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1.
We report from a Research Atelier that explored how ubiquitous computing could be applied to fun and entertainment. The Atelier lasted for five days, starting with two days of scenario development and brainstorming activities. This led to three fairly concrete – though very different – game ideas. The background and motivation for the Atelier is described, as well as the method used and the games developed. Correspondence to: Mr S. Bjork, PLAY Studio, Interactive Institute, Box 620, SE 40530 Goteborg, Sweden.  相似文献   

2.
In this paper we argue that substitution-based function allocation methods (such as MABA-MABA, or Men-Are-Better-At/Machines-Are-Better-At lists) cannot provide progress on human–automation co-ordination. Quantitative ‘who does what’ allocation does not work because the real effects of automation are qualitative: it transforms human practice and forces people to adapt their skills and routines. Rather than re-inventing or refining substitution-based methods, we propose that the more pressing question on human–automation co-ordination is ‘How do we make them get along together?’ Correspondence and offprint requests to: S. W. A. Dekker, Department of Mechanical Engineering, IKP, Link?ping Institute of Technology, SE - 581 83 Link?ping, Sweden. Tel.: +46 13 281646; fax +4613282579; email: sidde@ikp.liu.se  相似文献   

3.
We present the ‘Smart Playing Cards’ application, a ubiquitous computing game that augments a classical card game with information technological functionality by attaching RFID tags to the cards. We also mention requirements that such an application makes on a supporting software infrastructure for ubiquitous computing. Correspondence to: Nr K. R?mer or Ms S. Domnitcheva, Department of Computer Science, ETH Zürich, 8092 Zürich, Switzerland. Email: roemer@inf.ethz.ch, or domnitch@ inf.ethz.ch  相似文献   

4.
Location is one of the most important elements of context in ubiquitous computing. In this paper we describe a location model, a spatial-aware communication model and an implementation of the models that exploit location for processing and communicating context. The location model presented describes a location tree, which contains human-readable semantic and geometric information about an organisation and a structure to describe the current location of an object or a context. The proposed system is dedicated to work not only on more powerful devices like handhelds, but also on small computer systems that are embedded into everyday artefact (making them a digital artefact). Model and design decisions were made on the basis of experiences from three prototype setups with several applications, which we built from 1998 to 2002. While running these prototypes we collected experiences from designers, implementers and users and formulated them as guidelines in this paper. All the prototype applications heavily use location information for providing their functionality. We found that location is not only of use as information for the application but also important for communicating context. In this paper we introduce the concept of spatial-aware communication where data is communicated based on the relative location of digital artefacts rather than on their identity. Correspondence to: Michael Biegl, Telecooperation Office (TecO), University of Karlsruhe, Vincenz-Prieβritz-Str. 1 D-76131 Karlsruhe, Germany. Email: michael@teco.edu  相似文献   

5.
Businesses today are searching for information solutions that enable them to compete in the global marketplace. To minimize risk, these solutions must build on existing investments, permit the best technology to be applied to the problem, and be manageable. Object technology, with its promise of improved productivity and quality in application development, delivers these characteristics but, to date, its deployment in commercial business applications has been limited. One possible reason is the absence of the transaction paradigm, widely used in commercial environments and essential for reliable business applications. For object technology to be a serious contender in the construction of these solutions requires: – technology for transactional objects. In December 1994, the Object Management Group adopted a specification for an object transaction service (OTS). The OTS specifies mechanisms for defining and manipulating transactions. Though derived from the X/Open distributed transaction processing model, OTS contains additional enhancements specifically designed for the object environment. Similar technology from Microsoft appeared at the end of 1995. – methodologies for building new business systems from existing parts. Business process re-engineering is forcing businesses to improve their operations which bring products to market. Workflow computing, when used in conjunction with “object wrappers” provides tools to both define and track execution of business processes which leverage existing applications and infrastructure. – an execution environment which satisfies the requirements of the operational needs of the business. Transaction processing (TP) monitor technology, though widely accepted for mainframe transaction processing, has yet to enjoy similar success in the client/server marketplace. Instead the database vendors, with their extensive tool suites, dominate. As object brokers mature they will require many of the functions of today's TP monitors. Marrying these two technologies can produce a robust execution environment which offers a superior alternative for building and deploying client/server applications. Edited by Andreas Reuter, Received February 1995 / Revised August 1995 / Accepted May 1996  相似文献   

6.
Mark Weiser described ubiquitous computing as “invisible, everywhere computing that does not live on a personal device of any sort, but is in the woodwork everywhere”[1]. The EasyLiving project is concerned with development of an architecture and technologies for ubiquitous computing environments that allow the dynamic aggregation of diverse I/O devices into a single coherent user experience. Though the need for research in distributed computing, perception and interfaces is widely recognised, the importance of an explicit geometric world model for enhancing the user’s experience of a ubiquitous computing system has not been well-articulated. This paper describes three scenarios that benefit from geometric context and introduces the EasyLiving Geometric Model.  相似文献   

7.
The traditional style of working with computers generally revolves around the computer being used as a tool, with individual users directly initiating operations and waiting for the results of them. A more recent paradigm of human-computer interaction, based on the indirect management of computing resources, is agent-based interaction. The idea of delegation plays a key part in this approach to computer-based work, which allows individuals to relinquish the routine, mechanistic parts of their everyday tasks, having them performed automatically instead. Adaptive interfaces combine elements of both these approaches, where the goal is to have the interface adapt to its users rather than the reverse. This paper addresses some of the issues arising from a practical software development process which aimed to support individuals using this style of interaction. This paper documents the development of a set of classes which implement an architecture for adaptive interfaces. These classes are intended to be used as part of larger user interface systems which are to exhibit adaptive behaviour. One approach to the implementation of an adaptive interface is to use a set of software “agents”– simple processes which effectively run “in the background”– to decompose the task of implementing the interface. These agents form part of a larger adaptive interface architecture, which in turn forms a component of the adaptive system.  相似文献   

8.
Movement Awareness for Ubiquitous Game Control   总被引:1,自引:0,他引:1  
This paper describes a sensing system for recognising and characterising human movements and its application to ubiquitous gaming. In particular this paper considers the control of computer games through players interacting with the physical environment around them in a natural and appropriate manner. This pushes the interface into the environment, and pulls ubiquitous computing into the game. This is achieved using a sentient computing system. Such a system senses the location, motions, actions and even physiological responses of users. This sensory data can be used to interface and control a game. A good example is 3D first-person games and we demonstrate a system in which actions in the game are mapped to similar actions in the real world. Correspondence to: R. Headon, Laboratory for Communications Engineering, Department of Engineering, University of Cambridge, Trumpington Street, Cambridge CB2 1PZ, UK. Email: rph25@cam.ac.uk  相似文献   

9.
This article offers a research update on a 3-year programme initiated by the Kamloops Art Gallery and the University College of the Cariboo in Kamloops, British Columbia. The programme is supported by a ‘Community–University Research Alliance’ grant from the Social Sciences and Humanities Research Council of Canada, and the collaboration focuses on the cultural future of small cities – on how cultural and arts organisations work together (or fail to work together) in a small city setting. If not by definition, then certainly by default, ‘culture’ is associated with big city life: big cities are equated commonly with ‘big culture’; small cities with something less. The Cultural Future of Small Cities research group seeks to provide a more nuanced view of what constitutes culture in a small Canadian city. In particular, the researchers are exploring notions of social capital and community asset building: in this context, ‘visual and verbal representation’, ‘home’, ‘community’ and the need to define a local ‘sense of place’ have emerged as important themes. As the Small Cities programme begins its second year, a unique but key aspect has become the artist-as-researcher. Correspondence and offprint requests to: L. Dubinsky, Kamloops Art Gallery, 101–465 Victoria Street, Kamloops, BC V2C 2A9 Canada. Tel.: 250-828-3543; Email: ldubinsky@museums.ca  相似文献   

10.
The design of control systems and human–machine interfaces in the field of complex and safety-critical environments remains today an open issue, in spite of the high technological evolution of the last decades. The increasing use of automation has improved efficiency, safety and ease of operations but, at the same time, it has complicated operators’ situation awareness and has changed the nature of their possible errors. The research activity described in this paper is an attempt to develop a methodological framework to support designers of control systems and human–machine interfaces. In particular, it focuses on the need for a deeply recursive approach related to the implementation of the systemic and human aspects of the design process of a human–machine system, intended as a Joint Cognitive System. A validating case study has been performed, based on the full application of the framework on the control of the turbine/alternator system of a thermoelectric power plant in northern Italy. Correspondence and offprint requests to: M. Piccini, Politecnico di Torino Dipartimento di Energetica, C.so Duca degli Abruzzi 24, 10129 Turin, Italy. Tel.: +39 011 564 4413; Fax: +39 011 564 4499; Email: mipiccin@polito.it  相似文献   

11.
Information systems are the glue between people and computers. Both the social and business environments are in a continual, some might say chaotic, state of change while computer hardware continues to double its performance about every 18 months. This presents a major challenge for information system developers.  The term user-friendly is an old one, but one which has come to take on a multitude of meanings. However, in today’s context we might well take a user-friendly system to be one where the technology fits the user’s cognitive models of the activity in hand. This article looks at the relationship between information systems and the changing demands of their users as the underlying theme for the current issue of Cognition, Technology and Work.  People, both as individuals and organisations, change. The functionalist viewpoint, which attempts to freeze and inhibit such change, has failed systems developers on numerous occasions. Responding to, and building on, change in the social environment is still a significant research issue for information systems specialists who need to be able to create living information systems.  相似文献   

12.
This paper presents a novel computer entertainment system which recaptures human touch and physical interaction with the real-world environment as essential elements of the game play, whilst also maintaining the exciting fantasy features of traditional computer entertainment. Our system called ‘Touch-Space’ is an embodied (ubiquitous, tangible, and social) computing based Mixed Reality (MR) game space which regains the physical and social aspects of traditional game play. In this novel game space, the real-world environment is an essential and intrinsic game element, and the human’s physical context influences the game play. It also provides the full spectrum of game interaction experience ranging from the real physical environment (human to human and human to physical world interaction), to augmented reality, to the virtual environment. It allows tangible interactions between players and virtual objects, and collaborations between players in different levels of reality. Thus, the system re-invigorates computer entertainment systems with social human-to-human and human-to-physical touch interactions. Correspondence to: Professor A. Cheok, National University of Singapore, 10 Kent Ridge Crescent, Singapore 119260. Email: adriancheok@nus.edu.sg  相似文献   

13.
This paper presents the current state of the A2iA CheckReaderTM – a commercial bank check recognition system. The system is designed to process the flow of payment documents associated with the check clearing process: checks themselves, deposit slips, money orders, cash tickets, etc. It processes document images and recognizes document amounts whatever their style and type – cursive, hand- or machine printed – expressed as numerals or as phrases. The system is adapted to read payment documents issued in different English- or French-speaking countries. It is currently in use at more than 100 large sites in five countries and processes daily over 10 million documents. The average read rate at the document level varies from 65 to 85% with a misread rate corresponding to that of a human operator (1%). Received October 13, 2000 / Revised December 4, 2000  相似文献   

14.
Specifications in Context: Stakeholders, Systems and Modelling of Conflict   总被引:1,自引:1,他引:0  
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   

15.
Ellen Olbertz 《AI & Society》2002,16(3):224-242
All economic processes are increasingly being networked across the globe. This economic globalisation has become possible through the globalisation of information and communication technology networks. In view of such growing globalisation of economic processes, the region and its enterprises can only sustain competitiveness on the basis of continuous innovation processes, i.e., through continuous learning. The question, however, is which kind of economic framework – established by regional or transregional politics – is needed to support such innovation and learning processes in the region. In this paper, some aspects of this framework and its structural change processes are described, leading to the strategy to implement the concept of a Learning Region. The Learning Region is characterised in that it recognises its own needs for change and to accept these challenges, leading to its own learning processes within its cooperative networks.  相似文献   

16.
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   

17.
We discuss the problem of capturing media streams which occur during a live lecture in class or during a telepresentation. Instead of presenting yet another method or system for capturing the classroom experience, we introduce some informal guidelines and show their importance for such a system. We derive from these guidelines a formal framework for sets of data streams and an application model to handle these sets so that a real-time replay becomes possible. The Authoring on the Fly system is a possible realization of a framework which follows these guidelines. It allows the capture and real-time replay of data streams captured during a (tele)presentation, including audio, video, and whiteboard action streams. This article gives an overview of the different AoF system components for the various phases of the teaching and learning cycle. It comprises an integrated text and graphics editor for the preparation of pages to be loaded by the whiteboard during the presentation phase. The recording component of the system captures various data streams of the live presentation. They are postprocessed by the system so that they become instances of the class of media for whose replay the general application model was developed. From a global point of view, the Authoring on the Fly system allows one to merge three apparently distinct tasks – teaching in class, telepresentation, and multimedia authoring – into one single activity. The system has been used routinely for recording telepresentations over the MBone net and has already led to a large number of multimedia documents which have been integrated automatically into Web-based teaching and learning environments.  相似文献   

18.
This study aims at exploring the suitability of virtual environments for safety training in large public spaces. A virtual library was constructed which simulated many of the physical and normative characteristics of the ‘real’ university library which was the target of the virtual safety training project. In the virtual library, two different types of signals (fixed red signs vs. moving green arrows) for guiding people to the emergency exits were presented, and their efficacy on escape times was tested in three different conditions, differing with respect to the distance of participants from the escape exits (measured according to the number of corners separating participants from direct visual discovery of the emergency exit). No significant differences between the different kinds of signals were found, whereas surprising discrepancies among the three conditions appeared. The differences in performance in the three conditions were contingent upon the presence in the virtual library of peculiar environmental features embodying social norms – like a red ribbon indicating no transit. Uncertainty about the sense of such normative features in the context of the simulated emergency made some participants prone to peculiar knowledge-based errors consisting of inadequate sense-making of the normative aspects of the ongoing situation. This kind of error shows that the simulation succeeded in capturing one of the crucial characteristics of ‘real’ social context: ambiguity, which mostly depends on the fact that the social norms structuring public spaces and defining their legitimate uses are often ill defined and context dependent. Every valid experience in safety training requires coping with ambiguity in situations.  相似文献   

19.
Why do the business requirements and the final software product often have little in common? Why are stakeholders, developers and managers reluctant to embrace a full requirements process? Why does everybody say, ‘We don’t have time for requirements’? Why is the potentially most beneficial part of the development process ignored or short-changed?  Following are some observations about why the real requirements for the product often go undiscovered. We will address this by focusing on the different concerns of the people involved in requirements.  相似文献   

20.
Packet audio playout delay adjustment: performance bounds and algorithms   总被引:6,自引:0,他引:6  
In packet audio applications, packets are buffered at a receiving site and their playout delayed in order to compensate for variable network delays. In this paper, we consider the problem of adaptively adjusting the playout delay in order to keep this delay as small as possible, while at the same time avoiding excessive “loss” due to the arrival of packets at the receiver after their playout time has already passed. The contributions of this paper are twofold. First, given a trace of packet audio receptions at a receiver, we present efficient algorithms for computing a bound on the achievable performance of any playout delay adjustment algorithm. More precisely, we compute upper and lower bounds (which are shown to be tight for the range of loss and delay values of interest) on the optimum (minimum) average playout delay for a given number of packet losses (due to late arrivals) at the receiver for that trace. Second, we present a new adaptive delay adjustment algorithm that tracks the network delay of recently received packets and efficiently maintains delay percentile information. This information, together with a “delay spike” detection algorithm based on (but extending) our earlier work, is used to dynamically adjust talkspurt playout delay. We show that this algorithm outperforms existing delay adjustment algorithms over a number of measured audio delay traces and performs close to the theoretical optimum over a range of parameter values of interest.  相似文献   

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