour of a slum household. We use a novel and unique dataset based on the field work from 37 slums in Bangalore combined with the NFHS data to calibrate DynaSlum and validate our findings. This paper presents two major insights to address the challenges. First, we find that high rate of home leaving among young adults is the key determinants for the large variation in the life cycle of slum households. Second, we show that reducing home leaving among young adults will reduce the formation number of new slum households and contribute to a higher but stable household size. This will lead to efficiency and higher per capita resource consumption when building capacity for slum development (resettlement colonies) as policy makers would be able to plan for a stable household size.  相似文献   

12.

Electricity consumption is influenced by number of adults and children and their relationship at household level. Household income also plays a critical role on expenditure on electricity. Accordingly, this article presents a joint probability model of electricity demand based on occupants’ age grades and household income levels. A bottom-up strategy is developed using a micro level database of 70 Australian households. A neural regression-generalization technique is devised to estimate electricity demand using back-propagation and cognitive mapping. The aggregated result is then validated against 2012 Australian national census. Accordingly, the model is improved based on a top-down review. The results show per capita electricity demand by adult and child at 0.408 kW (69 kWh/week) and 0.226 kW (38 kWh/week), respectively. The equivalent dollar values are $13.6/week and $7.6/week in 2012. At macro level, the model reveals per capita demand by all individuals at 0.324 kW (54.35 kWh/week) equivalent to dollar value of $10.87/week, across Australia. The results also show higher percentage of per capita demand for adults in high and medium income classes, and the otherwise for low income class. Ratio of child’s demand over adult’s demand is highest among the low income households, and lowset among the middle income households, while best balance between adult and child per capita demand belongs to the high income.

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13.
A largely overlooked aspect of creative design practices is how physical space in design studios plays a role in supporting designers' everyday work. In particular, studio surfaces such as designers' desks, office walls, notice boards, clipboards and drawing boards are full of informative, inspirational and creative artefacts such as, sketches, drawings, posters, story-boards and Post-it notes. Studio surfaces are not just the carriers of information but importantly they are sites of methodic design practices, i.e. they indicate, to an extent, how design is being carried out. This article describes the results of an ethnographic study on the use of workplace surfaces in design studios, from two academic design departments. Using the field study results, the article introduces an idea of ‘artful surfaces’. Artful surfaces emphasise how artfully designers integrate these surfaces into their everyday work and how the organisation of these surfaces comes about helping designers in accomplishing their creative and innovative design practices. Using examples from the field study, the article shows that artful surfaces have both functional and inspirational characteristics. From the field study, three types of artful surfaces are identified: personal; shared; and project-specific. The article suggests that a greater insight into how these artful surfaces are created and used could lead to better design of novel display technologies to support designers' everyday work.  相似文献   

14.
Questions and Information: Contrasting Metaphors   总被引:1,自引:0,他引:1  
This article examines metaphors for question asking, information and knowledge in the context of knowledge management. Metaphors discussed include: information is a resource, knowledge is a product, a good question is an irritant, and questions are the enemies of authority. The analysis draws on current theories of metaphor from the cognitive sciences as a basis for understanding the conceptual entailments of these terms for the MIS field. Churchman's inquiring systems are discussed as an example of a question-centric approach to knowledge management. The article concludes that a greater emphasis on inquiry would offer a beneficial perspective for practices concerned with information quality and knowledge management.  相似文献   

15.
A well functioning societal response to crises is benefited by individuals having adequate skills and knowledge. From a municipal perspective this requires the creation of a learning organization. The objective of this study is to determine whether individual municipal employees, who have the responsibility for preparedness planning, reason and act in ways that promote learning about crises and preparedness issues throughout the municipal organization. Analysis of interviews with preparedness planners in six Swedish municipalities on their strategies for preparedness planning, reveal that preparedness planning too often becomes a demarcated activity, restricted to not more than a handful of individuals. This study indicates that one reason for why the preparedness work becomes demarcated is that individuals central to the preparedness planning are not taking on roles for acting in ways that are required in order for a learning organization to be established.  相似文献   

16.
Speech recognition systems intended for everyday use must be able to cope with a large variety of noise types and levels, including highly non-stationary multi-source mixtures. This study applies spectral factorisation algorithms and long temporal context for separating speech and noise from mixed signals. To adapt the system to varying environments, noise models are acquired from the context, or learnt from the mixture itself without prior information. We also propose methods for reducing the size of the bases used for speech and noise modelling by 20–40 times for better practical applicability. We evaluate the performance of the methods both as a standalone classifier and as a signal-enhancing front-end for external recognisers. For the CHiME noisy speech corpus containing non-stationary multi-source household noises at signal-to-noise ratios ranging from +9 to ?6 dB, we report average keyword recognition rates up to 87.8% using a single-stream sparse classification algorithm.  相似文献   

17.
Leisure and entertainment-based computing has been traditionally associated with interactive entertainment media and game playing, yet the forms of engagement offered by these technologies only support a small part of how we act when we are at leisure. In this paper, we move away from the paradigm of leisure technology as computer-based entertainment consumption, and towards a broader view of leisure computing. This perspective is more in line with our everyday experience of leisure as an embodied, everyday accomplishment in which people artfully employ the everyday resources in the world around them in carrying out their daily lives outside of work. We develop this extended notion of leisure using data from a field study of domestic communication focusing on asynchronous and situated messaging to explore some of these issues, and develop these findings towards design implications for leisure technologies. Central to our discussion on the normal, everyday and occasioned conduct of leisure lie the notions of playfulness and creativity, the interweaving of the worlds of work and leisure, and in the creation of embodied displays of affect, all of which may be seen manifested in the use of messaging artefacts. This view of technology in support of leisure-in-the-broad is strongly divergent from traditional entertainment computing models in its coupling of the mechanics of the organisation of everyday life to the ways that we make entertainment for ourselves. This recognition allows us to draw specific implications for domestic situated messaging technologies, but also more generally for technology design by tying activities that we tend to regard as purely functional to other multifaceted and leisure-related purposes.  相似文献   

18.
Young people’s interaction online is rapidly increasing, which enables new spaces for communication; the impact on learning, however, is not yet acknowledged in education. The aim of this exploratory case study is to scrutinize how students frame their interaction in social networking sites (SNS) in school practices and what that implies for educational language teaching and learning practices. Analytically, the study departs from a sociocultural perspective on learning, and adopts conceptual distinctions of frame analysis. The results based on ethnographic data from a Facebook group in English-learning classes, with 60 students aged between 13 and 16 from Colombia, Finland, Sweden and Taiwan indicate that there is a possibility for boundary crossing, which could generate extended spaces for collaborative language-learning activities in educational contexts where students combine their school subject of learning language and their communicative use of language in their everyday life. Such extended spaces are, however, difficult to maintain and have to be recurrently negotiated. To take advantage of young people’s various dynamic communicative uses of language in their everyday life in social media, the implementation of such media for educational purposes has to be deliberately, collaboratively and dynamically negotiated by educators and students to form a new language-learning space with its own potentials and constraints.  相似文献   

19.
By using a combination of playful probing, creative cultural probing and technology probing, user needs and desires for recommendations in the living room were investigated. 40 households with a total of 126 participants took part in the ethnographic study. The participants used the probing material, received recommendations from an interactive TV (iTV) recommender system, and logged their TV watching behaviour. The findings show that recommendations should preferably be given within the same media (the iTV system), that users prefer to influence the proposal that they receive rather than getting automated recommendations and that the design should ideally support recommendations for the whole household and additionally for individuals. The study revealed that in order to understand which factors account for a successful recommendation system from the user’s perspective, especially trust and security have to be further investigated.  相似文献   

20.
The field of child–computer interaction has received growing attention as a result of the penetration of IT into children’s everyday lives. Consequently, the involvement of children in the design of children’s technology has been widely discussed. So far, literature on children’s involvement in design has mainly treated design with children as a distinct design discipline regarding children as “cognitive incomplete” in comparison with adult users. With a point of departure in the framework of socio-cultural activity theory, this paper provides a new perspective on design with children, based on understanding children as participants in meaningful communities of practices. Thus, we argue that children could and should be involved in design on the same terms as adult users; children are treated as experts in their everyday lives and we cannot design future IT for children without involving these experts. The paper introduces the BRIDGE method including a palette of design techniques as a practice-based method for designing with children based on this perspective.  相似文献   

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