International SERIES on Information Systems and Management in Creative eMedia (CreMedia)
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147 research outputs found
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Generalized approach to prolonging of autonomous living of elderly with semantic ambient media
This paper is presenting generalized approach to detection of health problems and falls of the elderly for the purpose of prolonging autonomous living of elderly using semantic ambient media. The movement of the user is captured with the motion capture system, which consists of the tags attached to the body, whose coordinates are acquired by the sensors situated in the apartment. Output time-series of coordinates are modeled with the proposed data mining approach in order to recognize the specific health problem or fall. The approach is general in a sense that it uses k-nearest neighbor algorithm and dynamic time warping with time-series of all measurable joint angles for the attributes instead of the more specific approach with medically defined attributes. It is two-step approach; in the first step it classifies person's activities into five activities including different types of falls. In the second step it classifies walking patterns into five different health states; one healthy and four unhealthy. Even though the new approach is more general and can be used to differentiate also from other types of activities or health problems, it achieves very high classification accuracies, similar to the more specific approach
An Ambient Multimedia User Experience Feedback Framework Based on User Tagging and EEG Biosignals
Multimedia is increasingly accessed online and within social networks; however, users are typically limited to visual/auditory stimulus through media presented onscreen with accompanying audio over speakers. Whilst recent research studying additional ambient sensory multimedia effects recorded numerical scores of perceptual quality, the users’ time-varying emotional response to the ambient sensory feedback is not considered. This paper thus introduces a framework to evaluate user ambient quality of multimedia experience and discover users’ time-varying emotional responses through explicit user tagging and implicit EEG biosignal analysis. In the proposed framework, users interact with the media via discrete tagging activities whilst their EEG biosignal emotional feedback is continuously monitored in-between user tagging events with emotional states correlated with media content and tags
(Re)Creating Lively Cities through Ambient Technolo-gies: Arts, Culture, and Gastronomic Experiences
  Abstract. Our paper discusses different processes for animating urban spaces and creating lively cities through arts, culture, and gastronomic experiences. Such processes include interac-tive human scale environments, or ambient environments. These environments are sensitive and responsive to the presence of people, conveying a much more dynamic feel of a street, a plaza, a neighbourhood, or a city. Our world is a world of signs, images, colours, symbols, and interactivity. Humans demand much more human interaction and new modes of connection with the urban space through technology and innovative design tools. Neuro-marketing, defined as an emerging area of mar-keting studies consumers' sensorimotor, cognitive, and affective reaction to any marketing stimulation., These aspects are present in all aspects of life including urban spaces that need to be more exciting and easily accessible and walkable. Arts, culture, and gastronomy are ele-ments that are always present in every urban space, on different scales, thus providing us with a balanced environment. Ambient technology has the power to transmit the message of culture socially and politically by enhancing human interaction, community and cultural awareness, knowledge, creative and active consumption, progressing sustainability (spiritual and materi-al), and access to modern technologies in urban spaces. Cities and urban spaces need to be more progressive to set place making as a concept at the heart of every lively city’s design. A sense of place, conviviality, and safety can be generated through interactive design, and technologi-cally animated spaces. The digital era is extensively impacting our urban spaces, which need to be flexible and adaptable to meet the attention and aspirations of the users. Keywords: ambient technologies, interactivity, arts, culture, gastronomy.Â
Reform: research and teaching group designing the shape of change
One of the challenges teaching interaction design in computer science departments is often a lack of focus on design in various contexts and across levels of scale. Our newly created research and teaching platform at the Aarhus School of Architecture provides design courses that address this challenge. This presentation reviews examples from the design courses we teach at the IT Product Design Bachelor and Master programs at the Aarhus University’s Department of Computer Science. These courses focus on interaction work that takes place away from the traditional screen and keyboard, and into the lives of people interacting in the physical world. The courses highlight the focus on the physical form, social interaction, attention to various levels of scale and solution sets that may include a mix of physical form, digital tools, and/or services. In this talk, examples are provided showing how sketching and prototyping early and throughout the process can open the design space when designing for people in the contemporary urban context. More details about the research platform can be found on the platform website: http://reform.aarch.d
Applying Technology Management concepts in analyzing e Waste, sustainability and technology development in Mobile Industry: A conceptual perspective
In the highly globalized, competitive and technocrat world, mobile industry is heavily focused on making itself sustainable. In order to achieve this focus should be on improving the e waste management in the industry. Currently the industry is advanced beyond market demand in delivery services to customers in terms of ICT and smart phones. This research paper is trying to conceptualize the aspect of technology management by comparing technology advancement of mobile phone technology and the lagging e WASTE management in the same industry. The paper further explores the importance of sustainability and its acceptance by the customers of the mobile technology. The reasons for this adoption lag among customers of mobile technology might be lack of awareness or just slow response. The paper reviews current literature and the author tries to conceptualize his thoughts in this paper
Assisted Living Solutions for the Elderly through Interactive TV
Abstract. In this paper we are presenting application called med-reminder which will extend the functionality of existing devices providing interactive TV and help to increase the quality of life for the elderly. Med-reminder application is used for reminding people to take their medicines correctly and on time or to call a relative or medical person in an emergency situation. Since the graphical user interface was adapted for the elderly, med-reminder is easy to use without previous training. For evaluating the graphical user interface, navigation and general usability of the application, and hence identification of key aspects that increases adoption rate of assisted living applications among the target population a methodology for usability evaluation study was designed and presented in the paper
Companies as Drivers of Sustainability – Towards Requirements for an Integrative Sustainability Risk Management System
With growing global population, economy and resource consumption we already have touched or even exceeded planetary boundaries. Sustainable development urges us to act in a socially and environmentally responsible way. Companies with resource and labour intensive production processes play an important role achieving a sustainable economy. As expectations of various stakeholder groups grow, sustainability becomes more and more important for company internal decision making. Managing sustainability is one of the key issues as they can have severe impacts on a company’s performance and therefore are of interest for multiple stakeholders. Hence, a software system supporting sustainability risk management has to respect the information needs of these stakeholders. This paper follows the information subset model defined by Szyperski, who in principle suggests that in a “perfect world†objective and subjective information needs as well as information supply fully overlap. Following a literature-based approach, the information needs in the corporate sustainability domain are analyzed with management being the key stakeholder. Future research needs to examine how these information needs can be adressed by choosing the right input sources, analysis modules and output approaches
Either Google or your friends, which of them do you believe? : Mobile Social Networking Search
When we arrive at a strange place and instantly need to gain useful information at where is far from desktop computer, there are two solutions either sending SMS to our friends who live around there or searching via mobile web browser. Although 3G phone makes possible to search via mobile web browser it has a number of constraints such as tiny display, input problem, service price etc. Further web browsing search requires procedural delay which has to select among hyperlinks. In contrast SMS is not only allpervasive use to mobile users, but also receive the mostly instant feedback from sendee. Fortunately it has well constructed social networking service on the Internet, such as Twitter, Facebook, etc. The conceptual model of social networking search is to build human-knowledge network using these well-structured SNS, rather than web searching engine. This paper is to examine which is the effective ways for obtaining information through mobile phone between enquiring to neighbor as collective intelligence and the existing search engine. Furthermore it presents how to realise the social networking search on the mobile phone with adequate regime
Language Evolution On The Go
Knowing about the evolution of a term can significantly decrease time needed for searching for information. It can also aid in quickly getting a broader overview, which is essential when one is on the move. In this paper we present a solution for providing language evolution knowledge “on the goâ€. We present a mobile interface for easy access and visualization as well as an overview of how this evolution was found