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Proceedings of the 2013 ACM international joint conference on Pervasive and ubiquitous computing最新文献

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Supporting disease insight through data analysis: refinements of the monarca self-assessment system 通过数据分析支持疾病洞察力:改进monarca自我评估系统
M. Frost, Afsaneh Doryab, M. Faurholt-Jepsen, L. Kessing, J. Bardram
There is a growing interest in personal health technologies that sample behavioral data from a patient and visualize this data back to the patient for increased health awareness. However, a core challenge for patients is often to understand the connection between specific behaviors and health, i.e. to go beyond health awareness to disease insight. This paper presents MONARCA 2.0, which records subjective and objective data from patients suffering from bipolar disorder, processes this, and informs both the patient and clinicians on the importance of the different data items according to the patient's mood. The goal is to provide patients with a increased insight into the parameters influencing the nature of their disease. The paper describes the user-centered design and the technical implementation of the system, as well as findings from an initial field deployment.
人们对个人健康技术越来越感兴趣,这种技术可以从患者身上采集行为数据,并将这些数据可视化,以提高患者的健康意识。然而,患者面临的一个核心挑战往往是理解特定行为与健康之间的联系,即超越健康意识到疾病洞察力。本文介绍了MONARCA 2.0,它记录了双相情感障碍患者的主观和客观数据,处理这些数据,并根据患者的情绪告知患者和临床医生不同数据项的重要性。目标是为患者提供对影响其疾病性质的参数的进一步了解。本文描述了以用户为中心的设计和系统的技术实现,以及最初现场部署的结果。
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引用次数: 115
Session details: Location-based services II 会话详细信息:基于位置的服务
S. Giordano
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引用次数: 0
Home computing unplugged: why, where and when people use different connected devices at home 不插电的家用电脑:人们在家中使用不同的联网设备的原因、地点和时间
F. Kawsar, A. Brush
We investigate how technology usage in homes has changed with the increasing prevalence of mobile devices including Tablets and Smart Phones. We logged Internet usage from 86 Belgium households to determine their six most common Internet Activities. Next, we surveyed households about what devices they own, how they share those devices, and which device they use for different Internet activities. We then conducted semi-structured interviews with 18 of 55 households that responded to the survey in which participants explained their device usage patterns and where they use technology in their home. Our findings suggest that the nature of online activity and social context influence device preference. Many participants reported that their Desktop PC is now a special purpose device, which they use only for specific activities such as working from home or online gaming. Compared to past studies, we observed technology use in many more locations in the home, most notably kitchens and bathrooms.
我们调查了随着移动设备(包括平板电脑和智能手机)的日益普及,家庭中的技术使用是如何发生变化的。我们记录了86个比利时家庭的互联网使用情况,以确定他们最常见的六种互联网活动。接下来,我们调查了家庭拥有的设备,他们如何共享这些设备,以及他们使用哪些设备进行不同的互联网活动。然后,我们对55个家庭中的18个进行了半结构化访谈,其中参与者解释了他们的设备使用模式以及他们在家中使用技术的地方。我们的研究结果表明,在线活动的性质和社会环境影响设备偏好。许多参与者报告说,他们的台式电脑现在是一个特殊用途的设备,他们只用于特定的活动,如在家工作或在线游戏。与过去的研究相比,我们在家里的许多地方观察到科技的使用,最明显的是厨房和浴室。
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引用次数: 64
Session details: Sport and fitness 会议详情:运动与健身
J. Kay
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引用次数: 0
Beyond self-monitoring: understanding non-functional aspects of home-based healthcare technology 超越自我监控:了解基于家庭的医疗保健技术的非功能方面
E. Grönvall, N. Verdezoto
Monitoring of health parameters in non-clinical settings is one strategy to address the increasingly aging population and age-related disabilities and diseases. However, challenges exist when introducing self-monitoring activities in people's everyday life. An active lifestyle can challenge the appropriation of healthcare technologies and people with comorbidity may have diverse but co-existing monitoring needs. In this paper, we seek to understand home-based health monitoring practices to better design and integrate them into people's everyday life. We perform an analysis of socio-technical complexities in home-based healthcare technologies through three case studies of self-monitoring: 1) pre-eclampsia (i.e. pregnancy poisoning), 2) heart conditions, and 3) preventive care. Through the analysis seven themes emerged (people, resources, places, routines, knowledge, control and motivation) that can facilitate the understanding of home-based healthcare activities. We present three modes of self-monitoring use and provide a set of design recommendations for future Ubicomp designs of home-based healthcare technology.
在非临床环境中监测健康参数是解决人口日益老龄化和与年龄有关的残疾和疾病的一项战略。然而,在人们的日常生活中引入自我监控活动存在挑战。积极的生活方式可能对医疗保健技术的挪用构成挑战,并且患有合并症的人可能有多种但共存的监测需求。在本文中,我们试图了解基于家庭的健康监测实践,以更好地设计和融入人们的日常生活。我们通过自我监测的三个案例研究,对家庭医疗保健技术中的社会技术复杂性进行了分析:1)先兆子痫(即妊娠中毒),2)心脏病,以及3)预防性护理。通过分析,出现了七个主题(人、资源、地点、惯例、知识、控制和动机),可以促进对家庭医疗保健活动的理解。我们提出了自我监测使用的三种模式,并为未来Ubicomp设计的基于家庭的医疗保健技术提供了一套设计建议。
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引用次数: 114
Lumina: a soft kinetic material for morphing architectural skins and organic user interfaces Lumina:一种柔软的动态材料,用于变形建筑皮肤和有机用户界面
Chin Koi Khoo, Flora D. Salim
The pervasive computing era has seen sensor and actuator technologies integrated into the design of kinetic building skins. This paper presents an investigation of a new soft kinetic material that has potential applications for morphing architectural building skins and organic user interfaces. The material capacities of Lumina to sense the ambient environment, morph and change forms, and emit light are demonstrated in the two prototypes presented in the paper. The first prototype is Blind, a form-changing organic user interface with multiple eye-like apertures that can be programmed to accept data input for visual communication. The second prototype is Blanket, a responsive morphing architectural skin with minimal mechanical and discrete components that sense real-time space occupancy data, manipulate light effects, perform active illumination, and act as an ambient display.
在普适计算时代,传感器和执行器技术被整合到动态建筑表皮的设计中。本文介绍了一种新型软动力材料的研究,该材料具有变形建筑表皮和有机用户界面的潜在应用。Lumina材料的感知周围环境、变形和改变形态以及发光的能力在本文的两个原型中得到了展示。第一个原型是Blind,这是一个可以改变形式的有机用户界面,有多个类似眼睛的孔,可以通过编程接受数据输入进行视觉交流。第二个原型是毛毯,这是一个响应式的变形建筑表皮,具有最小的机械和离散组件,可以感知实时空间占用数据,操纵光效,执行主动照明,并充当环境显示。
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引用次数: 21
DopLink: using the doppler effect for multi-device interaction DopLink:使用多普勒效应进行多设备交互
Md Tanvir Islam Aumi, Sidhant Gupta, Mayank Goel, Eric C. Larson, Shwetak N. Patel
Mobile and embedded electronics are pervasive in today's environment. As such, it is necessary to have a natural and intuitive way for users to indicate the intent to connect to these devices from a distance. We present DopLink, an ultrasonic-based device selection approach. It utilizes the already embedded audio hardware in smart devices to determine if a particular device is being pointed at by another device (i.e., the user waves their mobile phone at a target in a pointing motion). We evaluate the accuracy of DopLink in a controlled user study, showing that, within 3 meters, it has an average accuracy of 95% for device selection and 97% for finding relative device position. Finally, we show three applications of DopLink: rapid device pairing, home automation, and multi-display synchronization.
移动和嵌入式电子产品在当今的环境中无处不在。因此,有必要为用户提供一种自然而直观的方式来表明从远处连接到这些设备的意图。我们提出了DopLink,一种基于超声的设备选择方法。它利用智能设备中已经嵌入的音频硬件来确定一个特定的设备是否被另一个设备指向(即,用户在指向运动中对目标挥动他们的手机)。我们在一个受控的用户研究中评估了DopLink的准确性,表明在3米范围内,它在设备选择方面的平均准确率为95%,在寻找相对设备位置方面的平均准确率为97%。最后,我们展示了DopLink的三个应用:快速设备配对、家庭自动化和多显示器同步。
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引用次数: 100
The collective infrastructural work of electricity: exploring feedback in a prepaid university dorm in China 电力的集体基础设施工作:探索中国预付大学宿舍的反馈
Tengfei Liu, X. Ding, S. Lindtner, T. Lu, Ning Gu
Feedback on resource consumption is often explored as a way to raise awareness and saving resources. This paper reports findings from a user study of a feedback system deployed in a Chinese university dormitory with a prepaid electricity system, a context different from the more common domestic setting in the West explored in prior research. With this work, we move beyond resource conservation and draw attention to an often-neglected aspect of infrastructural work -- the work to ensure the smooth and continuous supply of resources from end users. This paper examines the ways in which people attend to electricity through what we term collective infrastructural work, i.e. people perceive electricity as a marginal concern, and yet invest time to maintain it collectively. We draw out a number of implications for design and evaluation from this work.
对资源消耗的反馈经常作为提高认识和节约资源的一种方式加以探索。本文报告了一项用户研究的结果,该研究对中国一所大学宿舍的反馈系统进行了研究,该反馈系统配备了预付费电力系统,这与之前研究中探索的西方更常见的国内环境不同。通过这项工作,我们超越了资源保护,并将注意力集中在基础设施工作中经常被忽视的方面——确保最终用户资源的顺利和持续供应。本文考察了人们通过我们所谓的集体基础设施工作来关注电力的方式,即人们认为电力是一个边缘问题,但却投入时间来集体维护它。我们从这项工作中得出了一些设计和评估的启示。
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引用次数: 12
Adding an interactive display to a public basketball hoop can motivate players and foster community 在公共篮筐上添加互动展示可以激励球员并促进社区发展
Alan D. Chatham, F. Mueller
Interactive displays that aim to engage people through play have been successfully deployed in urban environments. However, there has been little work bringing interactive displays into existing public game spaces like outdoor basketball courts. To explore this, we designed an interactive display for a public half-court basketball hoop. We studied the impact of 3 different display modes over a 10-week period through interviews with players, spectators, and passers-by. Our findings suggest 3 dimensions for the design space of such interactive displays: balancing noticeability across different user groups, support for different play action, and support for connecting user groups. We also present 6 design tactics along these dimensions to help designers create engaging interactive displays for public game spaces. using it to facilitate engaging playful experiences.
旨在通过游戏吸引人们的交互式展示已经成功地部署在城市环境中。然而,将互动展示引入现有的公共游戏空间(如室外篮球场)的工作很少。为了探索这一点,我们为一个公共半场篮筐设计了一个互动展示。我们通过对球员、观众和路人的采访,在10周的时间里研究了3种不同显示模式的影响。我们的研究结果为这种交互式显示的设计空间提供了3个维度:平衡不同用户群体的显著性,支持不同的游戏动作,以及支持连接用户群体。我们还将在这些维度上提出6种设计策略,以帮助设计师为公共游戏空间创造引人入胜的互动展示。用它来促进有趣的体验。
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引用次数: 14
Experiences with a social travel information system 有使用社交旅游信息系统的经验
Mike Harding, J. Finney, N. Davies, M. Rouncefield, James Hannon
This paper documents a programme of research to explore the development of mobile social travel information systems, where dynamic travel information is produced by travellers themselves and distributed within communities united by similar travel patterns and everyday activities. The resulting system, called OurTravel, was the subject of a series of real-world trials involving three diverse physical communities: a rural village, a group of urban office workers and the attendees of a contemporary arts festival. We describe the design and implementation of the OurTravel system, our experiences of running these trials and the insights gained.
本文记录了一项研究计划,旨在探索移动社交旅游信息系统的发展,其中动态旅游信息由旅行者自己产生,并在由相似的旅行模式和日常活动联合起来的社区内分发。这个名为OurTravel的系统在现实世界中进行了一系列试验,涉及三个不同的实体社区:一个农村、一群城市办公室职员和一个当代艺术节的参与者。我们描述了OurTravel系统的设计和实施,我们运行这些试验的经验和获得的见解。
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引用次数: 17
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Proceedings of the 2013 ACM international joint conference on Pervasive and ubiquitous computing
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