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2012 | Buch

Ubiquitous Display Environments

herausgegeben von: Antonio Krüger, Tsvi Kuflik

Verlag: Springer Berlin Heidelberg

Buchreihe : Cognitive Technologies

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Über dieses Buch

Our increasingly smart environments will sense, track and model users and provide them with personalized services. We can already embed computers in everyday objects such as shirt buttons and pencils; objects of all sizes, from wristwatches to billboards, will soon incorporate high-quality flexible displays; we have improved access to wireless Internet communication; and we are now transitioning from traditional linear to targeted interactive media. The convergence of these factors -- miniaturization, display technologies, wireless communication, and interactive media -- will allow us to leave our desktop computers and move to a radical computing paradigm, the ubiquitous display environment, where media and visual content will support a rich variety of display devices that enable users to interact with information artifacts in a seamless manner.

This is one of the most exciting and important areas of technology development and this book addresses the challenge within the context of an educational and cultural experience. This is inherently a multidisciplinary field and the contributions span the related research aspects, including system architecture and communications issues, and intelligent user interface aspects such as aesthetics and privacy. On the scientific side, the authors integrate artificial intelligence, user modeling, temporal and spatial reasoning, intelligent user interfaces, and user-centric design methodologies in their work, while on the technological side they integrate mobile and wireless networking infrastructures, interfaces, group displays, and context-driven adaptive presentations.

This book is of value to researchers and practitioners working on all aspects of ubiquitous display environments, and we hope it leads to innovations in human education, cultural heritage appreciation, and scientific development.

Inhaltsverzeichnis

Frontmatter
Ubiquitous Display Environments: An Overview
Abstract
Ubiquitous display environments are public spaces with various situated public displays. These displays are intended to provide relevant information to people in their vicinity, where these may include the regular inhabitants of the space as well as visitors. Their nature makes the development of such displays a multidisciplinary task that combines technological with aesthetic, sociological, and legal aspects. Research usually focuses on specific aspects while neglecting others, since it is intended to explore only a limited part. Here we try to take a step back and portray the big picture, showing how various aspects need to be addressed and integrated in order to support us in today’s and tomorrow’s ubiquitous display environments.
Tsvi Kuflik
Challenges and Solutions of Ubiquitous User Modeling
Abstract
Ubiquitous display environments are public places with various situated public displays. These displays are intended to provide relevant information to people in their vicinity, where this may include the regular inhabitants of the space as well as visitors. For this latter group, it is particularly challenging to provide relevant information. This is because personalization relies on the availability of information about the individual (or group). Ubiquitous user modeling research tries to address this challenge. This chapter provides a brief introduction to user modeling and user modeling techniques and then elaborates on ubiquitous user modeling, its challenges, and the state-of-the-art research. It aims to provide a broad introduction to key approaches to user modeling and personalization as a starting point for the reader who wants to appreciate the challenges of personalization for ubiquitous display environments.
Tsvi Kuflik, Judy Kay, Bob Kummerfeld
Context-Sensitive Display Environments
Abstract
In this chapter we will discuss the relatively new research area of context-sensitive Displays. The cheap availability of display spaces in combination with sensor technologies which allows to make inferences about the context of the display will enable a multitude of novel applications. However the foundations of these sensor-display systems are not well understood. Therefore we will discuss in this chapter the basic setup and a research methodology which has helped us to systematically approach the problems we faced during the design of several context-sensitive display environments. For this purpose we will present three research systems: the iDisplay-system, a public information system which uses extensively context-filtered information to inform students in University buildings, the MobiDic-system an context-sensitive advertisement management system for digital outdoor signage and our research on the Münster Multitouch Wall, which demonstrates novel ways of interacting with large displays in public environments.
Florian Daiber, Antonio Krüger, Johannes Schöning, Jörg Müller
Perspectives on Reasoning About Time
Abstract
Reasoning and acting within the time constraints of the real world are among the most fundamental notions of intelligence. Understanding the nature and structure of such constraints can help to find a satisfying solution or find a relaxation when no solution can be found. Given certain explicit temporal relationships between events, we may have the ability to infer additional relationships which are implicit in those given. For example, the transitivity of “before” and “contains” may allow inferring information regarding the sequence of events. Such inferences are essential in story understanding, planning and causal reasoning. Temporal information may be qualitative where events are represented by abstract time points and time intervals, and we process and deduce relationships between them, such as pairs intersecting each other, one preceding, following or containing another, etc. Other information may be quantitative where durations can be measured, precise time stamps may be available, or numerical methods can be applied to understand a specific time line of events. We will explore a variety of these topics.
Martin Charles Golumbic
Shared Interfaces for Co-located Interaction
Abstract
Co-located, collaborative work around shared surfaces has become a major topic of the research agenda in the fields of teamwork and collaborative learning. In this chapter, we introduce the difference between multi-touch and multi-user interfaces and we present three cases of co-located interactions on shared interfaces. The first two cases present examples of multi-user applications: StoryTable is a multi-user application for children to practise their narration skills in a collaborative way; the NNRT table is a multi-user application to foster a shift in the attitudes of participants via a narration task (it is used in peace-education programs). Finally, we describe a new approach to shared interfaces explicitly aimed at influencing immediate behavior in an informal, non goal-oriented co-located small group.
Massimo Zancanaro
Considering the Aesthetics of Ubiquitous Displays
Abstract
We call attention to the important role that aesthetics, or visual beauty, can and should play in the deployment of ubiquitous displays. Following a short survey of the emergence of visual aesthetics in the field of human-computer interaction (HCI), we suggest that the importance of aesthetics stem from three main perspectives. The design perspective suggests that beauty is a cornerstone of any design discipline and that it is often positively related to other practices of good HCI design, such as usability. From a psychological perspective we argue that aesthetics induces pleasure and satisfies human needs; and that it is influential in how people form first impressions and subsequent attitudes. Finally, we argue that aesthetics has an important practical role as a differentiating factor between interactive products. Even more importantly, it is already woven into the socio-technical web of our time. We discuss the implications of this position for the design of ubiquitous displays.
Noam Tractinsky, Eleanor Eytam
The Design, Deployment and Evaluation of Situated Display-Based Systems to Support Coordination and Community
Abstract
In recent years, there has been much interest in the potential for situated displays to support sense of community. In this chapter, we describe our experiences of two significant situated display-based deployments which explore some of the issues that arise when such systems are used on a day to day basis. The first deployment described is that of the Hermes system which has been deployed and evaluated in both a University department and a domestic home setting. The second deployment is the Wray photo display which has been deployed in two locations in a rural village located in the north of England. Both deployments made strong use of user-centered design and have benefitted from longitudinal evaluation in order to provide key insights into issues of adoption and appropriation.
Keith Cheverst, Faisal Taher, Matthew Fisher, Daniel Fitton, Nick Taylor
xioScreen: Experiences Gained from Building a Series of Prototypes of Interactive Public Displays
Abstract
xioScreen stands for a series of prototype installations of interactive public displays that have been developed, deployed, and evaluated at Hochschule Augsburg over the last 5 years. On the one hand xioScreen installations are part of an emerging digital signage system that informs students and campus visitors about events, talks, etc. On the other hand, xioScreen installations serve as testbeds for exploring new forms of interactive entertainment. Our initial working hypothesis was that students would take advantage of public screens as shared playgrounds for new gaming experiences. In terms of user participation, however, this did not work out so far – therefore other forms of active user participation have been explored as well. In this paper, we report on a number of conducted design-deployment-evaluation cycles and discuss lessons learned so far.
K. P. Ludwig John, Thomas Rist
Audience Measurement for Digital Signage: Exploring the Audience’s Perspective
Abstract
Electronic displays, or digital signs, are rapidly being installed in many public contexts. Increasingly, these signs are equipped with audience measurement, that is, sensors that observe the audience of the signs. However, the audience’s experience with audience measurement is not yet well understood, which can be a problem, because the audience may feel observed and that their privacy has been violated. In this paper, we explore the audience’s experience with audience measurement for digital signage. We have deployed and evaluated two digital signage systems with different audience measurement techniques, one for a year, and the other for 5 years. We explore the audience’s perspective on the employed audience measurement techniques through repertory grid interviews with users who had significant experience as audiences of both deployments.
Jörg Müller, Keith Cheverst
Analysis and Prediction of Museum Visitors’ Behavioral Pattern Types
Abstract
Personalization in the “museum visit” scenario is extremely challenging, especially since in many cases visitors come to the museum for the first time, and it may be the last time in their life. There is therefore a need to generate an effective user model quickly without any prior knowledge. Furthermore, the initial definition of a user model is also challenging since it should be built in a non-intrusive manner. Understanding visitors’ behavioral patterns may help in initializing their user models and supporting them better. This chapter reports three stages of analysis of behavior patterns of museum visitors. The first step assesses, following past ethnographic research, whether a distinct stereotype of behavior can be identified; the second shows that visitors’ behavior is not always consistent; the third shows that, in spite of the inconsistency, prediction of visitor type, is possible.
Tsvi Kuflik, Zvi Boger, Massimo Zancanaro
Trust Management of Ubiquitous Multi-Display Environments
Abstract
While a lot of research has been devoted to improving the security and the reliability of ubiquitous display environments, work on the user experience factor of trust is still scarce. To ensure that ubiquitous environments find acceptance among users, the user experience factor of trust should, however, not be underestimated. In this paper, we present a decision-theoretic approach to trust management that we consider particularly appropriate when a system has to balance the benefits and risks of a decision carefully. In the paper, we define decision policies that help maintain trust in critical situations, such as the loss of sensor data or the presence of unknown people. The approach has been employed in three interactive applications that have been developed as part of a university-wide ubiquitous displays management system.
Ekatarina Kurdyukova, Elisabeth André, Karin Leichtenstern
From Research to Practice: Automated Negotiations with People
Abstract
The development of proficient automated agents has flourished in recent years, yet making the agents interact with people has still received little attention. This is mainly due to the unpredictable nature of people and their negotiation behavior, though complexity and costs attached to experimentation with people, starting from the design and ending with the evaluation process, is also a factor. Even so, succeeding in designing proficient automated agents remains an important objective. In recent years, we have invested much effort in facilitating the design and evaluation of automated agents interacting with people, making it more accessible to researchers. We have created two distinct environments for bargaining agents, as well as proposing a novel approach for evaluating agents. These are key factors for making automated agents become a reality rather than remain theoretical.
Raz Lin, Sarit Kraus
Virtual Technologies and Empowerment of Users of Rehabilitation
Abstract
Empowerment is a multi-dimensional social process that helps people gain control over their own lives. Empowerment of people with disabilities entails the motivation to control as well as the knowledge and skills to adapt to and influence one’s own rehabilitation process. The goal of empowered rehabilitation is to guide users to achieve their maximal independence by developing the skills necessary to overcome the physical, social and emotional barriers in their lives. We are currently witnessing a profound change in social attitudes where, after years of repression, people with disabilities struggle for their human rights and for control over resources. Information and communication technologies (ICT) have been used to empower populations who are weak due to gender, poverty, rural residence, age and disability. In this chapter, we have applied a model of patterns of social change to show how the use of novel ICT technologies may contribute to social change and empowerment of people with disabilities. Each of the model’s four patterns – social planning, social reform, social development and social action – is illustrated with an example of the role of technology during this process. Lessons learned during the empowerment process for people with disabilities may also be incorporated into general ICT programs to help enhance usage in additional segments of the population including minority groups as well as those who have traditionally been challenged in this area (e.g. the elderly, people who live in remote locations).
Naomi Schreuer, Patrice L. Tamar Weiss
Metadaten
Titel
Ubiquitous Display Environments
herausgegeben von
Antonio Krüger
Tsvi Kuflik
Copyright-Jahr
2012
Verlag
Springer Berlin Heidelberg
Electronic ISBN
978-3-642-27663-7
Print ISBN
978-3-642-27662-0
DOI
https://doi.org/10.1007/978-3-642-27663-7

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