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Journal articles on the topic "Human-centred computing not elsewhere classified"

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A., Krishna Mohan, Reddy P.V.N., and Satya Prasad K. "A novel deep learning approach for tracking with soft computing technique." International Journal of Pervasive Computing and Communications, February 16, 2022. http://dx.doi.org/10.1108/ijpcc-08-2021-0196.

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Purpose In the community of visual tracking or object tracking, discriminatively learned correlation filter (DCF) has gained more importance. When it comes to speed, DCF gives the best performance. The purpose of this study is to anticipate the object visually. For tracking the object visually, the authors proposed a new model based on the convolutional regression technique. Features like HOG and Harris are used for the process of feature extraction. The authors’ proposed method will give the best results when compared with other existing methods. Design/methodology/approach The visual tracking of many real-world applications such as robotics, smart monitoring systems, independent driving and human-computer interactions are a major and current research problem in the field of computer vision. This refers to the automated trajectory prediction of an arbitrary target object, often given in the first frame in a bounding box while moving about in successive video frames. In the community of visual tracking or object tracking, DCF has gained more importance. Discriminative trackers strive to train a classifier that differentiates the target item from the background. The fundamental concept is to train a correlation filter that creates high responses around the target and low responses elsewhere. For tracking the object visually, the authors proposed a new model based on the convolutional regression technique. Features like HOG and Harris are used for the process of feature extraction. Through experimental analysis, the authors have evaluated several performance assessment metrics such as accuracy, precision, F-measure and specificity. The authors’ proposed method will give the best results when compared with other existing methods. Findings This process involved DCF which gained more importance. When it comes to speed, DCF gives the best performance. The main objective of this study is to anticipate the object visually. For tracking the object visually, the authors proposed a new model based on the convolutional regression technique for tracking the objects and these results will be used for identifying the action of the object. Originality/value The main theme exists in the process is to identify the tracking motion of the object by using convolution regression with varied features. This method proves that it will provide better results when compared to state of art methods.
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Kerasidou, Xaroula (Charalampia). "Regressive Augmentation: Investigating Ubicomp’s Romantic Promises." M/C Journal 16, no. 6 (November 7, 2013). http://dx.doi.org/10.5204/mcj.733.

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Machines that fit the human environment instead of forcing humans to enter theirs will make using a computer as refreshing as taking a walk in the woods. Mark Weiser on ubiquitous computing (21st Century Computer 104) In 2007, a forum entitled HCI 2020: Human Values in a Digital Age sought to address the questions: What will our world be like in 2020? Digital technologies will continue to proliferate, enabling ever more ways of changing how we live. But will such developments improve the quality of life, empower us, and make us feel safer, happier and more connected? Or will living with technology make it more tiresome, frustrating, angst-ridden, and security-driven? What will it mean to be human when everything we do is supported or augmented by technology? (Harper et al. 10) The forum came as a response to, what many call, post-PC technological developments; developments that seek to engulf our lives in digital technologies which in their various forms are meant to support and augment our everyday lives. One of these developments has been the project of ubiquitous computing along with its kin project, tangible computing. Ubiquitous computing (ubicomp) made its appearance in the late 1980s in the labs of Xerox’s Palo Alto Research Center (PARC) as the “third wave” in computing, following those of the mainframe and personal computing (Weiser, Open House 2). Mark Weiser, who coined the term, along with his collaborators at Xerox PARC, envisioned a “new technological paradigm” which would leave behind the traditional one-to-one relationship between human and computer, and spread computation “ubiquitously, but invisibly, throughout the environment” (Weiser, Gold and Brown 693). Since then, the field has grown and now counts several peer-reviewed journals, conferences, and academic and industrial research centres around the world, which have set out to study the new “post-PC computing” under names such as Pervasive Computing, Ambient Intelligence, Tangible Computing, The Internet of Things, etc. Instead of providing a comprehensive account of all the different ubicomp incarnations, this paper seeks to focus on the early projects and writings of some of ubicomp’s most prominent figures and tease out, as a way of critique, the origins of some of its romantic promises. From the outset, ubiquitous computing was heavily informed by a human-centred approach that sought to shift the focus from the personal computer back to its users. On the grounds that the PC has dominated the technological landscape at the expense of its human counterparts, ubiquitous computing promised a different human-machine interaction, with “machines that fit the human environment instead of forcing humans to enter theirs” (104, my italics) placing the two in opposite and antagonistic terrains. The problem comes about in the form of interaction between people and machines … So when the two have to meet, which side should dominate? In the past, it has been the machine that dominates. In the future, it should be the human. (Norman 140) Within these early ubicomp discourses, the computer came to embody a technological menace, the machine that threatened the liberal humanist value of being free and in control. For example, in 1999 in a book that was characterized as “the bible of ‘post-PC’ thinking” by Business Week, Donald Norman exclaimed: we have let ourselves to be trapped. … I don’t want to be controlled by a technology. I just want to get on with my life, … So down with PC’s; down with computers. All they do is complicate our lives. (72) And we read on the website of MIT’s first ubicomp project Oxygen: For over forty years, computation has centered about machines, not people. We have catered to expensive computers, pampering them in air-conditioned rooms or carrying them around with us. Purporting to serve us, they have actually forced us to serve them. Ubiquitous computing then, in its early incarnations, was presented as the solution; the human-centred, somewhat natural approach, which would shift the emphasis away from the machine and bring control back to its legitimate owner, the liberal autonomous human subject, becoming the facilitator of our apparently threatened humanness. Its promise? An early promise of regressive augmentation, I would say, since it promised to augment our lives, not by changing them, but by returning us to a past, better world that the alienating PC has supposedly displaced, enabling us to “have more time to be more fully human” (Weiser and Brown). And it sought to achieve this through the key characteristic of invisibility, which was based on the paradox that while more and more computers will permeate our lives, they will effectively disappear. Ubicomp’s Early Romantic Promises The question of how we can make computers disappear has been addressed in computer research in various ways. One of the earliest and most prominent of these is the approach, which focuses on the physicality of the world seeking to build tangible interfaces. One of the main advocates of this approach is MIT’s Tangible Media Group, led by Professor Hiroshi Ishii. The group has been working on their vision, which they call “Tangible Bits,” for almost two decades now, and in 2009 they were awarded the “Lasting Impact Award” at the ACM Symposium on User Interface Software and Technology (UIST) for their metaDesk platform, presented in 1997 (fig.1), which explores the coupling of everyday physical objects with digital information (Ullmer and Ishii). Also, in 2004 in a special paper titled “Bottles: A Transparent Interface as a Tribute to Mark Weiser”, Ishii presented once again an early project he and his group developed in 1999, and for which they were personally commented by Weiser himself. According to Ishii, bottles (fig. 2)—a system which comprises three glass bottles “filled with music” each representing a different musical instrument, placed on a Plexiglas “stage” and controlled by their physical manipulation (moving, opening or closing them)—no less, “illustrates Mark Weiser’s vision of the transparent (or invisible) interface that weaves itself into the fabric of everyday life” (1299). Figure 1: metaDesk platform (MIT Tangible Media Group) Figure 2: musicBottles (MIT Tangible Media Group) Tangible computing was based on the premise that we inhabit two worlds: the physical world and cyberspace, or as Ishii and Ullmer put it, the world of atoms and the world of bits claiming that there is gap between these two worlds that left us “torn between these parallel but disjoint spaces” (1). This agreed with Weiser’s argument that cyberspace, and specifically the computer, has taken centre stage leaving the real world—the real people, the real interactions—in the background and neglected. Tangible computing then sought to address this problem by "bridging the gaps between both cyberspace and the physical environment" (1). As Ishii and Ullmer wrote in 1997: The aim of our research is to show concrete ways to move beyond the current dominant model of GUI [Graphic User Interface] bound to computers with a flat rectangular display, windows, a mouse, and a keyboard. To make computing truly ubiquitous and invisible, we seek to establish a new type of HCI that we call "Tangible User Interfaces" (TUIs). TUIs will augment the real physical world by coupling digital information to everyday physical objects and environments. (2) “Our intention is to take advantage of natural physical affordances to achieve a heightened legibility and seamlessness of interaction between people and information” (2). In his earlier work computer scientist Paul Dourish turned to phenomenology and the concept of embodiment in order to develop an understanding of interaction as embodied. This was prior to his recent work with cultural anthropologist Bell where they examined the motivating mythology of ubiquitous computing along with the messiness of its lived experience (Dourish and Bell). Dourish, in this earlier work observed that one of the common critical features early tangible and ubiquitous computing shared is that “they both attempt to exploit our natural familiarity with the everyday environment and our highly developed spatial and physical skills to specialize and control how computation can be used in concert with naturalistic activities” (Context-Aware Computing 232). They then sought to exploit this familiarity in order to build natural computational interfaces that fit seamlessly within our everyday, real world (Where the Action Is 17). This idea of an existing set of natural tactile skills appears to come hand-in-hand with a nostalgic, romantic view of an innocent, simple, and long gone world that the early projects of tangible and ubiquitous computing sought to revive; a world where the personal computer not only did not fit, an innocent world in fact displaced by the personal computer. In 1997, Ishii and Ullmer wrote about their decision to start their investigations about the “future of HCI” in the museum of the Collection of Historic Scientific Instruments at Harvard University in their efforts to get inspired by “the aesthetics and rich affordances of these historical scientific instruments” concerned that, “alas, much of this richness has been lost to the rapid flood of digital technologies” (1). Elsewhere Ishii explained that the origin of his idea to design a bottle interface began with the concept of a “weather forecast bottle;” an idea he intended to develop as a present for his mother. “Upon opening the weather bottle, she would be greeted by the sound of singing birds if the next day’s weather was forecasted to be clear” (1300). Here, we are introduced to a nice elderly lady who has opened thousands of bottles while cooking for her family in her kitchen. This senior lady; who is made to embody the symbolic alignment between woman, the domestic and nature (see Soper, Rose, Plumwood); “has never clicked a mouse, typed a URL, nor booted a computer in her life” (Ishii 1300). Instead, “my mother simply wanted to know the following day’s weather forecast. Why should this be so complicated?” (1300, my italics). Weiser also mobilised nostalgic sentiments in order to paint a picture of what it would be to live with ubiquitous computing. So, for example, when seeking a metaphor for ubiquitous computing, he proposed “childhood – playful, a building of foundations, constant learning, a bit mysterious and quickly forgotten by adults” (Not a Desktop 8). He viewed the ubicomp home as the ideal retreat to a state of childhood; playfully reaching out to the unknown, while being securely protected and safely “at home” (Open House). These early ideas of a direct experience of the world through our bodily senses along with the romantic view of a past, simple, and better world that the computer threatened and that future technological developments promised, could point towards what Leo Marx has described as America’s “pastoral ideal”, a force that, according to Marx, is ingrained in the American view of life. Balancing between primitivism and civilisation, nature and culture, the pastoral ideal “is an embodiment of what Lovejoy calls ‘semi-primitivism’; it is located in a middle ground somewhere ‘between’, yet in a transcendent relation to, the opposing forces of civilisation and nature” (Marx 23). It appears that the early advocates of tangible and ubiquitous computing sought to strike a similar balance to the American pastoral ideal; a precarious position that managed to reconcile the disfavour and fear of Europe’s “satanic mills” with an admiration for the technological power of the Industrial Revolution, the admiration for technological development with the bucolic ideal of an unspoiled and pure nature. But how was such a balance to be achieved? How could the ideal middle state be achieved balancing the opposing forces of technological development and the dream of the return to a serene pastoral existence? According to Leo Marx, for the European colonisers, the New World was to provide the answer to this exact question (101). The American landscape was to become the terrain where old and new, nature and technology harmonically meet to form a libertarian utopia. Technology was seen as “‘naturally arising’ from the landscape as another natural ‘means of happiness’ decreed by the Creator in his design of the continent. So, far from conceding that there might be anything alien or ‘artificial’ about mechanization, technology was seen as inherent in ‘nature’; both geographic and human” (160). Since then, according to Marx, the idea of the “return” to a new Golden Age has been engrained in the American culture and it appears that it informs ubiquitous computing’s own early visions. The idea of a “naturally arising” technology which would facilitate our return to the once lost garden of security and nostalgia appears to have become a common theme within ubiquitous computing discourses making appearances across time and borders. So, for example, while in 1991 Weiser envisioned that ubiquitous technologies will make “using a computer as refreshing as taking a walk in the woods” (21st Century Computer 11), twelve years later Marzano writing about Philip’s vision of Ambient Intelligence promised that “the living space of the future could look more like that of the past than that of today” (9). While the pastoral defined nature in terms of the geographical landscape, early ubiquitous computing appeared to define nature in terms of the objects, tools and technologies that surround us and our interactions with them. While pastoral America defined itself in contradistinction to the European industrial sites and the dirty, smoky and alienating cityscapes, within those early ubiquitous computing discourses the role of the alienating force was assigned to the personal computer. And whereas the personal computer with its “grey box” was early on rejected as the modern embodiment of the European satanic mills, computation was welcomed as a “naturally arising” technological solution which would infuse the objects which, “through the ages, … are most relevant to human life—chairs, tables and beds, for instance, … the objects we can’t do without” (Marzano 9). Or else, it would infuse the—newly constructed—natural landscape fulfilling the promise that when the “world of bits” and the “world of atoms” are finally bridged, the balance will be restored. But how did these two worlds come into existence? How did bits and atoms come to occupy different and separate ontological spheres? Far from being obvious or commonsensical, the idea of the separation between bits and atoms has a history that grounds it to specific times and places, and consequently makes those early ubiquitous and tangible computing discourses part of a bigger story that, as documented (Hayles) and argued (Agre), started some time ago. The view that we inhabit the two worlds of atoms and bits (Ishii and Ullmer) was endorsed by both early ubiquitous and tangible computing, it was based on the idea of the separation of computation from its material instantiation, presenting the former as a free floating entity able to infuse our world. As we saw earlier, tangible computing took the idea of this separation as an unquestionable fact, which then served as the basis for its research goals. As we read in the home page of the Tangible Media Group’s website: Where the sea of bits meets the land of atoms, we are now facing the challenge of reconciling our dual citizenship in the physical and digital worlds. "Tangible Bits" is our vision of Human Computer Interaction (HCI): we seek a seamless coupling of bits and atoms by giving physical form to digital information and computation (my italics). The idea that digital information does not have to have a physical form, but is given one in order to achieve a coupling of the two worlds, not only reinforces the view of digital information as an immaterial entity, but also places it in a privileged position against the material world. Under this light, those early ideas of augmentation or of “awakening” the physical world (Ishii and Ullmer 3) appear to be based on the idea of a passive material world that can be brought to life and become worthy and meaningful through computation, making ubiquitous computing part of a bigger and more familiar story. Restaging the dominant Cartesian dualism between the “ensouled” subject and the “soulless” material object, the latter is rendered passive, manipulable, and void of agency and, just like Ishii’s old bottles, it is performed as a mute, docile “empty vessel” ready to carry out any of its creator’s wishes; hold perfumes and beverages, play music, or tell the weather. At the same time, computation was presented as the force that could breathe life to a mundane and passive world; a free floating, somewhat natural, immaterial entity, like oxygen (hence the name of MIT’s first ubicomp project), like the air we breathe that could travel unobstructed through any medium, our everyday objects and our environment. But it is interesting to see that in those early ubicomp discourses computation’s power did not extend too far. While computation appeared to be foregrounded as a powerful, almost magic, entity able to give life and soul to a soulless material world, at the same time it was presented as controlled and muted. The computational power that would fill our lives, according to Weiser’s ubiquitous computing, would be invisible, it wouldn’t “intrude on our consciousness” (Weiser Not a Desktop 7), it would leave no traces and bring no radical changes. If anything, it would enable us to re-establish our humanness and return us to our past, natural state promising not to change us, or our lives, by introducing something new and unfamiliar, but to enable us to “remain serene and in control” (Weiser and Brown). In other words, ubiquitous computing, as this early story goes, would not be alienating, complex, obtrusive, or even noticeable, for that matter, and so, at the end of this paper, we come full circle to ubicomp’s early goals of invisibility with its underpinnings of the precarious pastoral ideal. This short paper focused on some of ubicomp’s early stories and projects and specifically on its promise to return us to a past and implicitly better world that the PC has arguably displaced. By reading these early promises of, what I call, regressive augmentation through Marx’s work on the “pastoral ideal,” this paper sought to tease out, in order to unsettle, the origins of some of ubicomp’s romantic promises. References Agre, P. E. Computation and Human Experience. New York: Cambridge University Press, 1997. Dourish, P. “Seeking a Foundation for Context-Aware Computing.” Human–Computer Interaction 16.2-4 (2001): 229-241. ———. Where the Action Is: The Foundations of Embodied Interaction. Cambridge: MIT Press, 2001. Dourish, P. and Genevieve Bell. Divining a Digital Future: Mess and Mythology in Ubiquitous Computing. Cambridge, Massachusetts: MIT Press, 2011.Grimes, A., and R. Harper. “Celebratory Technology: New Directions for Food Research in HCI.” In CHI’08, Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. New York: ACM, 2008. 467-476. Harper, R., T. Rodden, Y. Rogers, and A. Sellen (eds.). Being Human: Human-Computer Interaction in the Year 2020. Microsoft Research, 2008. 1 Dec. 2013 ‹http://research.microsoft.com/en-us/um/Cambridge/projects/hci2020/downloads/BeingHuman_A3.pdf›. Hayles, K. How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics. Chicago: University of Chicago Press, 1999. Ishii, H. “Bottles: A Transparent Interface as a Tribute to Mark Weiser.” IEICE Transactions on Information and Systems 87.6 (2004): 1299-1311. Ishii, H., and B. Ullmer. “Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms.” In CHI ’97, Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems. New York: ACM, 1997. 234-241. Marx, L. The Machine in the Garden: Technology and the Pastoral Ideal in America. 35th ed. New York: Oxford University Press, 2000. Marzano, S. “Cultural Issues in Ambient Intelligence”. In E. Aarts and S. Marzano (eds.), The New Everyday: Views on Ambient Intelligence. Rotterdam: 010 Publishers, 2003. Norman, D. The Invisible Computer: Why Good Oroducts Can Fail, the Personal Computer Is So Complex, and Information Appliances Are the Solution. Cambridge, Mass.: MIT Press, 1999. Plumwood, V. Feminism and the Mastery of Nature. London, New York: Routledge, 1993. Rose, G. Feminism and Geography. Cambridge: Polity, 1993. Soper, K. “Naturalised Woman and Feminized Nature.” In L. Coupe (ed.), The Green Studies Reader: From Romanticism to Ecocriticism. London: Routledge, 2000. Ullmer, B., and H. Ishii. “The metaDESK: Models and Prototypes for Tangible User Interfaces.” In UIST '97, Proceedings of the 10th Annual ACM Symposium on User Interface Software and Technology. New York: ACM, 1997. 223-232. Weiser, M. “The Computer for the 21st Century." Scientific American 265.3 (1991): 94-104. ———. “The Open House.” ITP Review 2.0, 1996. 1 Dec. 2013 ‹http://makingfurnitureinteractive.files.wordpress.com/2007/09/wholehouse.pdf›. ———. “The World Is Not a Desktop." Interactions 1.1 (1994): 7-8. Weiser, M., and J.S. Brown. “The Coming Age of Calm Technology.” 1996. 1 Dec. 2013 ‹http://www.johnseelybrown.com/calmtech.pdf›. Weiser, M., R. Gold, and J.S. Brown. “The Origins of Ubiquitous Computing at PARC in the Late 80s.” Pervasive Computing 38 (1999): 693-696.
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Dissertations / Theses on the topic "Human-centred computing not elsewhere classified"

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Caon, Maurizio. "Context-aware gestural interaction in the smart environments of the ubiquitous computing era." Thesis, University of Bedfordshire, 2014. http://hdl.handle.net/10547/344619.

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Technology is becoming pervasive and the current interfaces are not adequate for the interaction with the smart environments of the ubiquitous computing era. Recently, researchers have started to address this issue introducing the concept of natural user interface, which is mainly based on gestural interactions. Many issues are still open in this emerging domain and, in particular, there is a lack of common guidelines for coherent implementation of gestural interfaces. This research investigates gestural interactions between humans and smart environments. It proposes a novel framework for the high-level organization of the context information. The framework is conceived to provide the support for a novel approach using functional gestures to reduce the gesture ambiguity and the number of gestures in taxonomies and improve the usability. In order to validate this framework, a proof-of-concept has been developed. A prototype has been developed by implementing a novel method for the view-invariant recognition of deictic and dynamic gestures. Tests have been conducted to assess the gesture recognition accuracy and the usability of the interfaces developed following the proposed framework. The results show that the method provides optimal gesture recognition from very different view-points whilst the usability tests have yielded high scores. Further investigation on the context information has been performed tackling the problem of user status. It is intended as human activity and a technique based on an innovative application of electromyography is proposed. The tests show that the proposed technique has achieved good activity recognition accuracy. The context is treated also as system status. In ubiquitous computing, the system can adopt different paradigms: wearable, environmental and pervasive. A novel paradigm, called synergistic paradigm, is presented combining the advantages of the wearable and environmental paradigms. Moreover, it augments the interaction possibilities of the user and ensures better gesture recognition accuracy than with the other paradigms.
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Thiel, Sarah-Kristin. "Serendipitous road trips: Enhancing tourists’ experiences through social interaction." Thesis, Ludwig-Maximilians-Universitat Munchen, 2014. https://eprints.qut.edu.au/90806/1/Serendipitous%20road%20trips_SKT_Final.pdf.

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Driving can be a lonely activity. While there has been a lot of research and technical inventions concerning car-to-car communication and passenger entertainment, there is still little work concerning connecting drivers. Whereas tourism is very much a social activity, drive tourists have few options to communicate with fellow travellers. The proposed project is placed at the intersection of tourism and driving and aims to enhance the trip experience during driving through social interaction. This thesis explores how a mobile application that allows instant messaging between travellers sharing similar context can add to road trip experiences. To inform the design of such an application, the project adopted the principle of the user-centred design process. User needs were assessed by running an ideation workshop and a field trip. Findings of both studies have shown that tourists have different preferences and diverse attitudes towards contacting new people. Yet all participants stressed the value of social recommendations. Based on those results and a later expert review, three prototype versions of the system were created. A prototyping session with potential end users highlighted the most important features including the possibility to view user profiles, choose between text and audio input and receive up-to-date information. An implemented version of the prototype was evaluated in an exploratory study to identify usability related problems in an actual use case scenario as well as to find implementation bugs. The outcomes of this research are relevant for the design of future mobile tourist guides that leverage from benefits of social recommendations.
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Gales, Mathis. "Collaborative map-exploration around large table-top displays: Designing a collaboration interface for the Rapid Analytics Interactive Scenario Explorer toolkit." Thesis, Ludwig-Maximilians-University Munich, 2018. https://eprints.qut.edu.au/115909/1/Master_Thesis_Mathis_Gales_final_opt.pdf.

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Sense-making of spatial data on an urban level and large-scale decisions on new infrastructure projects need teamwork from experts with varied backgrounds. Technology can facilitate this collaboration process and magnify the effect of collective intelligence. Therefore, this work explores new useful collaboration interactions and visualizations for map-exploration software with a strong focus on usability. Additionally, for same-time and same-place group work, interactive table-top displays serve as a natural platform. Thus, the second aim of this project is to develop a user-friendly concept for integrating table-top displays with collaborative map-exploration. To achieve these goals, we continuously adapted the user-interface of the map-exploration software RAISE. We adopted a user-centred design approach and a simple iterative interaction design lifecycle model. Alternating between quick prototyping and user-testing phases, new design concepts were assessed and consequently improved or rejected. The necessary data was gathered through continuous dialogue with users and experts, a participatory design workshop, and a final observational study. Adopting a cross-device concept, our final prototype supports sharing information between a user’s personal device and table-top display(s). We found that this allows for a comfortable and practical separation between private and shared workspaces. The tool empowers users to share the current camera-position, data queries, and active layers between devices and with other users. We generalized further findings into a set of recommendations for designing user-friendly tools for collaborative map-exploration. The set includes recommendations regarding the sharing behaviour, the user-interface design, and the idea of playfulness in collaboration.
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Mayer, Miriam. "Democratising the City: Technology as Enabler of Citizen-Led Urban Innovation." Thesis, Ludwig-Maximilians-Universitat Munchen, 2018. https://eprints.qut.edu.au/115908/1/Masterarbeit%20Miriam%20Mayer_final_opt.pdf.

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This study deals with finding a way to enable citizen-led urban innovation through technology while concentrating on various aspects of controversial city developments. Therefore the literature concerning this topic is first investigated and current online systems designed for citizens to engage in city development decisions explored. In addition, literature, approaches and systems related to conflict resolution are also presented and discussed. By means of applying multiple design cycles, including several user studies, an online platform for citizens to elaborate controversial ideas for the city together was developed. These design cycles were focused on first finding a suitable process to elaborate on ideas and find consent. The process implementing this is tested during two workshops that portray the procedure that would be realised on the platform. Findings after each workshop are used to revise the process. In order to design a user interface that could implement such a process first an expert focus group was asked to brainstorm solutions for multiple design questions. Considering this input two platform mock-ups were created and shown to participants to receive feedback. A final prototype of the online platform was then implemented and tested in a final user study. During this study participants elaborated an idea together to test the whole resulting product, while being able to use the online platform in an in the wild setting. In spite of discovering how dependent the usage of the platform is on its users, the feedback received for the general idea of using an online platform to elaborate on ideas and find consent was overall positive.
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(9175607), Subia Ansari. "FROM THE SCAMMER PERSPECTIVE: PREDISPOSITIONS TOWARDS ONLINE FRAUD MOTIVATION AND RATIONALIZATION." Thesis, 2020.

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Cybercrime and online scams are rampant in today’s tech-savvy world. In the past, scammers relied heavily on emails to contact potential victims but today, the presence and widespread usage of social networking platforms and e-commerce businesses has increased the availability of potential victims and made them easily accessible. It could be assumed that since unsuspecting users seek various products or services online - rentals, booking trips, seeking jobs, dating, it makes them easy targets for scammers yet, it is not just individual users who suffer from fraud, but organizations and institutions as well. A study at the Bank of America Merrill Lynch Global Research found that cybercrime costs the global economy up to approximately 540 billion euros annually. There is plenty of research on the technical measures that individuals and organizations may take to prevent themselves from falling prey to fraudsters, however, research trends in the recent past have shifted towards analyzing the human element present in the scenarios. Researchers have argued that identifying the underlying psychological and sociological factors used by fraudsters could help tackle the very root cause of such fraudulent attacks. While there exists some research focusing on the experiences and psychology of victims of these attacks as well as the countermeasures that can be taken to protect them from such attacks, there is little research on the psychology and motivation of those who commit online fraud. This study aims to identify the psychological factors that affect the predilection of scammers to commit online fraud.

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(9733472), Terri Sue Krause. "STAKEHOLDER PERCEPTIONS OF THE VIABILITY OF A FULLY REMOTE APPRENTICESHIP DELIVERY SYSTEM PRE-COVID-19 WITH UPDATES MID-PANDEMIC—A QUALITATIVE EXPLORATORY STUDY." Thesis, 2020.

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This study explores the perceptions of critical stakeholders as to the viability of a fully remote apprenticeship delivery system (FRADS), as well as its ability to serve as a functionally equivalent path of inclusion for access-limited populations. One of the first recorded pedagogical models, apprenticeship was also one of the first to be regulated. The effectiveness of the method of training a novice to enter the adult world of work through apprenticeship is undisputed, when it is conducted in a manner approximate to that from which it derived: a process that occurs over time, with continuous interaction between novice and expert. Despite millennia of practice, and a few emerging programs called Virtual Apprenticeships, the critical real-time skills-based mentoring component (on the job instruction/training, or OJI/OJT) of the modern apprenticeship is still only carried out fully in face-to-face programs. With the move to work-from-home (WFH) resulting from the global COVID-19 pandemic of 2020, assessing the viability of a FRADS is timely. This qualitative exploratory study is a first step in the discussion. Bounded by the parameters of the U.S. Certified Apprenticeship Guidelines for Registered Apprenticeships and the constructs of viability and functional equivalence, participants of three critical stakeholder groups—policy makers, service managers, and front-line service workers—offer their pre-pandemic perceptions of the construct of a FRADS. Guided by the work of Jahoda, et al., (1957), Northrop (1949,1959), and Swedberg (2018), this qualitative exploratory methodology identified perceptual data points that are then compared against a framework of viability derived from IEG’s Service Delivery Evaluation Framework (Caceres, et al., 2016). And, because this represents a large systems change (LSC), I included aspects of Weiner’s (2009) Organizational Readiness for Change—valance and efficacy—as additional indicators of potential viability. Stakeholders examined key components of IEG’s evaluative criteria applied to a face-to-face apprenticeship as a functionally equivalent, technology-mediated apprenticeship delivery system. Additional stakeholder perceptions, mid-pandemic, along with a review of scholarly articles, media reports, and Department of Labor statistics concerning the impact of the WFH mandates foreground the gap a purposeful FRADS might fill. Analysis of some of the findings are represented in a preliminary process map.
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(11104764), Allegra W. Smith. "Digital Age: A Study of Older Adults' User Experiences with Technology." Thesis, 2021.

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Older adults aged 60+ represent the fastest growing segment of the US population, yet they are rarely seen as users of technology. Members of this age cohort often struggle with the material and conceptual requirements of computing—such as clicking small targets or remembering usernames and passwords for account logins—leading them to adopt technologies like smartphones and social media at much lower rates than their younger counterparts. Digital devices and interfaces are not typically designed with older adult users in mind, even though all users are always aging, and the “silver economy” represents a powerful, and often untapped, market for technological innovations. The little existing research in this area often conflates age with disability, framing elders according to a deficit model. While it is certainly important to consider the impacts that aging bodies have on technology use, they are not the sole factor shaping usage for older age cohorts. Moreover, if we reduce elder users to their “impairments,” we risk stereotyping them in ways that curtail design possibilities, as well as these users’ possibilities for full participation in digital life. For this reason, studies of technology users aged 60+ and their communities are necessary to shed light on the multifaceted needs of older age cohorts, and the interventions into technology design, documentation, and education that can help them reach their digital goals.

To build an understanding of the unique technology use of a group of the oldest Americans (aged 75+), as well as to assess their needs and desires for digital engagement, I conducted interviews and observations with computer users in a senior living community. Data collection revealed a great diversity of computing purposes and activities, ranging from social functions such as email and messaging, to managing finance and medicine, to art and design applications, and beyond. Moreover, participants’ accounts of how and where they developed their computing skills shed light on their motivations for engaging with technology, as well as their fears of technology’s intrusiveness. Analysis of participants’ performance on a series of digital tasks yielded insights into physical and cognitive factors, as well as a clear divide in forms of knowledge and mental models that older adults draw upon when attempting to engage with technology. To conclude, I provide recommendations for technology design and education, as well as future research to account for age as a factor mediating user experience.
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