%% Created for Fabien Girardin at 2009-08-09 11:16:38 +0200 %% Saved with string encoding Western (ASCII) @phdthesis{Girardin:2009uo, Author = {Fabien Girardin}, Date-Added = {2009-08-02 21:31:28 +0200}, Date-Modified = {2009-08-02 21:32:13 +0200}, School = {Universitat Pompeu Fabra}, Title = {Aspects of implicit and explicit human interactions with ubiquitous geographic information}, Year = {2009}} @article{Biau:2003rc, Author = {G. Biau}, Date-Added = {2009-06-24 13:45:29 +0200}, Date-Modified = {2009-06-24 13:46:23 +0200}, Journal = {Mathematical Methods of Statistics}, Pages = {371--390}, Title = {Spatial kernel density estimation}, Volume = {12}, Year = {2003}} @article{Borgatti:2005yu, Abstract = {Centrality measures, or at least popular interpretations of these measures, make implicit assumptions about the manner in which traffic flows through a network. For example, some measures count only geodesic paths, apparently assuming that whatever flows through the network only moves along the shortest possible paths. This paper lays out a typology of network flows based on two dimensions of variation, namely the kinds of trajectories that traffic may follow (geodesics, paths, trails, or walks) and the method of spread (broadcast, serial replication, or transfer). Measures of centrality are then matched to the kinds of flows that they are appropriate for. Simulations are used to examine the relationship between type of flow and the differential importance of nodes with respect to key measurements such as speed of reception of traffic and frequency of receiving traffic. It is shown that the off-the-shelf formulas for centrality measures are fully applicable only for the specific flow processes they are designed for, and that when they are applied to other flow processes they get the "wrong" answer. It is noted that the most commonly used centrality measures are not appropriate for most of the flows we are routinely interested in. A key claim made in this paper is that centrality measures can be regarded as generating expected values for certain kinds of node outcomes (such as speed and frequency of reception) given implicit models of how traffic flows, and that this provides a new and useful way of thinking about centrality.}, Author = {Borgatti, Stephen P. }, Citeulike-Article-Id = {1158225}, Date-Added = {2009-06-10 14:02:24 +0200}, Date-Modified = {2009-06-10 14:02:31 +0200}, Doi = {10.1016/j.socnet.2004.11.008}, Journal = {Social Networks}, Keywords = {graphs, network}, Month = {January}, Number = {1}, Pages = {55--71}, Posted-At = {2008-03-25 21:47:37}, Priority = {0}, Title = {Centrality and network flow}, Url = {http://dx.doi.org/10.1016/j.socnet.2004.11.008}, Volume = {27}, Year = {2005}, Bdsk-Url-1 = {http://dx.doi.org/10.1016/j.socnet.2004.11.008}, Bdsk-Url-2 = {http://dx.doi.org/10.1016/j.socnet.2004.11.008}} @article{Brin:1998yu, Address = {Amsterdam, The Netherlands, The Netherlands}, Author = {Brin, Sergey and Page, Lawrence}, Date-Added = {2009-06-10 13:58:11 +0200}, Date-Modified = {2009-06-10 13:59:15 +0200}, Doi = {http://dx.doi.org/10.1016/S0169-7552(98)00110-X}, Issn = {0169-7552}, Journal = {Computer Networks and ISDN Systems}, Number = {1-7}, Pages = {107--117}, Publisher = {Elsevier Science Publishers B. V.}, Title = {The anatomy of a large-scale hypertextual Web search engine}, Volume = {30}, Year = {1998}, Bdsk-Url-1 = {http://dx.doi.org/10.1016/S0169-7552(98)00110-X}} @book{:2001qv, Date-Added = {2009-06-10 01:27:47 +0200}, Date-Modified = {2009-06-10 01:31:54 +0200}, Editor = {Victoria de Villa and Matthew S. Westfall}, Publisher = {ADB}, Title = {Urban Indicators for Managing Cities: Cities Data Book }, Year = {2001}} @article{Flanagin:2008yu, Abstract = {Abstract The proliferation of information sources as a result of networked computers and other interconnected devices has prompted significant changes in the amount, availability, and nature of geographic information. Among the more significant changes is the increasing amount of readily available volunteered geographic information. Although volunteered information has fundamentally enhanced geographic data, it has also prompted concerns with regard to its quality, reliability, and overall value. This essay situates these concerns as issues of information and source credibility by (a) examining the information environment fostering collective information contribution, (b) exploring the environment of information abundance, examining credibility and related notions within this environment, and leveraging extant research findings to understand user-generated geographic information, (c) articulating strategies to discern the credibility of volunteered geographic information (VGI), including relevant tools useful in this endeavor, and (d) outlining specific research questions germane to VGI and credibility.}, Author = {Flanagin, A. and Metzger, M. }, Citeulike-Article-Id = {3745234}, Date-Added = {2009-06-10 01:00:51 +0200}, Date-Modified = {2009-06-10 01:00:56 +0200}, Doi = {10.1007/s10708-008-9188-y}, Journal = {GeoJournal}, Keywords = {data-quality, vgi}, Number = {3}, Pages = {137--148}, Posted-At = {2008-12-04 10:32:06}, Priority = {5}, Title = {The credibility of volunteered geographic information}, Url = {http://dx.doi.org/10.1007/s10708-008-9188-y}, Volume = {72}, Year = {2008}, Bdsk-Url-1 = {http://dx.doi.org/10.1007/s10708-008-9188-y}, Bdsk-Url-2 = {http://dx.doi.org/10.1007/s10708-008-9188-y}} @book{Hillier:1999ly, Author = {B. Hillier}, Date-Added = {2009-06-09 23:56:07 +0200}, Date-Modified = {2009-06-09 23:58:12 +0200}, Publisher = {Space Syntax, London, UK}, Title = {Space is the Machine: A Configurational Theory of Architecture}, Year = {2007}} @article{Budhathoki:2008jk, Abstract = {Abstract\ \ Spatial data infrastructures, which are Internet-based mechanisms for the coordinated production, discovery, and use of geospatial information in the digital environment, have diffused worldwide in the last two decades. Currently, there are about one hundred spatial data infrastructures at the national level and many other at supra- and sub-national levels. These contemporary spatial data infrastructures operate with two main assumptions: formal organizations are the producers and suppliers of geospatial information; users are the passive recipients of information. The recent phenomenon of volunteered geographic information departs from these assumptions. In this paper, we argue that reconceptualizing the user of a spatial data infrastructure can accommodate this new phenomenon. Such a reconceptualization creates a middle ground between spatial data infrastructure and volunteered geographic information, which has important implications for future research.}, Author = {Budhathoki, Nama and Bruce, Bertram and Nedovic-Budic, Zorica}, Citeulike-Article-Id = {3745248}, Date-Added = {2009-06-09 22:38:00 +0200}, Date-Modified = {2009-06-09 22:38:26 +0200}, Doi = {10.1007/s10708-008-9189-x}, Journal = {GeoJournal}, Keywords = {sdi, vgi}, Number = {3}, Pages = {149--160}, Posted-At = {2008-12-04 10:34:17}, Priority = {2}, Title = {Reconceptualizing the role of the user of spatial data infrastructure}, Url = {http://dx.doi.org/10.1007/s10708-008-9189-x}, Volume = {72}, Year = {2008}, Bdsk-Url-1 = {http://dx.doi.org/10.1007/s10708-008-9189-x}, Bdsk-Url-2 = {http://dx.doi.org/10.1007/s10708-008-9189-x}} @article{Elwood:2008yu, Author = {Elwood, Sarah }, Citeulike-Article-Id = {3745219}, Date-Added = {2009-06-09 22:35:30 +0200}, Date-Modified = {2009-06-09 22:35:37 +0200}, Doi = {10.1007/s10708-008-9187-z}, Journal = {GeoJournal}, Keywords = {vgi}, Number = {3}, Pages = {133--135}, Posted-At = {2008-12-04 10:30:05}, Priority = {2}, Title = {Volunteered geographic information: key questions, concepts and methods to guide emerging research and practice}, Url = {http://dx.doi.org/10.1007/s10708-008-9187-z}, Volume = {72}, Year = {2008}, Bdsk-Url-1 = {http://dx.doi.org/10.1007/s10708-008-9187-z}, Bdsk-Url-2 = {http://dx.doi.org/10.1007/s10708-008-9187-z}} @inproceedings{Crandall:2009dn, Address = {New York, NY, USA}, Author = {Crandall, David J. and Backstrom, Lars and Huttenlocher, Daniel and Kleinberg, Jon}, Booktitle = {WWW '09: Proceedings of the 18th international conference on World wide web}, Date-Added = {2009-05-27 23:36:50 +0200}, Date-Modified = {2009-05-27 23:36:56 +0200}, Doi = {http://doi.acm.org/10.1145/1526709.1526812}, Isbn = {978-1-60558-487-4}, Location = {Madrid, Spain}, Pages = {761--770}, Publisher = {ACM}, Title = {Mapping the world's photos}, Year = {2009}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1526709.1526812}} @article{Mummidi:2008rc, Author = {Lakshmi Narayana Mummidi and John Krumm}, Date-Added = {2009-05-27 23:32:35 +0200}, Date-Modified = {2009-05-27 23:34:07 +0200}, Journal = {GeoJournal}, Pages = {215-227}, Title = {Discovering points of interest from users' map annotations}, Year = {2008}} @inproceedings{Dourish:2008bh, Author = {Paul Dourish}, Booktitle = {Workshops Proceedings of the Sixth International Conference on Pervasive Computing }, Date-Added = {2009-05-21 19:19:16 +0200}, Date-Modified = {2009-05-21 19:19:40 +0200}, Title = {Points of persuasion: Strategic essentialism and environmental sustainability}, Year = {2008}} @book{Fogg:2003qf, Author = {B.J. Fogg}, Date-Added = {2009-05-21 19:17:51 +0200}, Date-Modified = {2009-05-21 19:18:47 +0200}, Publisher = {Morgan Kaufmann Publishers}, Title = {Persuasive Technology: Using Computers to Change What We Think and Do}, Year = {2003}} @inproceedings{Campbell:2006ve, Address = {New York, NY, USA}, Author = {Campbell, Andrew T. and Eisenman, Shane B. and Lane, Nicholas D. and Miluzzo, Emiliano and Peterson, Ronald A.}, Booktitle = {WICON '06: Proceedings of the 2nd annual international workshop on Wireless internet}, Date-Added = {2009-05-21 19:13:26 +0200}, Date-Modified = {2009-05-21 19:13:33 +0200}, Doi = {http://doi.acm.org/10.1145/1234161.1234179}, Isbn = {1-59593-510-X}, Location = {Boston, Massachusetts}, Pages = {18}, Publisher = {ACM}, Title = {People-centric urban sensing}, Year = {2006}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1234161.1234179}} @article{Abdelzaher:2007rc, Address = {Piscataway, NJ, USA}, Author = {Abdelzaher,, Tarek and Anokwa,, Yaw and Boda,, Peter and Burke,, Jeff and Estrin,, Deborah and Guibas,, Leonidas and Kansal,, Aman and Madden,, Samuel and Reich,, Jim}, Date-Added = {2009-05-19 13:03:47 +0200}, Date-Modified = {2009-05-19 13:04:03 +0200}, Doi = {http://dx.doi.org/10.1109/MPRV.2007.38}, Issn = {1536-1268}, Journal = {IEEE Pervasive Computing}, Number = {2}, Pages = {20--29}, Publisher = {IEEE Educational Activities Department}, Title = {Mobiscopes for Human Spaces}, Volume = {6}, Year = {2007}, Bdsk-Url-1 = {http://dx.doi.org/10.1109/MPRV.2007.38}} @article{Kaltenbrunner:2008rc, Author = {Andreas Kaltenbrunner and Rodrigo Meza and Jens Grivolla and Joan Codina and Rafael E. Banchs}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2009-05-18 21:14:49 +0200}, Date-Modified = {2009-05-18 21:15:17 +0200}, Ee = {http://arxiv.org/abs/0810.4187}, Journal = {CoRR}, Title = {Bicycle cycles and mobility patterns - Exploring and characterizing data from a community bicycle program}, Volume = {abs/0810.4187}, Year = {2008}} @article{Batty:2003jt, Author = {Michael Batty}, Date-Added = {2009-04-28 11:21:25 +0200}, Date-Modified = {2009-04-28 11:22:01 +0200}, Journal = {Environment and Planning B: Planning and Design}, Keywords = {privacy, surveillance}, Month = {May}, Number = {3}, Pages = {325-326}, Title = {The next big thing: surveillance from the ground up}, Url = {http://ideas.repec.org/a/pio/envirb/v30y2003i3p325-326.html}, Volume = {30}, Year = 2003, Bdsk-Url-1 = {http://ideas.repec.org/a/pio/envirb/v30y2003i3p325-326.html}} @inproceedings{Sevtsuk:2007cs, Author = {A. Sevtsuk and S. Huang and F. Calabrese and C. Ratti}, Booktitle = {Workshop Digital Cities 5: Urban Informatics, Locative Media and Mobile Technology in Inner-City Developments}, Date-Added = {2009-04-27 23:55:16 +0200}, Date-Modified = {2009-04-27 23:56:21 +0200}, Title = {Mapping the MIT Campus in Real Time Using Wifi}, Year = {2007}} @book{Brand:1995oq, Abstract = {All buildings are forced to adapt over time because of physical deterioration, changing surroundings and the life within--yet very few buildings adapt gracefully, according to Brand. Houses, he notes, respond to families' tastes, ideas, annoyance and growth; and institutional buildings change with expensive reluctance and delay; while commercial structures have to adapt quickly because of intense competitive pressures. Creator of The Whole Earth Catalog and founder of CoEvolution Quarterly (now Whole Earth Review ), Brand splices a conversational text with hundreds of extensively captioned photographs and drawings juxtaposing buildings that age well with those that age poorly. He buttresses his critique with insights gleaned from facilities managers, planners, preservationists, building historians and futurists. This informative, innovative handbook sets forth a strategy for constructing adaptive buildings that incorporates a conservationist approach to design, use of traditional materials, attention to local vernacular styles and budgeting to allow for continuous adjustment and maintenance.}, Asin = {0140139966}, Author = {Stewart Brand}, Biburl = {http://www.bibsonomy.org/bibtex/2c50f41cd4abd9d1b8048b6af4233832f/neilernst}, Date-Added = {2009-04-27 23:50:28 +0200}, Date-Modified = {2009-04-28 11:28:00 +0200}, Keywords = {architecture, evolution}, Pages = 256, Publisher = {Penguin}, Title = {How Buildings Learn: What Happens After They're Built}, Typesource = {Simple CitationSource}, Url = {http://www.amazon.com/How-Buildings-Learn-Happens-Theyre/dp/0140139966/ref=pd_bbs_sr_1/102-5738510-6468952?ie=UTF8&s=books&qid=1176055422&sr=8-1}, Year = 1995, Bdsk-Url-1 = {http://www.amazon.com/How-Buildings-Learn-Happens-Theyre/dp/0140139966/ref=pd_bbs_sr_1/102-5738510-6468952?ie=UTF8&s=books&qid=1176055422&sr=8-1}} @article{Dodge:2009rc, Author = {Martin Dodge and Rob Kitchin and Matt Zook}, Date-Added = {2009-04-27 19:53:44 +0200}, Date-Modified = {2009-04-27 19:56:31 +0200}, Journal = {Environment and Planning A}, Month = {June}, Title = {How Does Software Make Space? Exploring Some Geographical Dimensions of Pervasive Computing and Software Studies}, Year = {2009}} @article{Goodchild:1997rc, Author = {Michael F. Goodchild}, Date-Added = {2009-04-18 16:54:48 +0200}, Date-Modified = {2009-04-18 16:55:40 +0200}, Journal = {Computers, environment and urban systems}, Number = {6}, Pages = {377-391}, Title = {Towards a geography of geographic information in a digital world}, Volume = {25}, Year = {1997}} @book{Harris:2005zw, Author = {Richard Harris and Peter Sleight and Richard Webber}, Date-Added = {2009-04-18 12:26:07 +0200}, Date-Modified = {2009-04-18 12:28:56 +0200}, Publisher = {Wiley}, Title = {Geodemographics, GIS and Neighbourhood Targeting }, Year = {2005}} @inproceedings{Talbott:2000im, Address = {New York, NY, USA}, Author = {Talbott, Steve}, Booktitle = {CFP '00: Proceedings of the tenth conference on Computers, freedom and privacy}, Date-Added = {2009-04-18 11:50:48 +0200}, Date-Modified = {2009-04-18 11:51:09 +0200}, Doi = {http://doi.acm.org/10.1145/332186.332262}, Isbn = {1-58113-256-5}, Location = {Toronto, Ontario, Canada}, Pages = {107--113}, Publisher = {ACM}, Title = {The trouble with ubiquitous technology pushers}, Year = {2000}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/332186.332262}} @article{Crang:2007to, Author = {Mike Crang and Stephen Graham}, Date-Added = {2009-04-18 11:43:01 +0200}, Date-Modified = {2009-04-18 11:44:25 +0200}, Journal = {Information, Communication & Society}, Number = {6}, Pages = {789--817}, Title = {Sentient cities ambient intelligence and the politics of urban space}, Volume = {10}, Year = {2007}} @book{Hubbard:2006ss, Author = {Phil Hubbard}, Date-Added = {2009-04-18 11:39:50 +0200}, Date-Modified = {2009-04-28 11:59:44 +0200}, Keywords = {geography, urbanism}, Publisher = {New York, NY : Routledge,}, Read = {No}, Title = {City}, Year = {2006}} @phdthesis{Galloway:2008bl, Author = {Anne Galloway}, Date-Added = {2009-04-18 11:36:14 +0200}, Date-Modified = {2009-04-18 11:37:04 +0200}, School = {Carleton University in Ottawa, Canada}, Title = {A Brief History of the Future of Urban Computing and Locative Media}, Year = {2008}} @book{Foth:2008ud, Author = {Marcus Foth}, Date-Added = {2009-04-18 11:28:55 +0200}, Date-Modified = {2009-04-18 11:30:07 +0200}, Publisher = {Hershey, PA, IGI Global}, Title = {Handbook of Research on Urban Informatics: The Practice and Promise of the Real-Time City}, Year = {2008}} @article{Kindberg:2007jt, Address = {Los Alamitos, CA, USA}, Author = {Tim Kindberg and Matthew Chalmers and Eric Paulos}, Date-Added = {2009-04-18 11:23:49 +0200}, Date-Modified = {2009-04-28 00:00:37 +0200}, Doi = {http://doi.ieeecomputersociety.org/10.1109/MPRV.2007.57}, Issn = {1536-1268}, Journal = {IEEE Pervasive Computing}, Number = {3}, Pages = {18-20}, Publisher = {IEEE Computer Society}, Title = {Guest Editors' Introduction: Urban Computing}, Volume = {6}, Year = {2007}, Bdsk-Url-1 = {http://doi.ieeecomputersociety.org/10.1109/MPRV.2007.57}} @article{Greenfield:2008ec, Author = {Adam Greenfield}, Date-Added = {2009-04-18 10:58:45 +0200}, Date-Modified = {2009-04-18 10:59:48 +0200}, Journal = {Phil. Trans. R. Soc. A}, Pages = {3823-3831}, Title = {Some guidelines for the ethical development of ubiquitous computing}, Volume = {366}, Year = {2008}} @inproceedings{Hill:2008bv, Author = {Dan Hill and Duncan Wilson}, Booktitle = {Pervasive Persuasive Technology and Environmental Sustainability}, Date-Added = {2009-04-18 10:45:11 +0200}, Date-Modified = {2009-04-18 11:17:32 +0200}, Title = {The New Well-Tempered Environment: Tuning Buildings and Cities}, Year = {2008}} @inbook{Williams:2008lr, Author = {A. Williams and E. Robles and P. Dourish}, Chapter = {Urbane-ing the City: Examining and Refining the Assumptions Behind Urban Informatics}, Date-Added = {2009-04-18 10:40:08 +0200}, Date-Modified = {2009-04-18 10:43:49 +0200}, Editor = {Foth}, Publisher = {Hershey, PA: Information Science Reference, IGI Global}, Title = {Handbook of Research on Urban Informatics: The Practice and Promise of the Real-Time City}, Year = {2008}} @book{Jacobs:1961sf, Author = {Jane Jacobs}, Date-Added = {2009-04-18 10:26:12 +0200}, Date-Modified = {2009-04-18 10:29:10 +0200}, Publisher = {New York, Random House: 1961}, Title = {The death and life of great american cities}, Year = 1961} @article{Zook:2004kl, Author = {M. Zook and M. Dodge and Y. Aoyama and A. Townsend}, Date-Added = {2009-04-17 16:32:49 +0200}, Date-Modified = {2009-04-28 12:00:48 +0200}, Editor = {Brunn, Cutter and Harrington}, Journal = {Geography and Technology}, Keywords = {geography}, Pages = {155-176}, Title = {New Digital Geographies: Information, Communication, and Place}, Year = {2004}} @article{Craglia:2008oq, Author = {M. Craglia and M.F. Goodchild and A. Annoni and G. Camara and M. Gould and W. Kuhn and D.M. Mark and I. Masser and D.J. Maguire and S. Liang and E. Parsons}, Date-Added = {2009-04-17 16:01:55 +0200}, Date-Modified = {2009-04-17 16:03:22 +0200}, Journal = {International Journal of Spatial Data Infrastructure Research}, Pages = {146-167}, Title = {Next-generation Digital Earth. A position paper from the Vespucci Initiative for the Advancement of Geographic Information Science}, Volume = {3}, Year = {2008}} @article{Townsend:2008yu, Author = {Anthony Townsend}, Date-Added = {2009-04-09 19:01:18 +0200}, Date-Modified = {2009-04-09 19:04:22 +0200}, Journal = {artnodes}, Month = {December}, Title = {Augmenting Public Space and Authoring Public Art: The Role of Locative Media}, Volume = {8}, Year = {2008}} @inproceedings{Morrison:2006eu, Address = {Washington, DC, USA}, Author = {Morrison,, Allistair and Tennent,, Paul and Chalmers,, Matthew}, Booktitle = {CMV '06: Proceedings of the Fourth International Conference on Coordinated \& Multiple Views in Exploratory Visualization}, Date-Added = {2009-04-09 14:01:57 +0200}, Date-Modified = {2009-04-09 14:02:05 +0200}, Doi = {http://dx.doi.org/10.1109/CMV.2006.5}, Isbn = {0-7695-2605-5}, Pages = {91--102}, Publisher = {IEEE Computer Society}, Title = {Coordinated Visualisation of Video and System Log Data}, Year = {2006}, Bdsk-Url-1 = {http://dx.doi.org/10.1109/CMV.2006.5}} @article{Girardin:2009yg, Author = {Fabien Girardin and Nicola Nova and Pierre Dillenbourg}, Date-Added = {2009-04-04 14:56:50 +0200}, Date-Modified = {2009-04-04 14:57:29 +0200}, Journal = {Journal of Location-Based Services}, Title = {Detecting air travel to survey passengers on a worldwide scale}, Year = {In submission}} @inproceedings{Girardin:2009kl, Author = {Fabien Girardin and Andrea Vaccari and Alexandre Gerber and Assaf Biderman and Carlo Ratti}, Booktitle = {11th International Conference on Computers in Urban Planning and Urban Management}, Date-Added = {2009-03-31 10:15:06 +0200}, Date-Modified = {2009-03-31 10:16:43 +0200}, Title = {Towards estimating the presence of visitors from the aggregate mobile phone network activity they generate}, Year = {2009}} @inproceedings{Skok:1999tw, Address = {New York, NY, USA}, Author = {Skok,, Walter}, Booktitle = {SIGCPR '99: Proceedings of the 1999 ACM SIGCPR conference on Computer personnel research}, Date-Added = {2009-03-24 00:17:59 +0100}, Date-Modified = {2009-03-24 00:18:03 +0100}, Doi = {http://doi.acm.org/10.1145/299513.299625}, Isbn = {1-58113-063-5}, Location = {New Orleans, Louisiana, United States}, Pages = {94--101}, Publisher = {ACM}, Title = {Knowledge management: London taxi cabs case study}, Year = {1999}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/299513.299625}} @article{Lorimer:2003ad, Author = {H. Lorimer and K. Lund}, Date-Added = {2009-03-23 23:59:06 +0100}, Date-Modified = {2009-03-24 00:00:04 +0100}, Journal = {The Soc. Review}, Number = {s2}, Title = {Performing facts: finding a way over Scotland's mountains}, Volume = {51}, Year = {2003}} @inproceedings{Heft:1998it, Author = {R.C. Heft}, Booktitle = {IEEE Position Location and Navigation Symposium}, Date-Added = {2009-03-23 23:47:55 +0100}, Date-Modified = {2009-03-23 23:48:36 +0100}, Pages = {109-114}, Title = {The navigation market for road vehicles}, Year = {1998}} @inproceedings{Azuma:1994ek, Author = {S. Azuma and K. Nishida and S. Hori}, Booktitle = {Vehicle Navigation and Information Systems Conference}, Date-Added = {2009-03-23 23:41:59 +0100}, Date-Modified = {2009-03-23 23:43:33 +0100}, Pages = {537-542}, Title = {The future of in-vehicle navigation systems}, Year = {1994}} @article{Liu:2008la, Author = {Liang Liu and Zheng-yu Duan}, Date-Added = {2009-03-22 13:03:48 +0100}, Date-Modified = {2009-03-22 13:06:29 +0100}, Journal = {IEEE Pervasive Computing}, Number = {2}, Pages = {58-59}, Title = {Activity-Based Mobility Intelligence}, Volume = {7}, Year = {2008}} @article{Bierlaire:2006qq, Affiliation = {EPFL}, Author = {M. Bierlaire and M. Th{\'e}mans and K. Axhausen 2}, Date-Added = {2009-03-22 12:58:21 +0100}, Date-Modified = {2009-03-22 12:59:02 +0100}, Details = {http://infoscience.epfl.ch/record/85519}, Doi = {NA}, Journal = {European {T}ransport}, Oai-Id = {oai:infoscience.epfl.ch:85519}, Oai-Set = {article}, Pages = {21--41}, Review = {REVIEWED}, Status = {PUBLISHED}, Title = {Analysis of driver's response to real-time information in {S}witzerland}, Unit = {TRANSP-OR}, Volume = {34}, Year = 2006, Bdsk-Url-1 = {http://dx.doi.org/NA}} @inproceedings{Dourish:2007gf, Address = {New York, NY, USA}, Author = {Dourish,, Paul}, Booktitle = {DUX '07: Proceedings of the 2007 conference on Designing for User eXperiences}, Date-Added = {2009-03-21 14:19:14 +0100}, Date-Modified = {2009-03-21 14:19:18 +0100}, Doi = {http://doi.acm.org/10.1145/1389908.1389941}, Isbn = {978-1-60558-308-2}, Location = {Chicago, Illinois}, Pages = {2--16}, Publisher = {ACM}, Title = {Responsibilities and implications: further thoughts on ethnography and design}, Year = {2007}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1389908.1389941}} @book{:2001vn, Date-Added = {2009-03-21 13:04:27 +0100}, Date-Modified = {2009-03-21 13:05:15 +0100}, Editor = {Paul Atkinson and Amanda Coffey and Sara Delamon and John Lofland}, Publisher = {Sage}, Title = {Handbook of Ethnography}, Year = {2001}} @inproceedings{Burnett:2005fy, Author = {G. E. Burnett and K. Lee}, Booktitle = {Traffic and Transport Psychology: Theory and Application}, Date-Added = {2009-03-21 10:31:54 +0100}, Date-Modified = {2009-03-21 10:32:49 +0100}, Editor = {G. Underwood}, Keywords = {uncertainty}, Title = {The effect of vehicle navigation systems on the formation of cognitive maps}, Year = {2005}} @inproceedings{Raper:2008kk, Author = {Jonathan Raper}, Booktitle = {Situating Sat Nav 2, paper session at the Association of American Geographers meeting}, Date-Added = {2009-03-21 10:01:37 +0100}, Date-Modified = {2009-03-21 10:03:26 +0100}, Keywords = {uncertainty}, Title = {The Mistakes That Satnavs Make (And What They Don't Know)}, Year = {2008}} @article{Lobben:2004xc, Abstract = {All geographers use and may create maps in their professional activities. While perceived by some as merely tools to present spatial information, maps are actually complicated communication mechanisms. Many geographers spend tremendous amounts of time learning about verbal and written communication (how to speak, listen, read critically, and write effectively). But to many, one of the basic tools of geographic communication, the map, is a general source of unknown. Many previous papers have focused on how to create effective maps; this paper focuses on how people read and use navigation maps. Everyone completes map-reading tasks, uses (often different) strategies, and processes information through cognitive processing. Geographers may benefit from understanding how they, as well as their map-viewing public, process the information contained on their maps. This paper addresses terms and issues addressed in navigational map reading, specifically including tasks and strategies as well as the governing cognitive processes.}, Author = {Lobben, Amy K. }, Citeulike-Article-Id = {624823}, Date-Added = {2009-03-19 21:24:35 +0100}, Date-Modified = {2009-03-19 21:24:39 +0100}, Doi = {http://dx.doi.org/10.1111/j.0033-0124.2004.05602010.x}, Journal = {The Professional Geographer}, Keywords = {cartography, cognition, user-centered}, Month = {May}, Number = {2}, Pages = {270--281}, Posted-At = {2009-01-23 20:09:53}, Priority = {3}, Title = {Tasks, strategies, and cognitive processes associated with navigational map reading: A review perspective}, Url = {http://dx.doi.org/10.1111/j.0033-0124.2004.05602010.x}, Volume = {56}, Year = {2004}, Bdsk-Url-1 = {http://dx.doi.org/10.1111/j.0033-0124.2004.05602010.x}} @inproceedings{Luff:1998dg, Author = {Paul Luff and Christian Heath}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {CSCW}, Date-Added = {2009-03-19 21:17:51 +0100}, Date-Modified = {2009-03-19 21:17:55 +0100}, Ee = {http://doi.acm.org/10.1145/289444.289505}, Pages = {305-314}, Title = {Mobility in Collaboration}, Year = {1998}} @article{Lee:2004dt, Author = {J.D. Lee and K.A. See}, Date-Added = {2009-03-19 21:09:41 +0100}, Date-Modified = {2009-03-19 21:10:36 +0100}, Journal = {Human Factors}, Number = {1}, Pages = {50-80}, Title = {Trust in automation: Designing for appropriate reliance}, Volume = {46}, Year = {2004}} @book{Orr:1996kc, Author = {J. E. Orr}, Date-Added = {2009-03-19 20:59:46 +0100}, Date-Modified = {2009-03-19 21:00:38 +0100}, Publisher = {Cornell University Press}, Title = {Talking About Machines: An Ethnography of a Modern Job}, Year = {1996}} @inbook{Kristoffersen:2000lp, Author = {S. Kristoffersen and F. Ljungberg}, Date-Added = {2009-03-19 20:55:04 +0100}, Date-Modified = {2009-03-19 20:57:44 +0100}, Editor = {K. Braa, C. Sorensen and B. Dahlbom}, Pages = {41-64}, Publisher = {Planet Internet}, Title = {Mobility: from stationary to mobile work}, Year = {2000}} @inproceedings{Leshed:2008tp, Address = {New York, NY, USA}, Author = {Leshed,, Gilly and Velden,, Theresa and Rieger,, Oya and Kot,, Blazej and Sengers,, Phoebe}, Booktitle = {CHI '08: Proceeding of the twenty-sixth annual SIGCHI conference on Human factors in computing systems}, Date-Added = {2009-03-19 20:47:48 +0100}, Date-Modified = {2009-03-19 20:47:53 +0100}, Doi = {http://doi.acm.org/10.1145/1357054.1357316}, Isbn = {978-1-60558-011-1}, Location = {Florence, Italy}, Pages = {1675--1684}, Publisher = {ACM}, Title = {In-car gps navigation: engagement with and disengagement from the environment}, Year = {2008}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1357054.1357316}} @article{Chrisman:2005kq, Author = {N. Chrisman}, Date-Added = {2009-03-19 20:44:14 +0100}, Date-Modified = {2009-03-19 20:44:50 +0100}, Journal = {Cartographica}, Number = {4}, Title = {Full circle: more than just social implications of GIS}, Volume = {40}, Year = {2005}} @unpublished{Forbes:2006yj, Author = {N. Forbes}, Date-Added = {2009-03-19 20:41:01 +0100}, Date-Modified = {2009-03-19 20:42:05 +0100}, Note = {http://www.mrl.nott.ac.uk/~nlf/}, Title = {Online survey of in-vehicle navigation system users}, Year = {2006}} @inproceedings{ODay:1996jb, Address = {New York, NY, USA}, Author = {O'Day,, Vicki L. and Bobrow,, Daniel G. and Shirley,, Mark}, Booktitle = {CSCW '96: Proceedings of the 1996 ACM conference on Computer supported cooperative work}, Date-Added = {2009-03-19 20:20:15 +0100}, Date-Modified = {2009-03-19 20:20:23 +0100}, Doi = {http://doi.acm.org/10.1145/240080.240246}, Isbn = {0-89791-765-0}, Location = {Boston, Massachusetts, United States}, Pages = {160--169}, Publisher = {ACM}, Title = {The social-technical design circle}, Year = {1996}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/240080.240246}} @article{Orlikowski:1992xz, Abstract = {This paper develops a new theoretical model with which to examine the interaction between technology and organizations. Early research studies assumed technology to be an objective, external force that would have deterministic impacts on organizational properties such as structure. Later researchers focused on the human aspect of technology, seeing it as the outcome of strategic choice and social action. This paper suggests that either view is incomplete, and proposes a reconceptualization of technology that takes both perspectives into account. A theoretical model-the structurational model of technology-is built on the basis of this new conceptualization, and its workings explored through discussion of a field study of information technology. The paper suggests that the reformulation of the technology concept and the structurational model of technology allow a deeper and more dialectical understanding of the interaction between technology and organizations. This understanding provides insight into the limits and opportunities of human choice, technology development and use, and organizational design. Implications for future research of the new concept of technology and the structurational model of technology are discussed.}, Author = {Orlikowski, Wanda J. }, Citeulike-Article-Id = {950274}, Date-Added = {2009-03-19 20:18:15 +0100}, Date-Modified = {2009-04-28 11:54:53 +0200}, Journal = {Organization Science}, Keywords = {knowledge-management, social-informatics}, Number = {3}, Pages = {398--427}, Posted-At = {2006-12-28 02:49:02}, Priority = {2}, Title = {The Duality of Technology: Rethinking the Concept of Technology in Organizations}, Url = {http://www.jstor.org/stable/2635280}, Volume = {3}, Year = {1992}, Bdsk-Url-1 = {http://www.jstor.org/stable/2635280}} @book{Hutchins:2005df, Author = {Hutchins, Edwin }, Citeulike-Article-Id = {1044794}, Date-Added = {2009-03-19 20:10:47 +0100}, Date-Modified = {2009-04-28 11:52:08 +0200}, Keywords = {cognition, space}, Posted-At = {2007-01-16 19:44:00}, Priority = {2}, Publisher = {MIT Press}, Title = {Cognition in the Wild}, Url = {http://cognet.mit.edu.libproxy.unm.edu/library/books/view?isbn=0262082314}, Year = {2005}, Bdsk-Url-1 = {http://cognet.mit.edu.libproxy.unm.edu/library/books/view?isbn=0262082314}} @article{Aporta:2005pd, Author = {Claudio Aporta and Eric Higgs}, Date-Added = {2009-03-13 12:35:08 +0100}, Date-Modified = {2009-03-13 19:10:34 +0100}, Doi = {10.1086/432651}, Eprint = {http://www.journals.uchicago.edu/doi/pdf/10.1086/432651}, Journal = {Current Anthropology}, Number = {5}, Pages = {729-753}, Title = {Satellite Culture: Global Positioning Systems, Inuit Wayfinding, and the Need for a New Account of Technology}, Url = {http://www.journals.uchicago.edu/doi/abs/10.1086/432651}, Volume = {46}, Year = {2005}, Bdsk-Url-1 = {http://www.journals.uchicago.edu/doi/abs/10.1086/432651}, Bdsk-Url-2 = {http://dx.doi.org/10.1086/432651}} @article{Tamminen:2004ek, Address = {London, UK}, Author = {Tamminen,, Sakari and Oulasvirta,, Antti and Toiskallio,, Kalle and Kankainen,, Anu}, Date-Added = {2009-03-12 17:56:58 +0100}, Date-Modified = {2009-03-12 17:57:06 +0100}, Doi = {http://dx.doi.org/10.1007/s00779-004-0263-1}, Issn = {1617-4909}, Journal = {Personal Ubiquitous Comput.}, Number = {2}, Pages = {135--143}, Publisher = {Springer-Verlag}, Title = {Understanding mobile contexts}, Volume = {8}, Year = {2004}, Bdsk-Url-1 = {http://dx.doi.org/10.1007/s00779-004-0263-1}} @article{Girardin:2009uo, Author = {Fabien Girardin and Andrea Vaccari and Alexandre Gerber and Assaf Biderman and Carlo Ratti}, Date-Added = {2009-03-04 10:17:01 +0100}, Date-Modified = {2009-04-30 16:49:43 +0200}, Journal = {International Journal of Spatial Data Infrastructure Research}, Title = {Quantifying urban attractiveness from the distribution and density of digital footprints}, Volume = {4}, Year = {2009}} @article{Shoval:2007yu, Author = {Noam Shoval}, Date-Added = {2009-02-20 12:54:30 +0100}, Date-Modified = {2009-02-20 12:55:40 +0100}, Journal = {Environment and Planning B: Planning and Design}, Pages = {191-195}, Title = {Sensing human society}, Volume = {34}, Year = {2007}} @article{Anthony:2007rc, Address = {Los Alamitos, CA, USA}, Author = {Denise Anthony and Tristan Henderson and David Kotz}, Date-Added = {2009-02-19 14:10:02 +0100}, Date-Modified = {2009-02-19 14:10:14 +0100}, Doi = {http://doi.ieeecomputersociety.org/10.1109/MPRV.2007.83}, Issn = {1536-1268}, Journal = {IEEE Pervasive Computing}, Keywords = {privacy}, Number = {4}, Pages = {64-72}, Publisher = {IEEE Computer Society}, Title = {Privacy in Location-Aware Computing Environments}, Volume = {6}, Year = {2007}, Bdsk-Url-1 = {http://doi.ieeecomputersociety.org/10.1109/MPRV.2007.83}} @article{Resch:2008ad, Address = {Los Alamitos, CA, USA}, Author = {Bernd Resch and Francesco Calabrese and Assaf Biderman and Carlo Ratti}, Date-Added = {2009-02-18 20:05:41 +0100}, Date-Modified = {2009-02-18 20:05:46 +0100}, Doi = {http://doi.ieeecomputersociety.org/10.1109/PERCOM.2008.106}, Journal = {Pervasive Computing and Communications, IEEE International Conference on}, Pages = {153-159}, Publisher = {IEEE Computer Society}, Title = {An Approach towards Real-Time Data Exchange Platform System Architecture (concise contribution)}, Volume = {0}, Year = {2008}, Bdsk-Url-1 = {http://doi.ieeecomputersociety.org/10.1109/PERCOM.2008.106}} @article{Poullet:2006bs, Author = {Yves Poullet}, Date-Added = {2009-02-13 13:08:18 +0100}, Date-Modified = {2009-02-13 13:10:11 +0100}, Journal = {Computer Law & Security Report}, Number = {3}, Pages = {206-217}, Title = {EU data protection policy. The Directive 95/46/EC: Ten years after}, Volume = {22}, Year = {2006}} @inproceedings{Nurmi:2008it, Author = {Petteri Nurmi and Sourav Bhattacharya}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Pervasive}, Crossref = {DBLP:conf/pervasive/2008}, Date-Added = {2009-02-12 23:49:43 +0100}, Date-Modified = {2009-02-12 23:50:00 +0100}, Ee = {http://dx.doi.org/10.1007/978-3-540-79576-6_7}, Pages = {111-127}, Title = {Identifying Meaningful Places: The Non-parametric Way}, Year = {2008}} @inproceedings{Intille:2003eu, Address = {New York, NY, USA}, Author = {Intille,, Stephen S. and Rondoni,, John and Kukla,, Charles and Ancona,, Isabel and Bao,, Ling}, Booktitle = {CHI '03: CHI '03 extended abstracts on Human factors in computing systems}, Date-Added = {2009-02-11 13:26:31 +0100}, Date-Modified = {2009-02-11 13:26:34 +0100}, Doi = {http://doi.acm.org/10.1145/765891.766101}, Isbn = {1-58113-637-4}, Location = {Ft. Lauderdale, Florida, USA}, Pages = {972--973}, Publisher = {ACM}, Title = {A context-aware experience sampling tool}, Year = {2003}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/765891.766101}} @webpage{Association:2009ty, Author = {GSM Association}, Date-Added = {2009-02-03 12:30:21 +0100}, Date-Modified = {2009-02-03 12:33:07 +0100}, Month = {January}, Title = {Market Data Summary}, Url = {http://www.gsmworld.com/newsroom/market-data/market_data_summary.htm}, Year = {2009}, Bdsk-Url-1 = {http://www.gsmworld.com/newsroom/market-data/market_data_summary.htm}} @inbook{Nova:2009rc, Author = {Nicolas Nova and Fabien Girardin}, Chapter = {Digital Cityscapes: Mergining digital and urban playspaces}, Date-Added = {2009-02-02 12:23:46 +0100}, Date-Modified = {2009-05-12 11:39:24 +0200}, Editor = {A. de Souza e Silva and D. M. Sutko}, Publisher = {Peter Lang Publishers}, Title = {Framing the Issues for the Design of Location-Based Games}, Year = {2009}} @book{Seybold:2005yu, Author = {John S. Seybold}, Date-Added = {2009-01-29 11:41:52 +0100}, Date-Modified = {2009-01-29 11:42:49 +0100}, Publisher = {Wiley-IEEE}, Title = {Introduction to RF Propagation}, Year = {2005}} @misc{Corporation:2008bf, Author = {New York City Economic Development Corporation}, Date-Added = {2009-01-26 22:09:50 +0100}, Date-Modified = {2009-01-26 22:12:51 +0100}, Howpublished = {http://www.nyc.gov/html/om/pdf/2008/waterfalls_economic_impact_report.pdf}, Month = {November}, Title = {The New York City Waterfalls: The Economic Impact of a Public Art Work}, Year = {2008}} @phdthesis{Kozlowski:2007ad, Author = {Kozlowski, Marek}, Date-Added = {2009-01-26 22:05:54 +0100}, Date-Modified = {2009-01-29 11:53:25 +0100}, School = {University of Queensland, School of Geography, Planning and Architecture }, Title = {Urban Design: Shaping Attractiveness of the Urban Environment with the End-Users}, Year = {2007}} @techreport{Microsoft:2008ph, Author = {Microsoft}, Date-Added = {2009-01-26 22:00:41 +0100}, Date-Modified = {2009-01-26 22:04:02 +0100}, Institution = {Microsoft Research Ltd, Cambridge}, Title = {Being Human: Human-Computer Interaction in the Year 2020}, Url = {http://research.microsoft.com/hci2020/}, Year = {2008}, Bdsk-Url-1 = {http://research.microsoft.com/hci2020/}} @article{zittrain:ubicomp, Abstract = {Ubiquitous computing means network connectivity everywhere, linking devices and systems as small as a drawing pin and as large as a worldwide product distribution chain. What could happen when people are so readily networked? This paper explores issues arising from two possible emerging models of ubiquitous human computing: fungible networked brainpower and collective personal vital sign monitoring.}, Author = {Zittrain, Jonathan }, Citeulike-Article-Id = {3403897}, Date-Added = {2009-01-15 12:00:02 +0100}, Date-Modified = {2009-01-15 12:00:02 +0100}, Doi = {http://dx.doi.org/10.1098/rsta.2008.0116}, Journal = {Philosophical Transactions of the Royal Society A: Mathematical, Physical and Engineering Sciences}, Keywords = {ubicomp}, Month = {October}, Number = {1881}, Pages = {3813--3821}, Posted-At = {2008-10-14 10:54:51}, Priority = {2}, Title = {Ubiquitous human computing}, Url = {http://dx.doi.org/10.1098/rsta.2008.0116}, Volume = {366}, Year = {2008}, Bdsk-Url-1 = {http://dx.doi.org/10.1098/rsta.2008.0116}} @article{Cuff:2008ef, Address = {New York, NY, USA}, Author = {Dana Cuff and Mark Hansen and Jerry Kang}, Date-Added = {2009-01-15 11:57:04 +0100}, Date-Modified = {2009-01-15 11:57:09 +0100}, Doi = {http://doi.acm.org/10.1145/1325555.1325562}, Issn = {0001-0782}, Journal = {Commun. ACM}, Number = {3}, Pages = {24--33}, Publisher = {ACM}, Title = {Urban sensing: out of the woods}, Volume = {51}, Year = {2008}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1325555.1325562}} @inproceedings{Lane:2008rp, Address = {New York, NY, USA}, Author = {Nicholas D. Lane and Shane B. Eisenman and Mirco Musolesi and Emiliano Miluzzo and Andrew T. Campbell}, Booktitle = {HotMobile '08: Proceedings of the 9th workshop on Mobile computing systems and applications}, Date-Added = {2009-01-15 11:55:58 +0100}, Date-Modified = {2009-01-15 11:56:02 +0100}, Doi = {http://doi.acm.org/10.1145/1411759.1411763}, Isbn = {978-1-60558-118-7}, Location = {Napa Valley, California}, Pages = {11--16}, Publisher = {ACM}, Title = {Urban sensing systems: opportunistic or participatory?}, Year = {2008}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1411759.1411763}} @article{Riva:2007zm, Address = {Piscataway, NJ, USA}, Author = {Oriana Riva and Cristian Borcea}, Date-Added = {2009-01-15 11:53:20 +0100}, Date-Modified = {2009-01-15 11:53:27 +0100}, Doi = {http://dx.doi.org/10.1109/MPRV.2007.46}, Issn = {1536-1268}, Journal = {IEEE Pervasive Computing}, Number = {2}, Pages = {41--49}, Publisher = {IEEE Educational Activities Department}, Title = {The Urbanet Revolution: Sensor Power to the People!}, Volume = {6}, Year = {2007}, Bdsk-Url-1 = {http://dx.doi.org/10.1109/MPRV.2007.46}} @article{Kanjo:2008ad, Address = {London, UK}, Author = {Eiman Kanjo and Steve Benford and Mark Paxton and Alan Chamberlain and Danae Stanton Fraser and Dawn Woodgate and David Crellin and Adrain Woolard}, Date-Added = {2009-01-15 11:50:49 +0100}, Date-Modified = {2009-01-15 11:50:54 +0100}, Doi = {http://dx.doi.org/10.1007/s00779-007-0180-1}, Issn = {1617-4909}, Journal = {Personal Ubiquitous Comput.}, Number = {8}, Pages = {599--607}, Publisher = {Springer-Verlag}, Title = {MobGeoSen: facilitating personal geosensor data collection and visualization using mobile phones}, Volume = {12}, Year = {2008}, Bdsk-Url-1 = {http://dx.doi.org/10.1007/s00779-007-0180-1}} @article{Kostakos:yf, Abstract = {Abstract\ \ The increasing popularity of mobile computing devices has allowed for new research and application areas. Specifically, urban areas exhibit an elevated concentration of such devices enabling potential ad-hoc co-operation and sharing of resources among citizens. Here, we argue that people, architecture and technology together provide the infrastructure for these applications and an understanding of this infrastructure is important for effective design and development. We focus on describing the metrics for describing this infrastructure and elaborate on a set of observation, analysis and simulation methods for capturing, deriving and utilising those metrics.}, Author = {Vassilis Kostakos and Tom Nicolai and Eiko Yoneki and Eamonn O'neill and Holger Kenn and Jon Crowcroft}, Citeulike-Article-Id = {3627649}, Date-Added = {2009-01-15 11:45:50 +0100}, Date-Modified = {2009-01-15 11:50:49 +0100}, Doi = {http://dx.doi.org/10.1007/s00779-008-0196-1}, Journal = {Personal and Ubiquitous Computing}, Month = {March}, Posted-At = {2008-11-21 01:03:09}, Title = {Understanding and measuring the urban pervasive infrastructure}, Url = {http://dx.doi.org/10.1007/s00779-008-0196-1}, Year = {2008}, Bdsk-Url-1 = {http://dx.doi.org/10.1007/s00779-008-0196-1}} @article{Borriello:2008oq, Abstract = {As we go about our work and our daily lives, we leave a trail of bits behind. Every electronic device we interact with can keep a record of our actions. Even the devices themselves can keep track of their location and radio interactions, even without user involvement. The challenge of invisible computing is to make this wealth of data useful. This paper presents two examples of what has come to be known as `invisible computing', namely, devices recording, distilling and rendering these many bits of data without unduly taxing human users. The first example is focused on a work environment. Labscape automates the record keeping required of experimenters in a cell biology laboratory. The second example looks at more ad hoc interactions. RFID Ecosystem is a collection of radio-frequency identification (RFID) readers and databases that collect the sightings of passive RFID tags, attached to people and objects, as they move throughout a large building. It provides services such as people and object finding as well as diary keeping.}, Author = {Borriello, Gaetano }, Citeulike-Article-Id = {3403889}, Date-Added = {2009-01-15 11:41:21 +0100}, Date-Modified = {2009-01-15 11:41:25 +0100}, Doi = {http://dx.doi.org/10.1098/rsta.2008.0128}, Journal = {Philosophical Transactions of the Royal Society A: Mathematical, Physical and Engineering Sciences}, Keywords = {ubicomp}, Month = {October}, Number = {1881}, Pages = {3669--3683}, Posted-At = {2008-10-14 10:51:48}, Priority = {2}, Title = {Invisible computing: automatically using the many bits of data we create}, Url = {http://dx.doi.org/10.1098/rsta.2008.0128}, Volume = {366}, Year = {2008}, Bdsk-Url-1 = {http://dx.doi.org/10.1098/rsta.2008.0128}} @inproceedings{Hariharan:2004dw, Author = {Ramaswamy Hariharan and Kentaro Toyama}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {GIScience}, Crossref = {DBLP:conf/giscience/2004}, Date-Added = {2008-12-23 18:58:53 +0100}, Date-Modified = {2008-12-23 18:58:57 +0100}, Ee = {http://springerlink.metapress.com/openurl.asp?genre=article{\&}issn=0302-9743{\&}volume=3234{\&}spage=106}, Pages = {106-124}, Title = {Project Lachesis: Parsing and Modeling Location Histories}, Year = {2004}} @article{Kang:2005lk, Address = {New York, NY, USA}, Author = {Jong Hee Kang and William Welbourne and Benjamin Stewart and Gaetano Borriello}, Date-Added = {2008-12-23 18:57:11 +0100}, Date-Modified = {2008-12-23 18:57:15 +0100}, Doi = {http://doi.acm.org/10.1145/1094549.1094558}, Issn = {1559-1662}, Journal = {SIGMOBILE Mob. Comput. Commun. Rev.}, Number = {3}, Pages = {58--68}, Publisher = {ACM}, Title = {Extracting places from traces of locations}, Volume = {9}, Year = {2005}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1094549.1094558}} @inproceedings{Marmasse:2004by, Author = {N. Marmasse}, Booktitle = {Program in Media Arts and Sciences, School of Architecture and Planning}, Date-Added = {2008-12-23 18:53:39 +0100}, Date-Modified = {2008-12-23 18:54:24 +0100}, Pages = {124}, Title = {Providing Lightweight Telepresence in Mobile Communication to Enhance Collaborative Living}, Year = {2004}} @inproceedings{Liao:2005xr, Author = {L. Liao and D. Fox and H. Kautz}, Booktitle = {Proc. of the International Joint Conference on Artificial Intelligence (IJCAI)}, Date-Added = {2008-12-23 18:48:45 +0100}, Date-Modified = {2008-12-23 18:49:38 +0100}, Title = {Location-based activity recognition using relational Markov networks}, Year = {2005}} @inproceedings{Zhou:2005oz, Author = {Changqing Zhou and Pamela J. Ludford and Dan Frankowski and Loren G. Terveen}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {CHI Extended Abstracts}, Crossref = {DBLP:conf/chi/2005a}, Date-Added = {2008-12-23 18:45:32 +0100}, Date-Modified = {2009-04-28 12:01:34 +0200}, Ee = {http://doi.acm.org/10.1145/1056808.1057084}, Keywords = {mobility, place}, Pages = {2029-2032}, Title = {An experiment in discovering personally meaningful places from location data}, Year = {2005}} @article{Barrett:2001ad, Address = {Thousand Oaks, CA, USA}, Author = {Lisa Feldman Barrett and Daniel J. Barrett}, Date-Added = {2008-12-23 18:34:25 +0100}, Date-Modified = {2008-12-23 18:34:30 +0100}, Issn = {0894-4393}, Journal = {Soc. Sci. Comput. Rev.}, Number = {2}, Pages = {175--185}, Publisher = {Sage Publications, Inc.}, Title = {An introduction to computerized experience sampling in psychology}, Volume = {19}, Year = {2001}} @article{Consolvo:2003yf, Address = {Piscataway, NJ, USA}, Author = {Sunny Consolvo and Miriam Walker}, Date-Added = {2008-12-23 18:32:31 +0100}, Date-Modified = {2008-12-23 18:32:38 +0100}, Doi = {http://dx.doi.org/10.1109/MPRV.2003.1203750}, Issn = {1536-1268}, Journal = {IEEE Pervasive Computing}, Number = {2}, Pages = {24--31}, Publisher = {IEEE Educational Activities Department}, Title = {Using the Experience Sampling Method to Evaluate Ubicomp Applications}, Volume = {2}, Year = {2003}, Bdsk-Url-1 = {http://dx.doi.org/10.1109/MPRV.2003.1203750}} @inproceedings{Shoval:2006ve, Author = {N. Shoval and M. Isaacson}, Booktitle = {The Annals of Tourism Research}, Date-Added = {2008-12-23 18:19:46 +0100}, Date-Modified = {2008-12-23 18:20:26 +0100}, Title = {Tracking Tourists in the Digital Age}, Year = {2006}} @inproceedings{Schonfelder:2003vn, Author = {S. Sch{\"o}nfelder}, Booktitle = {10th Intl Conf on Travel Behaviour}, Date-Added = {2008-12-23 18:15:05 +0100}, Date-Modified = {2008-12-23 18:15:54 +0100}, Title = {Between routines and variety seeking: The characteristics of locational choice in daily travel}, Year = {2003}} @article{Choudhury:2008uo, Author = {Tanzeem Choudhury and Gaetano Borriello and Sunny Consolvo and Dirk H{\"a}hnel and Beverly Harrison and Bruce Hemingway and Jeffrey Hightower and Predrag V. Klasnja and Karl Koscher and Anthony LaMarca and James A. Landay and Louis LeGrand and Jonathan Lester and Ali Rahimi and Adam Rea and Danny Wyatt}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2008-12-19 13:20:36 +0100}, Date-Modified = {2008-12-19 13:25:47 +0100}, Ee = {http://doi.ieeecomputersociety.org/10.1109/MPRV.2008.39}, Journal = {IEEE Pervasive Computing}, Number = {2}, Pages = {32-41}, Title = {The Mobile Sensing Platform: An Embedded Activity Recognition System}, Volume = {7}, Year = {2008}} @inproceedings{Krumm:2007rc, Author = {John Krumm}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Pervasive}, Crossref = {DBLP:conf/pervasive/2007}, Date-Added = {2008-12-19 12:48:12 +0100}, Date-Modified = {2008-12-19 12:48:23 +0100}, Ee = {http://dx.doi.org/10.1007/978-3-540-72037-9_8}, Pages = {127-143}, Title = {Inference Attacks on Location Tracks}, Year = {2007}} @inproceedings{Houee:2008rc, Author = {Michel Hou{\'e}e and Claudine Barbier}, Booktitle = {9th International Forum on Tourism Statistics}, Date-Added = {2008-12-13 15:39:09 +0100}, Date-Modified = {2008-12-13 15:40:14 +0100}, Keywords = {reality mining}, Month = {November}, Title = {Estimating foreign visitors flows from motorways toll management system}, Year = {2008}} @inproceedings{Resch:2009yu, Author = {Bernd Resch and Manfred Mittlboeck and Fabien Girardin and Rex Britter}, Booktitle = {IEEE International Conference on Advanced Geographic Information Systems & Web Services}, Date-Added = {2008-12-04 17:31:01 +0100}, Date-Modified = {2008-12-04 17:32:41 +0100}, Keywords = {Location-awareness}, Title = {Real-time Geo-awareness - Sensor Data Integration for Environmental Monitoring in the City}, Year = {2009}} @article{Girardin:2008zl, Author = {Fabien Girardin and Francesco Calabrese and Fillippo Dal Fiore and Carlo Ratti and Josep Blat}, Date-Added = {2008-10-24 09:20:05 -0400}, Date-Modified = {2008-10-24 09:22:08 -0400}, Journal = {IEEE Pervasive Computing}, Month = {Oct-Dec}, Number = {4}, Pages = {36-43}, Title = {Digital Footprinting: Uncovering Tourists with User-Generated Content}, Volume = {7}, Year = {2008}} @unpublished{Girardin:dn, Author = {Fabien Girardin}, Date-Added = {2008-09-21 11:28:21 -0400}, Date-Modified = {2008-09-21 11:57:07 -0400}, Note = {Accepted for Poster at CHI'08}, Title = {Leveraging Urban Digital Footprints with Social Navigation and Seamful Design}} @misc{Girardin:2008rc, Author = {Fabien Girardin and Josep Blat}, Date-Added = {2008-09-21 11:21:45 -0400}, Date-Modified = {2008-09-21 11:24:16 -0400}, Howpublished = {Situating Sat Nav session at the 2008 Association of American Geographers Annual Meeting}, Keywords = {co-evolution, ethnography, Location-awareness}, Month = {April}, Title = {The co-evolution of taxi drivers and their in-car navigation systems}, Year = {2008}} @techreport{Yim:2003db, Author = {Youngbin Yim}, Date-Added = {2008-09-18 18:21:16 -0400}, Date-Modified = {2009-04-28 11:33:27 +0200}, Institution = {California Partners for Advanced Transit and Highways (PATH)}, Keywords = {traffic, ITS, cellular probe}, Title = {The State of Cellular Probes }, Year = {2003}} @article{Marta-C.-Gonzalez:2008lq, Author = {Marta C. Gonz{\'a}lez and C{\'e}sar A. Hidalgo and Albert-L{\'a}szl{\'o} Barab{\'a}si}, Date-Added = {2008-09-18 18:15:11 -0400}, Date-Modified = {2009-04-28 11:42:47 +0200}, Journal = {Nature}, Keywords = {mobile phone, tracking, reality mining}, Month = {June}, Number = {453}, Pages = {779-782}, Title = {Understanding individual human mobility patterns}, Year = {2008}} @inproceedings{Sevtsuk:2007yu, Author = {A. Sevtsuk and C. Ratti}, Booktitle = {Urbanism of Track 2007}, Date-Added = {2008-09-18 14:49:57 -0400}, Date-Modified = {2009-04-28 11:43:07 +0200}, Keywords = {mobile phone, tracking, reality mining}, Publisher = {Delft University Press}, Title = {Mobile Surveys}, Year = {2007}} @inproceedings{Wober:2007rc, Author = {Karl W{\"o}ber}, Booktitle = {Information and Communication Technologies in Tourism 2007}, Date-Added = {2008-09-16 16:54:09 -0400}, Date-Modified = {2009-04-28 11:53:50 +0200}, Keywords = {tourism, reality mining}, Pages = {77-86}, Title = {Similarities in Information Search of City Break Travelers --- A Web Usage Mining Exercise}, Year = {2007}} @inproceedings{Ahas:2007lq, Author = {Rein Ahas and Anto Aasa and Siiri Silm and Margus Tiru}, Booktitle = {Information and Communication Technologies in Tourism 2007, Ljubljana, Slovenia}, Chapter = {Mobile positioning data in tourism studies and monitoring: case study in Tartu, Estonia}, Date-Added = {2008-06-23 17:24:51 +0200}, Date-Modified = {2009-04-28 11:57:11 +0200}, Editor = {Marianna Sigala, Luisa Mich and Jamie Murphy}, Keywords = {cellular probe, tourism}, Publisher = {Springer Vienna}, Title = {Mobile Positioning Data in Tourism Studies and Monitoring: Case Study in Tartu, Estonia}, Year = {2007}} @inbook{Paulos:2008kl, Author = {Eric Paulos and R.J. Honicky and Ben Hooker}, Chapter = {Citizen Science: Enabling Participatory Urbanism}, Date-Added = {2008-06-23 16:30:10 +0200}, Date-Modified = {2009-05-21 18:45:33 +0200}, Editor = {M. Foth}, Publisher = {Hershey}, Title = {Handbook of Research on Urban Informatics: The Practice and Promise of the Real-Time City}, Year = {2008}} @inbook{Calabrese:2008oq, Author = {Francesco Calabrese and Kristian Kloeckl and Carlo Ratti}, Chapter = {WikiCity: Real-time Location-sensitive Tools for the City}, Date-Added = {2008-06-23 16:11:06 +0200}, Date-Modified = {2009-04-18 10:32:40 +0200}, Editor = {M. Foth}, Publisher = {Hershey}, Title = {Handbook of Research on Urban Informatics: The Practice and Promise of the Real-Time City}, Year = {2008}} @inproceedings{Dykes:2008ph, Author = {J. Dykes and R.S. Purves and A. J. Edwardes and J. Wood}, Booktitle = {GIS Research UK (GISRUK 2008)}, Date-Added = {2008-06-11 18:57:47 +0200}, Date-Modified = {2008-06-11 18:59:33 +0200}, Organization = {Manchester Metropolitan University}, Title = {Exploring Volunteered Geographic Information to Describe Place: Visualization of the 'Geograph British Isles' Collection}, Year = {2008}} @inproceedings{Zwol:2007dn, Author = {Roelof van Zwol}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {2007 IEEE / WIC / ACM International Conference on Web Intelligence}, Crossref = {DBLP:conf/webi/2007}, Date-Added = {2008-06-11 18:53:38 +0200}, Date-Modified = {2009-04-28 12:01:05 +0200}, Ee = {http://dx.doi.org/10.1109/WI.2007.60}, Keywords = {flickr}, Pages = {184-190}, Title = {Flickr: Who is Looking?}, Year = {2007}} @proceedings{DBLP:conf/webi/2007, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Web Intelligence}, Date-Added = {2008-06-11 18:53:38 +0200}, Date-Modified = {2008-06-11 18:53:38 +0200}, Isbn = {0-7695-3026-5}, Publisher = {IEEE Computer Society}, Title = {2007 IEEE / WIC / ACM International Conference on Web Intelligence, WI 2007, 2-5 November 2007, Silicon Valley, CA, USA, Main Conference Proceedings}, Year = {2007}} @article{Prieur:2008rc, Author = {Christophe Prieur and Dominique Cardon and Jean-Samuel Beuscart and Nicolas Pissard and Pascal Pons}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2008-06-11 18:50:10 +0200}, Date-Modified = {2008-06-11 18:51:49 +0200}, Ee = {http://arxiv.org/abs/0802.2317}, Journal = {CoRR}, Title = {The Stength of Weak cooperation: A Case Study on Flickr}, Volume = {abs/0802.2317}, Year = {2008}} @article{Arikawa:2007kq, Author = {Masatoshi Arikawa and Shin'ichi Konomi and Keisuke Ohnishi}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2008-05-19 23:23:08 -0400}, Date-Modified = {2008-05-19 23:23:13 -0400}, Ee = {http://doi.ieeecomputersociety.org/10.1109/MPRV.2007.61}, Journal = {IEEE Pervasive Computing}, Number = {3}, Pages = {21-29}, Title = {Navitime: Supporting Pedestrian Navigation in the Real World}, Volume = {6}, Year = {2007}} @inproceedings{Cherubini:2007vn, Author = {M. Cherubini and F. Hong and P. Dillenbourg and F. Girardin}, Booktitle = {9th International Workshop on Collaborative Editing Systems (IWCES'07) }, Date-Added = {2008-05-11 13:27:04 -0400}, Date-Modified = {2008-05-11 13:28:29 -0400}, Title = {Ubiquitous collaborative annotations of mobile maps: how and why people might want to share geographical notes}, Year = {2007}} @techreport{Cherubini:2006hc, Author = {Cherubini, Mauro and Dillenbourg, Pierre and Girardin, Fabien}, Date-Added = {2008-05-05 23:24:12 -0400}, Date-Modified = {2009-04-28 01:22:24 +0200}, Details = {http://infoscience.epfl.ch/record/98429}, Documenturl = {http://infoscience.epfl.ch/getfile.py?recid=98429&mode=best}, Institution = {Swiss Federal Institute of Technology Lausanne (EPFL)}, Keywords = {CSCW; problem solving; grounding; eye-tracking}, Oai-Id = {oai:infoscience.epfl.ch:98429}, Oai-Set = {fulltext; report}, Title = {Effects of a Spatialized Communication in Tightly Coupled Work}, Unit = {CRAFT}, Year = 2006} @article{Girardin:2008kl, Author = {Fabien Girardin and Filippo Dal Fiore and Carlo Ratti and Josep Blat}, Date-Added = {2008-05-05 23:15:42 -0400}, Date-Modified = {2008-09-16 16:19:53 -0400}, Journal = {Journal of Location-Based Services}, Month = {March}, Number = {1}, Pages = {41-54}, Title = {Leveraging Explicitly Disclosed Location Information to Understand Tourist Dynamics: A Case Study}, Volume = {2}, Year = {2008}} @techreport{Nova:2008qv, Abstract = {The following paper provides developers, designers and researchers of location-aware applications with a descriptive framework of applications that convey Mutual Location-Awareness. These applications rely on ubiquitous computing systems to inform people on the whereabouts of significant others. The framework describes this as a 3 steps process made of a capturing, retrieval and delivery phase. For each of these phases, it presents the implications for the users in terms of interpretations of the information. Such framework is intended to both set the design space and research questions to be answered in the field of social location-aware applications. }, Affiliation = {EPFL}, Author = {Nicolas Nova and Fabien Girardin and Pierre Dillenbourg}, Date-Added = {2008-03-26 12:34:32 -0400}, Date-Modified = {2009-04-28 11:50:13 +0200}, Details = {http://infoscience.epfl.ch/record/118532}, Documenturl = {http://infoscience.epfl.ch/getfile.py?recid=118532&mode=best}, Institution = {Swiss Federal Institute of Technology Lausanne (EPFL)}, Keywords = {location-awareness; CSCW; ubicomp}, Oai-Id = {oai:infoscience.epfl.ch:118532}, Oai-Set = {report}, Title = {A Descriptive Framework to Design for Mutual Location-Awareness in Ubiquitous Computing }, Unit = {LDM}, Year = 2008} @article{Raper:2007th, Author = {Jonathan Raper}, Citeulike-Article-Id = {1873182}, Date-Added = {2008-03-26 00:27:10 -0400}, Date-Modified = {2008-03-26 00:27:42 -0400}, Doi = {10.1108/00220410710836385}, Issn = {0022-0418}, Journal = {Journal of Documentation}, Number = {6}, Pages = {836--852}, Publisher = {Emerald Group Publishing Limited}, Title = {Geographic relevance}, Url = {http://dx.doi.org/10.1108\%2F00220410710836385}, Volume = {63}, Year = {2007}, Bdsk-Url-1 = {http://dx.doi.org/10.1108%5C/00220410710836385}, Bdsk-Url-2 = {http://dx.doi.org/10.1108/00220410710836385}} @article{Latour:2007dp, Author = {Bruno Latour}, Date-Added = {2008-03-26 00:06:33 -0400}, Date-Modified = {2009-04-11 17:48:39 +0200}, Journal = {Times Higher Education Supplement}, Month = {April}, Title = {Beware, your imagination leaves digital traces}, Year = {2007}} @book{Benenson:2004zr, Author = {Itzhak Benenson and Paul Torrens}, Date-Added = {2008-03-25 23:46:09 -0400}, Date-Modified = {2008-03-25 23:46:59 -0400}, Keywords = {urban studies, agent-based modeling}, Publisher = {Wiley}, Title = {Geosimulation: Automata-based modeling of urban phenomena}, Year = {2004}} @book{Batty:2005ys, Author = {Michael Batty}, Date-Added = {2008-03-25 23:44:05 -0400}, Date-Modified = {2008-03-25 23:44:48 -0400}, Keywords = {agent-based modeling, urban studies}, Publisher = {The MIT Press, Cambridge, Massachusetts }, Title = {Cities and Complexity}, Year = {2005}} @book{Gloor:2005vn, Author = {Christian Gloor}, Date-Added = {2008-03-25 23:41:44 -0400}, Date-Modified = {2008-03-25 23:42:34 -0400}, Keywords = {agent-based modeling}, Publisher = {Hartung-Gorre}, Title = {Distributed Intelligence in Real-Word Mobility Simulations}, Year = {2005}} @article{OConnor:2005yu, Address = {Amsterdam, The Netherlands, The Netherlands}, Author = {A. O'Connor and A. Zerger and B. Itami}, Date-Added = {2008-03-17 15:47:10 -0400}, Date-Modified = {2008-03-17 15:47:26 -0400}, Doi = {http://dx.doi.org/10.1016/j.matcom.2005.02.036}, Issn = {0378-4754}, Journal = {Math. Comput. Simul.}, Keywords = {tourism, agent-based modeling}, Number = {1-2}, Pages = {135--150}, Publisher = {Elsevier Science Publishers B. V.}, Title = {Geo-temporal tracking and analysis of tourist movement}, Volume = {69}, Year = {2005}, Bdsk-Url-1 = {http://dx.doi.org/10.1016/j.matcom.2005.02.036}} @techreport{Arrowsmith:2003yu, Author = {Arrowsmith, C. & Prem Chhetri.}, Date-Added = {2008-03-17 15:42:15 -0400}, Date-Modified = {2008-03-17 15:45:04 -0400}, Institution = {Parks Victoria, University of Melbourne}, Keywords = {agent-based modeling, tourism}, Title = {Building Better Agents: Geo-Temporal Tracking and Analysis of Tourist Behavior}, Year = {2003}} @article{Crang:2007yu, Author = {Mike Crang and Graham, Stephen}, Date-Added = {2008-03-03 18:36:13 -0500}, Date-Modified = {2008-03-03 18:36:13 -0500}, Journal = {Information, Communication & Society}, Number = {6}, Pages = {789-817}, Title = {ENTIENT CITIES Ambient intelligence and the politics of urban space}, Volume = {10}, Year = {2007}} @article{Hardey:2007yu, Author = {Michael Hardey}, Date-Added = {2008-02-29 22:47:27 -0500}, Date-Modified = {2008-03-03 18:37:25 -0500}, Journal = {Information, Communication & Society}, Number = {6}, Pages = {867 - 884}, Title = {The City in the Age of Web 2.0 A New Synergistic Relationship Between Place and People}, Volume = {10}, Year = {2007}} @article{Townsend:2000jk, Author = {A. M. Townsend}, Date-Added = {2008-02-24 11:40:03 -0500}, Date-Modified = {2008-02-24 11:42:04 -0500}, Journal = {Journal of Urban Technology}, Keywords = {urban computing}, Number = {2}, Pages = {85-104}, Title = {Life in the real-time city: mobile telephones and urban metabolism}, Volume = {7}, Year = {2000}} @inproceedings{Brown:2007ye, Author = {Barry A. T. Brown and Alex S. Taylor and Shahram Izadi and Abigail Sellen and Joseph Kaye and Rachel Eardley}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Ubicomp}, Crossref = {DBLP:conf/huc/2007}, Date-Added = {2008-02-18 11:04:47 +0100}, Date-Modified = {2008-02-18 11:05:36 +0100}, Ee = {http://dx.doi.org/10.1007/978-3-540-74853-3_21}, Keywords = {location-awareness, ethnography}, Pages = {354-371}, Title = {Locating Family Values: A Field Trial of the Whereabouts Clock}, Year = {2007}} @article{Montello:2003ao, Abstract = {Humans think and talk about regions and spatial relations imprecisely, in terms of vague concepts that are fuzzy or probabilistic (e.g., downtown, near). The functionality of geographic information systems will be increased if they can interpret vague queries. We discuss traditional and newer approaches to defining and modeling spatial queries. Most of the research on vague concepts in information systems has focussed on mathematical and computational implementation. To complement this, we discuss behavioral-science methods for determining the referents of vague spatial terms, particularly vague regions. We present a study of the empirical determination of downtown Santa Barbara. We conclude with a discussion of prospects and problems for integrating vague concepts into geographic information systems.}, Author = {Montello, Daniel R. and Goodchild, Michael F. and Gottsegen, Jonathon and Fohl, Peter }, Citeulike-Article-Id = {621817}, Date-Added = {2008-02-18 11:00:49 +0100}, Date-Modified = {2009-04-28 11:29:00 +0200}, Doi = {10.1207/S15427633SCC032\&3\_06}, Journal = {Spatial Cognition \& Computation}, Keywords = {space, cognitive, disambiguation}, Number = {2-3}, Pages = {185--204}, Priority = {3}, Title = {Where's Downtown?: Behavioral Methods for Determining Referents of Vague Spatial Queries}, Url = {http://dx.doi.org/10.1207/S15427633SCC032\&3\_06}, Volume = {3}, Year = {2003}, Bdsk-Url-1 = {http://dx.doi.org/10.1207/S15427633SCC032%5C&3%5C_06}, Bdsk-Url-2 = {http://dx.doi.org/10.1207/S15427633SCC032%5C&3%5C_06}} @article{Dryer:1999lr, Author = {D. Christopher Dryer and Chris Eisbach and Wendy S. Ark}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2008-02-18 10:57:34 +0100}, Date-Modified = {2008-02-18 10:58:53 +0100}, Journal = {IBM Systems Journal}, Keywords = {ubicomp, social impacts}, Number = {4}, Pages = {652-676}, Title = {At What Cost Pervasive? A Social Comuting View of Mobile Computing Systems}, Volume = {38}, Year = {1999}} @article{Jokela:2006ud, Address = {London, UK}, Author = {Timo Jokela and Jussi Koivumaa and Jani Pirkola and Petri Salminen and Niina Kantola}, Date-Added = {2008-02-18 10:54:10 +0100}, Date-Modified = {2008-02-18 10:54:28 +0100}, Doi = {http://dx.doi.org/10.1007/s00779-005-0050-7}, Issn = {1617-4909}, Journal = {Personal Ubiquitous Comput.}, Keywords = {usability, mobile phone}, Number = {6}, Pages = {345--355}, Publisher = {Springer-Verlag}, Title = {Methods for quantitative usability requirements: a case study on the development of the user interface of a mobile phone}, Volume = {10}, Year = {2006}, Bdsk-Url-1 = {http://dx.doi.org/10.1007/s00779-005-0050-7}} @article{Fox:2006zp, Address = {Piscataway, NJ, USA}, Author = {Armando Fox and Nigel Davies and Eyal de Lara and Mirjana Spasojevic and William Griswold}, Date-Added = {2008-02-18 10:52:39 +0100}, Date-Modified = {2008-02-18 10:53:05 +0100}, Doi = {http://dx.doi.org/10.1109/MPRV.2006.58}, Issn = {1536-1268}, Journal = {IEEE Pervasive Computing}, Keywords = {real-world deplyoment, ubicomp}, Number = {3}, Pages = {21--23}, Publisher = {IEEE Educational Activities Department}, Title = {Real-World Ubicomp Deployments: Lessons Learned}, Volume = {5}, Year = {2006}, Bdsk-Url-1 = {http://dx.doi.org/10.1109/MPRV.2006.58}} @inproceedings{Cohen:2000sf, Address = {San Francisco, CA, USA}, Author = {Philip Cohen and David McGee and Josh Clow}, Booktitle = {Proceedings of the sixth conference on Applied natural language processing}, Date-Added = {2008-02-18 10:50:58 +0100}, Date-Modified = {2008-02-18 10:51:52 +0100}, Doi = {http://dx.doi.org/10.3115/974147.974193}, Keywords = {cartography, evaluation}, Location = {Seattle, Washington}, Pages = {331--338}, Publisher = {Morgan Kaufmann Publishers Inc.}, Title = {The efficiency of multimodal interaction for a map-based task}, Year = {2000}, Bdsk-Url-1 = {http://dx.doi.org/10.3115/974147.974193}} @inproceedings{Ballagas:2007jt, Address = {New York, NY, USA}, Author = {Rafael A. Ballagas and Sven G. Kratz and Jan Borchers and Eugen Yu and Steffen P. Walz and Claudia O. Fuhr and Ludger Hovestadt and Martin Tann}, Booktitle = {CHI '07: CHI '07 extended abstracts on Human factors in computing systems}, Date-Added = {2008-02-18 10:49:39 +0100}, Date-Modified = {2008-02-18 10:49:57 +0100}, Doi = {http://doi.acm.org/10.1145/1240866.1240927}, Isbn = {978-1-59593-642-4}, Keywords = {pervasive game, tourism}, Location = {San Jose, CA, USA}, Pages = {1929--1934}, Publisher = {ACM}, Title = {REXplorer: a mobile, pervasive spell-casting game for tourists}, Year = {2007}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1240866.1240927}} @inproceedings{Rohs:2006cs, Author = {Michael Rohs and Georg Essl}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {ICMI}, Crossref = {DBLP:conf/icmi/2006}, Date-Added = {2008-02-18 10:46:08 +0100}, Date-Modified = {2008-02-18 10:47:24 +0100}, Ee = {http://doi.acm.org/10.1145/1180995.1181016}, Keywords = {navigation, evaluation, mobile computing}, Pages = {100-107}, Title = {Which one is better?: information navigation techniques for spatially aware handheld displays}, Year = {2006}} @proceedings{DBLP:conf/icmi/2006, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {ICMI}, Date-Added = {2008-02-18 10:46:08 +0100}, Date-Modified = {2008-02-18 10:46:08 +0100}, Editor = {Francis K. H. Quek and Jie Yang and Dominic W. Massaro and Abeer A. Alwan and Timothy J. Hazen}, Isbn = {1-59593-541-X}, Publisher = {ACM}, Title = {Proceedings of the 8th International Conference on Multimodal Interfaces, ICMI 2006, Banff, Alberta, Canada November 2-4, 2006}, Year = {2006}} @article{Goker:2008uo, Address = {Tarrytown, NY, USA}, Author = {Ayse G{\"o}ker and Hans Myrhaug}, Date-Added = {2008-02-18 10:41:53 +0100}, Date-Modified = {2008-02-18 10:42:33 +0100}, Doi = {http://dx.doi.org/10.1016/j.ipm.2007.03.011}, Issn = {0306-4573}, Journal = {Inf. Process. Manage.}, Keywords = {evaluation, mobile computing, tourism}, Number = {1}, Pages = {39--65}, Publisher = {Pergamon Press, Inc.}, Title = {Evaluation of a mobile information system in context}, Volume = {44}, Year = {2008}, Bdsk-Url-1 = {http://dx.doi.org/10.1016/j.ipm.2007.03.011}} @article{Beeharee:2007dn, Author = {Ashweeni Kumar Beeharee and Anthony Steed}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2008-02-18 10:39:03 +0100}, Date-Modified = {2008-02-18 10:39:58 +0100}, Ee = {http://dx.doi.org/10.1007/s00779-006-0091-6}, Journal = {Personal and Ubiquitous Computing}, Number = {6}, Pages = {429-437}, Title = {Exploiting real world knowledge in ubiquitous applications}, Volume = {11}, Year = {2007}} @inproceedings{Schrom-Feiertag:2007rc, Author = {Helmut Schrom-Feiertag and Markus Ray}, Booktitle = {4th International Symposium on LBS and TeleCartography}, Date-Added = {2008-02-18 10:35:11 +0100}, Date-Modified = {2008-02-18 10:37:29 +0100}, Keywords = {tracking, GPS, machine learning}, Title = {Learning Interests for a Personalised City Tour based on Montion Behavior}, Year = {2007}} @article{Poncet:2007dk, Author = {Patrick Poncet}, Date-Added = {2008-02-17 19:59:18 +0100}, Date-Modified = {2008-02-17 20:00:28 +0100}, Journal = {EspacesTemps.net}, Title = {Carte non fid{\`e}le {\`a} la g{\'e}ographie}, Year = {2007}} @book{Greenfield:2008sf, Author = {Adam Greenfield and Mark Shepard}, Date-Added = {2008-02-17 19:08:32 +0100}, Date-Modified = {2008-02-17 19:10:20 +0100}, Editor = {Omar Khan and Trebor Scholz and Mark Shepard}, Keywords = {urban computing}, Publisher = {Architectural League of New York}, Title = {Urban Computing and its discontents}, Year = {2008}} @book{Nova:2008rc, Author = {Nicola Nova and Fabien Girardin}, Date-Added = {2008-02-17 18:05:34 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Keywords = {ubicomp}, Publisher = {Walabab}, Title = {Sliding Friction: The Harmonious Jungle of Contemporary Cities}, Year = {2008}} @article{Kun:2004kc, Address = {Piscataway, NJ, USA}, Author = {Andrew L. Kun and W. Thomas Miller and William H. Lenharth}, Date-Added = {2008-01-30 20:29:08 +0100}, Date-Modified = {2008-01-30 20:29:12 +0100}, Doi = {http://dx.doi.org/10.1109/MPRV.2004.3}, Issn = {1536-1268}, Journal = {IEEE Pervasive Computing}, Number = {4}, Pages = {34--41}, Publisher = {IEEE Educational Activities Department}, Title = {Computers in Police Cruisers}, Volume = {3}, Year = {2004}, Bdsk-Url-1 = {http://dx.doi.org/10.1109/MPRV.2004.3}} @inproceedings{Brown:2005cj, Author = {Barry Brown and Matthew Chalmers and Marek Bell and Ian MacColl and Malcolm Hall and Paul Rudman}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {ECSCW}, Crossref = {DBLP:conf/ecscw/2005}, Date-Added = {2008-01-30 20:26:43 +0100}, Date-Modified = {2008-01-30 20:27:20 +0100}, Ee = {http://www.ecscw.org/2005/paper22.pdf}, Pages = {427-447}, Title = {Sharing the Square: Collaborative Leisure in the City Streets}, Year = {2005}} @proceedings{DBLP:conf/ecscw/2005, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {ECSCW}, Date-Added = {2008-01-30 20:26:43 +0100}, Date-Modified = {2008-01-30 20:27:48 +0100}, Editor = {Hans Gellersen and Kjeld Schmidt and Michel Beaudouin-Lafon and Wendy E. Mackay}, Isbn = {1-4020-4022-9, 1-4020-4023-7}, Publisher = {Springer}, Title = {Proceedings of the Ninth European Conference on Computer Supported Cooperative Work, 18-22 September 2005, Paris, France}, Year = {2005}} @inproceedings{Cheok:2004tk, Address = {New York, NY, USA}, Author = {Adrian David Cheok and Kok Hwee Goh and Wei Liu and Farzam Farbiz and Sze Lee Teo and Hui Siang Teo and Shang Ping Lee and Yu Li and Siew Wan Fong and Xubo Yang}, Booktitle = {ACE '04: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology}, Date-Added = {2008-01-30 20:24:23 +0100}, Date-Modified = {2008-01-30 20:24:27 +0100}, Doi = {http://doi.acm.org/10.1145/1067343.1067402}, Isbn = {1-58113-882-2}, Location = {Singapore}, Pages = {360--361}, Publisher = {ACM}, Title = {Human Pacman: a mobile wide-area entertainment system based on physical, social, and ubiquitous computing}, Year = {2004}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1067343.1067402}} @article{Mao:2005ye, Author = {Ji-Ye Mao and Karel Vredenburg and Paul W. Smith and Tom Carey}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2008-01-30 20:21:10 +0100}, Date-Modified = {2008-01-30 20:21:58 +0100}, Ee = {http://doi.acm.org/10.1145/1047671.1047677}, Journal = {Commun. ACM}, Number = {3}, Pages = {105-109}, Title = {The state of user-centered design practice}, Volume = {48}, Year = {2005}} @article{Kjeldskov:2006rp, Address = {Los Alamitos, CA, USA}, Author = {Jesper Kjeldskov and Aalborg University and Jeni Paay}, Date-Added = {2008-01-30 20:11:49 +0100}, Date-Modified = {2008-01-30 20:11:53 +0100}, Doi = {http://dx.doi.org/10.1109/MC.2006.323}, Issn = {0018-9162}, Journal = {Computer}, Number = {9}, Pages = {60--65}, Publisher = {IEEE Computer Society Press}, Title = {Public Pervasive Computing: Making the Invisible Visible}, Volume = {39}, Year = {2006}, Bdsk-Url-1 = {http://dx.doi.org/10.1109/MC.2006.323}} @inproceedings{Paay:2005zm, Author = {Jeni Paay and Jesper Kjeldskov}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {INTERACT}, Crossref = {DBLP:conf/interact/2005}, Date-Added = {2008-01-30 20:08:27 +0100}, Date-Modified = {2008-01-30 20:08:52 +0100}, Ee = {http://dx.doi.org/10.1007/11555261_41}, Pages = {496-509}, Title = {Understanding Situated Social Interactions in Public Places}, Year = {2005}} @proceedings{DBLP:conf/interact/2005, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {INTERACT}, Date-Added = {2008-01-30 20:08:27 +0100}, Date-Modified = {2008-01-30 20:08:27 +0100}, Editor = {Maria Francesca Costabile and Fabio Patern{\`o}}, Isbn = {3-540-28943-7}, Publisher = {Springer}, Series = {Lecture Notes in Computer Science}, Title = {Human-Computer Interaction - INTERACT 2005, IFIP TC13 International Conference, Rome, Italy, September 12-16, 2005, Proceedings}, Volume = {3585}, Year = {2005}} @inproceedings{Kobben:2005zp, Author = {K{\"o}bben, B.J., van Bunningen, A. and Muthukrishnan, K.}, Booktitle = {1st international workshop on geographic hypermedia}, Date-Added = {2008-01-30 20:02:23 +0100}, Date-Modified = {2008-01-30 20:04:19 +0100}, Editor = {International Cartographic Association (ICA)}, Title = {Wireless campus LBS : building campus - wide location based services based on WiFi technology}, Year = {2005}} @article{Blom:2005eu, Author = {Jan Blom and Jan Chipchase and Jaakko Lehikoinen}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2008-01-30 19:56:36 +0100}, Date-Modified = {2008-01-30 19:57:15 +0100}, Ee = {http://doi.acm.org/10.1145/1070838.1070863}, Journal = {Commun. ACM}, Number = {7}, Pages = {37-41}, Title = {Contextual and cultural challenges for user mobility research}, Volume = {48}, Year = {2005}} @article{Kangas:2005rr, Author = {Eeva Kangas and Timo Kinnunen}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2008-01-30 19:55:35 +0100}, Date-Modified = {2008-01-30 19:55:40 +0100}, Ee = {http://doi.acm.org/10.1145/1070838.1070866}, Journal = {Commun. ACM}, Number = {7}, Pages = {55-59}, Title = {Applying user-centered design to mobile application development}, Volume = {48}, Year = {2005}} @inproceedings{Anderson:2006vn, Abstract = { In this paper we demonstrate how a cell phone can infer contextual information such as mode of travel by monitoring the fluctuation of GSM signal strength levels and neighbouring cell information. We show that these signals are stable enough to reliably distinguish between various states of movement such as walking, travelling in a motor car and remaining still. We present preliminary results for a metropolitan environment.}, Abstract-Url = {http://www.cs.bris.ac.uk/Publications/pub_master.jsp?id=2000528}, Author = {Ian Anderson and Henk Muller}, Booktitle = {the 4th International Conference on Pervasive Computing, Late breaking results}, Date-Added = {2008-01-30 19:52:35 +0100}, Date-Modified = {2009-04-28 11:58:13 +0200}, Isbn = {3-85403-207-2}, Keyword = {Mobile Software,Wearables}, Keywords = {context-awareness, mobile phone, mobility, tracking}, Month = {May}, Pages = {27--31}, Publisher = {Oesterreichische Computer Gesellschaft}, Pubtype = {102}, Title = {Context Awareness via GSM Signal Strength Fluctuation}, Url = {http://www.cs.bris.ac.uk/Publications/Papers/2000528.pdf}, Year = {2006}, Bdsk-Url-1 = {http://www.cs.bris.ac.uk/Publications/Papers/2000528.pdf}} @article{Goodchild:2007uq, Author = {Michael F. Goodchild}, Citeulike-Article-Id = {1903776}, Date-Added = {2008-01-22 00:07:16 +0100}, Date-Modified = {2009-04-28 11:55:52 +0200}, Description = {CiteULike: Citizens as Voluntary Sensors: Spatial Data Infrastructure in the World of Web 2.0}, Journal = {International Journal of Spatial Data Infrastructures Research}, Keywords = {sensors, digital footprints}, Pages = {24--32}, Priority = {2}, Title = {Citizens as Voluntary Sensors: Spatial Data Infrastructure in the World of Web 2.0}, Url = {http://ijsdir.jrc.it/editorials/goodchild.pdf}, Volume = {2}, Year = {2007}, Bdsk-Url-1 = {http://ijsdir.jrc.it/editorials/goodchild.pdf}} @article{Balazinska:2007fk, Address = {Piscataway, NJ, USA}, Author = {Magdalena Balazinska and Amol Deshpande and Michael J. Franklin and Phillip B. Gibbons and Jim Gray and Mark Hansen and Michael Liebhold and Suman Nath and Alexander Szalay and Vincent Tao}, Date-Added = {2008-01-21 22:34:13 +0100}, Date-Modified = {2008-02-17 18:44:23 +0100}, Doi = {http://dx.doi.org/10.1109/MPRV.2007.27}, Issn = {1536-1268}, Journal = {IEEE Pervasive Computing}, Keywords = {urban computing, sensors, uncertainty, spatio-temporal data}, Number = {2}, Pages = {30--40}, Publisher = {IEEE Educational Activities Department}, Rating = {5}, Read = {Yes}, Title = {Data Management in the Worldwide Sensor Web}, Volume = {6}, Year = {2007}, Bdsk-Url-1 = {http://dx.doi.org/10.1109/MPRV.2007.27}} @inproceedings{Walker:2007fk, Address = {New York, NY, USA}, Author = {Brendan Walker and Holger Schn{\"a}delbach and Stefan Rennick Egglestone and Angus Clark and Tuvi Orbach and Michael Wright and Kher Hui Ng and Andrew French and Tom Rodden and Steve Benford}, Booktitle = {ACE '07: Proceedings of the international conference on Advances in computer entertainment technology}, Date-Added = {2008-01-19 11:24:27 +0100}, Date-Modified = {2008-02-17 19:39:41 +0100}, Doi = {http://doi.acm.org/10.1145/1255047.1255070}, Isbn = {978-1-59593-640-0}, Keywords = {telemetry, feedback loop, sensors}, Location = {Salzburg, Austria}, Pages = {115--122}, Publisher = {ACM}, Title = {Augmenting amusement rides with telemetry}, Year = {2007}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1255047.1255070}} @inbook{Elaluf-Calderwood:2008vn, Author = {Silvia Elaluf-Calderwood and Carsten S{\o}rensen}, Chapter = {Mobile Work/Technology}, Date-Added = {2008-01-18 18:03:59 +0100}, Date-Modified = {2009-04-28 11:27:47 +0200}, Editor = {D. Hislop}, Keywords = {appropriation, work, gps}, Title = {420 Years of Mobility: ICT Enabled Mobile Interdependencies in London Hackney Cab Work}, Year = {2008}} @inbook{Elaluf-Calderwood:2006fk, Author = {S. Elaluf-Calderwood and C. S{\o}rensen}, Date-Added = {2008-01-18 17:46:47 +0100}, Date-Modified = {2008-01-18 17:50:19 +0100}, Editor = {K. C. Desouza}, Journal = {Agile Information Systems: Conceptualization, Construction, and Management}, Keywords = {mobility, ethnography}, Publisher = {Butterworth-Heinemann}, Title = {Organizational Agility with Mobile ICT? The Case of London Black Cab Work}, Year = {2006}} @article{Fisher:2007fk, Author = {Danyel Fisher}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2008-01-18 14:34:17 +0100}, Date-Modified = {2009-04-28 11:51:34 +0200}, Ee = {http://doi.ieeecomputersociety.org/10.1109/TVCG.2007.70561}, Journal = {IEEE Trans. Vis. Comput. Graph.}, Keywords = {information visualization, geovisualization, social navigation, digital footprints}, Number = {6}, Pages = {1184-1191}, Title = {Hotmap: Looking at Geographic Attention}, Volume = {13}, Year = {2007}} @article{Wood:2007vn, Address = {Piscataway, NJ, USA}, Author = {Jo Wood and Jason Dykes and Aidan Slingsby and Keith Clarke}, Date-Added = {2007-12-30 18:20:04 +0100}, Date-Modified = {2008-02-17 18:58:16 +0100}, Issn = {1077-2626}, Journal = {IEEE Transactions on Visualization and Computer Graphics}, Keywords = {information visualization, geovisualization, spatio-temporal data}, Number = {6}, Pages = {1176--1183}, Publisher = {IEEE Educational Activities Department}, Title = {Interactive Visual Exploration of a Large Spatio-temporal Dataset: Reflections on a Geovisualization Mashup.}, Volume = {13}, Year = {2007}} @mastersthesis{Girardin:2007fk2, Author = {Fabien Girardin}, Date-Added = {2007-11-15 12:45:46 +0100}, Date-Modified = {2007-11-15 12:47:58 +0100}, Month = {July}, School = {Universitat Pompeu Fabra}, Title = {Towards Reducing the Social-Technical Gap in Location-Aware Computing}, Year = {2007}} @inproceedings{DBLP:conf/wmte/NovaGD05, Author = {Nicolas Nova and Fabien Girardin and Pierre Dillenbourg}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {WMTE}, Crossref = {DBLP:conf/wmte/2005}, Date-Added = {2007-10-31 20:33:23 +0100}, Date-Modified = {2007-10-31 20:33:42 +0100}, Ee = {http://doi.ieeecomputersociety.org/10.1109/WMTE.2005.2}, Pages = {21-28}, Title = {'Location is not enough!': an Empirical Study of Location-Awareness in Mobile Collaboration}, Year = {2005}} @inproceedings{Dourish:1994yq, Address = {Glasgow, UK}, Annote = {Seminal paper about social navigation}, Author = {P. Dourish and M. Chalmers}, Booktitle = {Proceedings of Human Computer Interaction HCI'94}, Date-Added = {2007-10-13 12:49:40 +0200}, Date-Modified = {2007-10-13 12:50:26 +0200}, Title = {Running Out of Space: Models of Information Navigation}, Year = {1994}} @book{Council:2007qy, Date-Added = {2007-10-13 12:20:39 +0200}, Date-Modified = {2007-12-30 15:28:41 +0100}, Editor = {M. Gutman and P. Stern}, Publisher = {National Academies Press}, Title = {Putting People on the Map: Protecting Confidentiality with Linked Social-Spatial Data}, Year = {2007}} @inproceedings{Dourish:2007lr, Author = {Paul Dourish and Ken Anderson and Dawn Nafus}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {INTERACT (2)}, Crossref = {DBLP:conf/interact/2007-2}, Date-Added = {2007-10-13 12:05:50 +0200}, Date-Modified = {2007-10-13 12:07:04 +0200}, Ee = {http://dx.doi.org/10.1007/978-3-540-74800-7_8}, Pages = {100-113}, Title = {Cultural Mobilities: Diversity and Agency in Urban Computing}, Year = {2007}} @inproceedings{Araya:1995lr, Author = {Agustin A. Araya}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {ACM Conference on Computer Science}, Date-Added = {2007-09-24 20:19:38 +0200}, Date-Modified = {2007-09-24 20:19:42 +0200}, Ee = {http://doi.acm.org/10.1145/259526.259560}, Pages = {230-237}, Title = {Questioning Ubiquitous Computing}, Year = {1995}} @inproceedings{ONeill:2006sp, Author = {Eamonn O'Neill and Vassilis Kostakos and Tim Kindberg and Ava Fatah gen. Schieck and Alan Penn and Danae Stanton Fraser and Tim Jones}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Ubicomp}, Crossref = {DBLP:conf/huc/2006}, Date-Added = {2007-08-29 17:06:42 +0200}, Date-Modified = {2007-08-29 17:07:00 +0200}, Ee = {http://dx.doi.org/10.1007/11853565_19}, Pages = {315-332}, Title = {Instrumenting the City: Developing Methods for Observing and Understanding the Digital Cityscape.}, Year = {2006}} @article{Reades:2007tg, Address = {Los Alamitos, CA, USA}, Author = {Jonathan Reades and Francesco Calabrese and Andres Sevtsuk and Carlo Ratti}, Date-Added = {2007-08-29 16:52:39 +0200}, Date-Modified = {2007-08-29 16:52:47 +0200}, Doi = {http://doi.ieeecomputersociety.org/10.1109/MPRV.2007.53}, Issn = {1536-1268}, Journal = {IEEE Pervasive Computing}, Number = {3}, Pages = {30-38}, Publisher = {IEEE Computer Society}, Title = {Cellular Census: Explorations in Urban Data Collection}, Volume = {6}, Year = {2007}, Bdsk-Url-1 = {http://doi.ieeecomputersociety.org/10.1109/MPRV.2007.53}} @conference{Kracht:2004cr, Author = {Kracht, Matthias}, Booktitle = {Seventh International Conference on Travel Survey Methods}, Date-Added = {2007-08-29 16:29:19 +0200}, Date-Modified = {2009-04-28 11:50:43 +0200}, Keywords = {mobile phone, tracking, survey}, Location = {Los Suenos, Costa Rica}, Title = {Tracking and Interviewing Individuals with GPS and GSM Technology on Mobile Electronic Devices}, Year = {2004}} @inproceedings{Froehlich:2006dq, Author = {Jon Froehlich and Mike Y. Chen and Ian E. Smith and Fred Potter}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Ubicomp}, Crossref = {DBLP:conf/huc/2006}, Date-Added = {2007-08-29 16:26:45 +0200}, Date-Modified = {2008-06-23 13:24:34 +0200}, Editor = {Paul Dourish and Adrian Friday}, Ee = {http://dx.doi.org/10.1007/11853565_20}, Pages = {333-350}, Publisher = {Springer Berlin / Heidelberg}, Series = {Lecture Notes in Computer Science}, Title = {Voting with Your Feet: An Investigative Study of the Relationship Between Place Visit Behavior and Preference.}, Year = {2006}} @inbook{Wermuth:2003bh, Author = {M. Wermuth and C. Sommer and M. Kreitz}, Chapter = {27}, Date-Added = {2007-08-29 16:20:22 +0200}, Date-Modified = {2007-08-29 16:22:31 +0200}, Editor = {P. Stopher and P.M. Jones}, Journal = {Transport Survey Quality and Innovation}, Pages = {455-482}, Publisher = {Pergamon, Oxford}, Title = {Impact of New Technologies in Travel Surveys}, Year = {2003}} @article{Wolf:2001qf, Author = {J. Wolf and R. Guensler and W. Bachman}, Date-Added = {2007-08-29 16:16:02 +0200}, Date-Modified = {2009-04-28 12:00:31 +0200}, Journal = {Transportation Research Record}, Keywords = {survey, ITS}, Number = {1768}, Pages = {125-134}, Title = {Elimination of the travel diary: an experiment to derive trip purpose from global positioning system travel data}, Year = {2001}} @inproceedings{Wolf:2004ly, Author = {J. Wolf}, Booktitle = {7th International Conference on Travel Survey Methods in Los Sue{\~n}os, Costa Rica}, Date-Added = {2007-08-29 16:14:23 +0200}, Date-Modified = {2009-04-28 12:00:18 +0200}, Keywords = {survey, ITS}, Title = {Applications of new technologies in travel surveys}, Year = {2004}} @article{Stopher:2003zr, Author = {P. Stopher and P. Bullock and Q. Jiang}, Date-Added = {2007-08-29 16:11:26 +0200}, Date-Modified = {2007-08-29 16:12:19 +0200}, Journal = {Road & Transport Research}, Number = {2}, Pages = {3-14}, Title = {Visualising trips and travel characteristics from GPS data}, Volume = {12}, Year = {2003}} @inproceedings{Schoenfelder:2002ys, Author = {Stefan Schoenfelder and Kay Axhausen and Nicolas Antille and Michel Bierlaire}, Booktitle = {GI-Technologien f{\"u}r Verkehr und Logistik}, Date-Added = {2007-08-29 16:04:56 +0200}, Date-Modified = {2007-08-29 16:05:04 +0200}, Editor = {M{\"o}ltgen, J. and Wytzisk, A.}, Number = {13}, Pages = {155--179}, Publisher = {Institut f{\"u}r Geoinformatik, Universit{\"a}t M{\"u}nster}, Series = {IfGIprints}, Title = {Exploring the potentials of automatically collected GPS data for travel behaviour analysis - a Swedish data source}, Year = {2002}} @article{Snavely:2006oq, Address = {New York, NY, USA}, Author = {Noah Snavely and Steven M. Seitz and Richard Szeliski}, Date-Added = {2007-08-29 15:59:17 +0200}, Date-Modified = {2007-08-29 16:36:52 +0200}, Doi = {http://doi.acm.org/10.1145/1141911.1141964}, Issn = {0730-0301}, Journal = {ACM Trans. Graph.}, Number = {3}, Pages = {835--846}, Publisher = {ACM Press}, Title = {Photo tourism: exploring photo collections in 3D}, Volume = {25}, Year = {2006}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1141911.1141964}} @inproceedings{Rattenbury:2007vn, Address = {New York, NY, USA}, Author = {Tye Rattenbury and Nathaniel Good and Mor Naaman}, Booktitle = {SIGIR '07: Proceedings of the 30th annual international ACM SIGIR conference on Research and development in information retrieval}, Date-Added = {2007-08-29 15:55:13 +0200}, Date-Modified = {2007-08-29 15:55:19 +0200}, Doi = {http://doi.acm.org/10.1145/1277741.1277762}, Isbn = {978-1-59593-597-7}, Location = {Amsterdam, The Netherlands}, Pages = {103--110}, Publisher = {ACM Press}, Title = {Towards automatic extraction of event and place semantics from flickr tags}, Year = {2007}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1277741.1277762}} @inproceedings{Ahern:2007kx, Abstract = {The availability of map interfaces and location-aware devices makes a growing amount of unstructured, geo-referenced information available on the Web. This type of information can be valuable not only for browsing, finding and making sense of individual items, but also in aggregate form to help understand data trends and features. In particular, over twenty million geo-referenced photos are now available on Flickr, a photo-sharing website - the first major collection of its kind. These photos are often associated with user-entered unstructured text labels (i.e., tags). We show how we analyze the tags associated with the geo-referenced Flickr images to generate aggregate knowledge in the form of "representative tags" for arbitrary areas in the world. We use these tags to create a visualization tool, World Explorer, that can help expose the content of the data, using a map interface to display the derived tags and the original photo items. We perform a qualitative evaluation of World Explorer that outlines the visualization's benefits in browsing this type of content. We provide insights regarding the aggregate versus individual-item requirements in browsing digital geo-referenced material.}, Address = {New York, NY, USA}, Author = {Ahern, Shane and Naaman, Mor and Nair, Rahul and Yang, Jeannie H.}, Booktitle = {JCDL '07: Proceedings of the 2007 conference on Digital libraries}, Citeulike-Article-Id = {1438385}, Date-Added = {2007-08-29 15:47:42 +0200}, Date-Modified = {2009-04-28 11:29:55 +0200}, Doi = {10.1145/1255175.1255177}, Isbn = {9781595936448}, Keywords = {georeferencing, flickr}, Pages = {1--10}, Priority = {0}, Publisher = {ACM Press}, Title = {World explorer: visualizing aggregate data from unstructured text in geo-referenced collections}, Url = {http://dx.doi.org/10.1145/1255175.1255177}, Year = {2007}, Bdsk-Url-1 = {http://dx.doi.org/10.1145/1255175.1255177}, Bdsk-Url-2 = {http://dx.doi.org/10.1145/1255175.1255177}} @techreport{Torniai:2007uq, Author = {C. Torniai and S. Battle and S. Cayzer}, Date-Added = {2007-08-29 15:44:43 +0200}, Date-Modified = {2007-08-29 15:45:59 +0200}, Institution = {HP Labs}, Title = {Sharing, Discovering and Browsing Geotagged Pictures on the Web}, Year = {2007}} @article{Asakura:2007kl, Author = {Y. Asakura and T. Iryob}, Date-Added = {2007-08-29 15:38:47 +0200}, Date-Modified = {2007-08-29 16:37:46 +0200}, Journal = {Transportation Research Part A: Policy and Practice}, Month = {August}, Number = {7}, Pages = {684-690}, Title = {Analysis of tourist behaviour based on the tracking data collected using a mobile communication instrument}, Volume = {41}, Year = {2007}} @inproceedings{Ashbrook:2002nx, Address = {Washington, DC, USA}, Author = {D. Ashbrook and Thad Starner}, Booktitle = {ISWC '02: Proceedings of the 6th IEEE International Symposium on Wearable Computers}, Date-Added = {2007-08-29 15:00:37 +0200}, Date-Modified = {2008-05-04 17:22:16 -0400}, Isbn = {0-7695-1816-8}, Pages = {101}, Publisher = {IEEE Computer Society}, Title = {Learning Significant Locations and Predicting User Movement with GPS}, Year = {2002}} @article{Chalmers:2004lr, Author = {M. Chalmers and A. Dieberger and K. H{\"o}{\"o}k and {\AA} Rudstr{\"o}m}, Citeulike-Article-Id = {889512}, Date-Added = {2007-08-22 17:38:29 +0200}, Date-Modified = {2009-04-28 11:42:01 +0200}, Journal = {Cognitive Studies: Bulletin of the Japanese Cognitive Science Society 11(3)}, Keywords = {seamfulness, social navigation}, Pages = {171--181}, Priority = {3}, Title = {Social Navigation and Seamful Design}, Url = {http://www.dcs.gla.ac.uk/~matthew/papers/jcss.pdf}, Year = {2004}, Bdsk-Url-1 = {http://www.dcs.gla.ac.uk/~matthew/papers/jcss.pdf}} @inproceedings{Girardin:2007fk, Address = {New York, NY, USA}, Author = {Fabien Girardin}, Booktitle = {CHI '07: CHI '07 extended abstracts on Human factors in computing systems}, Date-Added = {2007-08-20 00:41:58 +0200}, Date-Modified = {2007-08-20 00:42:06 +0200}, Doi = {http://doi.acm.org/10.1145/1240866.1240875}, Isbn = {978-1-59593-642-4}, Location = {San Jose, CA, USA}, Pages = {1653--1656}, Publisher = {ACM Press}, Title = {Bridging the social-technical gap in location-aware computing}, Year = {2007}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1240866.1240875}} @conference{Girardin:2007uq, Author = {F. Girardin and F. Dal Fiore and J. Blat and C. Ratti}, Booktitle = {The 4th International Symposium on LBS & TeleCartography}, Date-Added = {2007-08-02 10:19:02 +0200}, Date-Modified = {2007-08-02 10:24:30 +0200}, Month = {November}, Title = {Understanding of Tourist Dynamics from Explicitly Disclosed Location Information}, Year = {2007}} @article{Girardin:2007fk, Abstract = {Urban computing generally encompasses the study of people experiencing the city with technologies. Our approach is to benefit from people's experience of these services, to gain a more thorough understanding of urban environments. In the recent years, the large deployment of mobile devices led to a massive increase in the volume of records of where people have been and when they were there. The analysis of the accumulated archives of such spatio-temporal data can derive highlevel human behavior such as the estimation of mobility mode. Evidently, urban planers, traffic engineers, tourism authorities could profit from the pervasive deployment of new technologies to increase the understanding of how people and crowds explicitly consume space. So far the investigation of spatio-temporal patterns of people [1, 2, 3] mainly rendered a quantitative understanding of the city. In our study, we intend to leverage implicit spatio-temporal data (i.e. latitude, longitude and timestamp) with the richness of people-generated information. Our approach is to consider that uploading, tagging and disclosing the location of a photo can be interpreted as an act of communication rather than a pure implicit history of physical presence. For this purpose, we retrieved from Flickr , large amounts of photo taken by thousands of users in the world's most photographed cities. Based on the time, explicit location and people's description of their photos, we design geovisualizations. They reveal patterns of tourists and citizens consuming a city, such as the flow of people between city attractions (Figure 1), the monuments areas of influence or what is happening with day/night and working/weekend periodicity. As a result, we are evaluating the potential of using people-generated geotagged information to contribute urban understanding.}, Author = {F. Girardin and Nicola Nova and Josep Blat}, Date-Added = {2007-08-02 10:12:10 +0200}, Date-Modified = {2007-08-02 10:22:12 +0200}, Journal = {IEEE Pervasive Computing}, Number = {3}, Pages = {55}, Title = {Tracing the Visitor's Eye: Using Explicitly Disclosed Location Information for Urban Analysis}, Volume = {6}, Year = {2007}} @techreport{Persson:2002ee, Author = {P. Persson and P. Fagerberg}, Date-Added = {2007-07-30 18:51:21 +0200}, Date-Modified = {2007-07-30 18:52:56 +0200}, Institution = {(T2002:27) Stockholm, SICS}, Title = {GeoNotes: a real-use study of a public location-aware community system}, Year = {2002}} @inproceedings{Fiege:2003fe, Author = {L. Fiege and A. Zeidler and F. C. G{\"a}rtner and S. B. Handurukande}, Booktitle = {Middleware Workshops}, Date-Added = {2007-07-30 18:30:38 +0200}, Date-Modified = {2007-07-30 18:32:51 +0200}, Pages = {60-67}, Title = {Dealing with uncertainty in mobile publish/subscribe middleware}, Year = {2003}} @inproceedings{Erickson:1999oz, Author = {Thomas Erickson and David N. Smith and Wendy A. Kellogg and Mark Laff and John T. Richards and Erin Bradner}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {CHI}, Date-Added = {2007-07-30 18:28:59 +0200}, Date-Modified = {2007-07-30 18:29:33 +0200}, Ee = {http://doi.acm.org/10.1145/302979.302997}, Pages = {72-79}, Title = {Socially Translucent Systems: Social Proxies, Persistent Conversation, and the Design of ``Babble''.}, Year = {1999}} @article{Arminen:2005yq, Abstract = {Location appears to be one of the most important aspects of context in mobile communication. It is a complex piece of information involving several levels of detail. Location intertwines with other relevant aspects of context: the parties' present activity, relative time and identities. The analysis of mobile conversations provides insights into the functions of ``location'' for mobile users. Most mobile calls involve a sequence in which location is reported. Location is made relevant by the parties' activities. Location telling takes place in five different activity contexts during mobile calls. Location may be an index of interactional availability, a precursor for mutual activity, part of an ongoing activity, or it may bear emergent relevance for the activity or be presented as a social fact. Typically, joint activities make relevant spatio-temporal location such as distance in minutes from the meeting point via the vehicle used. For users, location does not appear to be relevant in purely geographical terms.}, Annote = {This article addresses a topic close to my PhD research: the importance of location awareness in (mobile) communication. Prior to studying the importance of location-based services (especially when it comes to buddy finder or granny locators), the author put the emphasis on the understanding of this peculiar feature: the discussion about one's location over the phone. To understand the dynamic nature of location, we have to study the actual communicative practices in which location gains its value. ({\ldots}) Weilenmann has studied particularly the ways in which location references are used to signal communication difficulties: ``I can't talk now, I'm in a fitting room'' ({\ldots}) Laurier, for his part, has shown how mobile professionals routinely stated their locations on a mobile phone as a part of their mobile usage. Both these studies on actual communicative practices point out how the value of location is embedded in the activity in which the mobile user is engaged. ({\ldots}) 74 Finnish mobile phone conversations were recorded ({\ldots}) The material covered both mobile-to-mobile and landline-to-mobile or mobile-to-landline conversations ({\ldots}) The calls were transcribed and analysed in detail by using conversation analytical (CA) method. ({\ldots}) The usage of mobile communication device does not technically require the parties to get to know where the other party is. ({\ldots}) 62 mobile calls out of 74 involved a sequence in which the mobile party stated her or his location to the other party As for the context of this question, the author found that: Location telling during mobile calls takes place in five different activity contexts. In other words, location seems relevant for the parties in mobile interaction during five different types of activities. ({\ldots}) Location may be an index of interactional availability, a precursor for mutual activity, part of an ongoing activity, or it may bear emergent relevance for the activity or be presented as a social fact. ({\ldots}) Most location-telling sequences in these data are linked with practical arrangements. People state their location as a precursor for some practical arrangements ({\ldots}) Location telling is also commonly done as a part of the real-time ongoing activity in which the parties are engaged. ({\ldots}) Location can also be a mutual real-time co-ordination task, such as seeing each other in the cafeteria to meet there ({\ldots}) Finally, a kind of location that is also realized during the ongoing activities is a virtual location referring to a web page or other material at hand to be shared with the communicative partner. ({\ldots}) A not common, but existing, social practice involves location telling due to its social, symbolic qualities [exemple: beach which signify `having fun'] Now, for the social functions of discussing locations: Location may be an index of interactional availability, a precursor for mutual activity, part of an ongoing activity, or it may bear emergent relevance for the activity or be presented as a social fact. ({\ldots}) International availability: audio-physical and social features of proximal location: noise (disco), network availability, (train, remote areas), involvement with proximal interaction, intimacy of situation (toilet, etc.) ({\ldots}) Praxiological -- spatio-temporal availability: readiness to engage in action (Are you doing anything special? Can you come to x?) -- spatio-temporal location of a party vis-a`-vis the engaged activity: temporal distance (half an hour [by car, by train, on foot, etc.] -- real-time perspicuous location in an ongoing action: visibility (I'm at x where are you), real-time location (I just saw a reindeer by the road, beware---[told to the car driving behind]) -- instructable location: spatialized requests (I'm/accident at the crossroads of A and B, etc.) -- proximate praxiological location: microco-ordination of activity (I'm feeling his pulse, the wound stretches from elbow to breast, etc.) -- virtual location (I'm on the web page x) ({\ldots}) Socioemotional -- socio-emotional significance of location: biographical relevance (I'm at the cottage of x/my friend, I'm driving car with x), cultural significance (I'm visiting x (old church, museum, medieval city, etc.), aesthetic significance (it's very scenic here) Why do I blog this? this kind of study is of tremendous relevance to my phd research since I address the effects of location-awareness on collaboration processes: communication, coordination, division of labor, mutual modeling{\ldots} What the author described here is very interesting, it's one of the seldom resource about this fact (along with Marc Relieu, Laurier (and there too, plus this one by Weilenmann). However, the results from our field experiment with CatchBob makes me bit skeptical about the authors' conclusion; when it comes to the implications of this study to LBS, he says ``Location awareness that would also indicate the user's estimated temporal distance from the destination would have a wide applicability for a majority of mobile users. A simple and usable technical solution would immediately meet the end users' needs``. The reason why I am skeptical is that automating location-awareness can sometimes leads to putting the emphasis on an information (others' location versus others' availability, intentions{\ldots}) that might be not relevant for the time being. Another problem is the kind of location that should be automated and made relevant for other parties (place? country? lat/long? {\ldots}).}, Author = {I. Arminen}, Date-Added = {2007-07-30 18:03:02 +0200}, Date-Modified = {2007-08-21 10:58:44 +0200}, Journal = {Personal and Ubiquitous Computing.}, Keywords = {location-awareness, mobile phone, location disclosure}, Title = {Social Functions of Location in Mobile Telephony}, Year = {2005}} @inproceedings{Jack-S.-Breese-and-David-Heckerman-and-David-Hovel-and-Koos-Rommelse:1998ij, Author = {Eric Horvitz and Jack S. Breese and David Heckerman and David Hovel and Koos Rommelse}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {UAI}, Crossref = {DBLP:conf/uai/1998}, Date-Added = {2007-07-30 17:31:23 +0200}, Date-Modified = {2007-07-30 18:16:41 +0200}, Ee = {http://rome.exp.sis.pitt.edu/UAI/Abstract.asp?articleID=255{\&}proceedingID=14}, Pages = {256-265}, Title = {The Lumi{\`e}re Project: Bayesian User Modeling for Inferring the Goals and Needs of Software Users.}, Year = {1998}} @phdthesis{Reichenbacher:2004uq, Author = {T. Reichenbacher}, Date-Added = {2007-07-30 17:14:00 +0200}, Date-Modified = {2007-07-30 17:15:30 +0200}, School = {Technischen Universit{\"a}t M{\"u}nchen}, Title = {Mobile Cartography -- Adaptive Visualisation of Geographic Information on Mobile Devices}, Year = {2004}} @inproceedings{Morrison:2007jw, Author = {Alistair Morrison and Paul Tennent and John Williamson and Matthew Chalmers}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Pervasive}, Crossref = {DBLP:conf/pervasive/2007}, Date-Added = {2007-07-29 23:54:24 +0200}, Date-Modified = {2007-07-30 18:48:33 +0200}, Ee = {http://dx.doi.org/10.1007/978-3-540-72037-9_7}, Pages = {109-126}, Title = {Using Location, Bearing and Motion Data to Filter Video and System Logs.}, Year = {2007}} @inproceedings{goodman2004, Abstract = {This paper discusses the experimental evaluation of location-based services, such as mobile guides, in the field. It identifies advantages and disadvantages of using such field experiments over and against other evaluation methods. We then describe a specific method of running field experiments that we have found to be useful. The use of various evaluation measures, tools and scales is then discussed, based on our experiences with them. These include timings, errors, perceived workload, distance travelled and percentage preferred walking speed (PPWS).}, Address = {Glasgow, UK}, Annote = {A very smart paper that set the concept of 'field experiment'. It's closely related to the notion of ``quasi-experiment'' developed by T.D. Cook, D.T. Campbell, Quasi-Experimentation: Design and Analysis Issues in Field Settings, Rand McNally, Chicago, 1979. I liked the table that explains the measure/what does it tell us/how is it measured. Field experiments are quantitative experimental evaluations that are carried out in the field, drawing from aspects of both qualitative field studies and lab experiments. To start with, field experiments have advantages over expert evaluations (such as heuristic evaluations and checklists) because they involve real users. This is particularly important when studying novel, variable and less understood situations, such as those involved in mobile devices. Secondly, there are various reasons for preferring field situations to laboratory settings. Principally, the difference between use in a laboratory setting, even when mobile conditions are simulated, and use in the real world can be quite startling. This is particularly true for devices such as mobile guides that rely heavily on the surrounding environment. Aspects such as lighting levels, weather, the effects of walking, the appearance of landmarks in real life and the effectiveness of location-sensing systems can have unpredictable effects on the usability and effectiveness of a device. The only way to really see how the device will work in practice is to use it in practice. In addition, field experiments have various advantages over more qualitative and ethnographic field studies. Although such field studies do have some advantages, it can be hard to use them to obtain an objective evaluation of a device, determine its performance or gain hard evidence comparing one device or method with another. Field experiments offer one way to overcome these disadvantages while still utilizing the advantages of a field setting. They are also quicker than carrying out a fullblown ethnographic field study and can gauge the responses of a greater number of participants.}, Author = {J.Goodman and S.Brewster and P.Gray}, Booktitle = {HCI in Mobile Guides, workshop at Mobile HCI 2004}, Date-Added = {2007-07-29 23:51:21 +0200}, Date-Modified = {2007-07-29 23:51:21 +0200}, Editor = {Schmidt-Belz, B. and Cheverst, K.}, Keywords = {mobile computing, evaluation, field experiment}, Month = {September}, Title = {Using Field Experiments to Evaluate Mobile Guides}, Url = {http://www.dcs.gla.ac.uk/~joy/research/2004_mobile_guides/paper.pdf}, Year = {2004}, Bdsk-Url-1 = {http://www.dcs.gla.ac.uk/~joy/research/2004_mobile_guides/paper.pdf}} @inproceedings{J.Kjeldskov:2004pd, Abstract = {Evaluating the usability of mobile systems raises new concerns and questions, challenging methods for both lab and field evaluations. A recent literature study showed that most mobile HCI research projects apply lab-based evaluations. Nevertheless, several researchers argue in favour of field evaluations as mobile systems are highly context-dependent. However, field-based usability studies are difficult to conduct, time consuming and the added value is unknown. Contributing to this discussion, this paper compares the results produced by a laboratory- and a field-based evaluation of the same context-aware mobile system on their ability to identify usability problems. Six test subjects used the mobile system in a laboratory while another six used the system in the field. The results show that the added value of conducting usability evaluations in the field is very little and that recreating central aspects of the use context in a laboratory setting enables the identification of the same usability problem list.}, Annote = {a bit too optimistic}, Author = {J.Kjeldskov and M.B.Skov and B.S.Als and R.T.H{\o}egh}, Booktitle = {Proceedings of the 6th International Mobile HCI 2004 conference}, Date-Added = {2007-07-29 23:49:38 +0200}, Date-Modified = {2007-08-21 11:01:30 +0200}, Keywords = {mobile computing, evaluation}, Pages = {61-73}, Publisher = {Springer-Verlag: Berlin}, Title = {Is it Worth the Hassle? Exploring the Added Value of Evaluating the Usability of Context-Aware Mobile Systems in the Field}, Url = {http://www.cs.aau.dk/~jesper/papers/MobileHCI04-final.pdf}, Year = {2004}, Bdsk-Url-1 = {http://www.cs.aau.dk/~jesper/papers/MobileHCI04-final.pdf}} @phdthesis{Leonhardt:1998cq, Author = {U. Leonhardt}, Date-Added = {2007-07-29 23:23:22 +0200}, Date-Modified = {2007-07-29 23:24:10 +0200}, School = {University of London}, Title = {Supporting Location-Awareness in Open Distributed Systems}, Year = {1998}} @inproceedings{Sellen:2006qq, Author = {Abigail Sellen and Rachel Eardley and Shahram Izadi and Richard H. R. Harper}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {CHI Extended Abstracts}, Crossref = {DBLP:conf/chi/2006a}, Date-Added = {2007-07-29 23:09:09 +0200}, Date-Modified = {2007-07-30 18:55:22 +0200}, Ee = {http://doi.acm.org/10.1145/1125451.1125694}, Pages = {1307-1312}, Title = {The whereabouts clock: early testing of a situated awareness device.}, Year = {2006}} @inproceedings{Wiil:2000mb, Author = {U. K. Wiil}, Booktitle = {6th Workshop on Open Hypermedia Systems, Lecture Notes in Computer Science (LNCS 1903)}, Date-Added = {2007-07-29 23:01:16 +0200}, Date-Modified = {2007-07-29 23:02:49 +0200}, Editor = {Springer Verlage}, Pages = {23-30}, Title = {Towards a Proposal for a Standard Component-Based Open Hypermedia System Storage Interface}, Year = {2000}} @article{Roman:2002gb, Author = {Manuel Rom{\'a}n and Christopher K. Hess and Renato Cerqueira and Anand Ranganathan and Roy H. Campbell and Klara Nahrstedt}, Date-Added = {2007-07-29 22:53:30 +0200}, Date-Modified = {2007-07-29 22:55:20 +0200}, Journal = {IEEE Pervasive Computing}, Month = {Oct-Dec}, Title = {Gaia: A Middleware Infrastructure to Enable Active Spaces}, Volume = {74-83}, Year = {2002}} @article{Laurier:2001rr, Abstract = {In often-noticed feature of mobile phone calls is some form of 'geographical' locating after a greeting has been made. The author uses some singular instances of mobile phone conversations to provide an answer as to why this geolinguistic feature has emerged. In an examination of two real cases and a vignette, some light is shed on a more classical spatial topic, that of mobility. During the opening and closing statements of the paper a short critique is put forward of the 'professionalisation' of cultural studies and cultural geography and their ways of theorising ordinary activities. It is argued that a concern with theory construction effectively distances such workers from everyday affairs where ordinary actors understand in practical terms and account competently for what is going on in their worlds. This practical understanding is inherent in the intricacies of a conversational 'ordering', which is at one and the same time also an ordering of the times and spaces of these worlds. By means of an indifferent approach to the 'grand theories' of culture, some detailed understandings of social practices are offered via the alternatives of ethnomethodological and conversational investigations}, Annote = {The problem is that is focuses on mobile workers for whom location really makes sense, I would like to see a same study but with non-mobile person.}, Author = {E. Laurier}, Date-Added = {2007-07-29 22:35:09 +0200}, Date-Modified = {2009-04-28 11:32:09 +0200}, Journal = {Environment and Planning D: Society & Space}, Keywords = {location-awareness, mobile phone}, Number = {4}, Pages = {485-504}, Title = {Why people say where they are during mobile phone calls}, Url = {http://www.receiver.vodafone.com/07/articles/07_page01.html}, Volume = {19}, Year = {2001}, Bdsk-Url-1 = {http://www.receiver.vodafone.com/07/articles/07_page01.html}} @article{Dey:2001fv, Author = {Anind K. Dey}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2007-07-29 21:22:29 +0200}, Date-Modified = {2007-07-30 18:16:41 +0200}, Ee = {http://link.springer.de/link/service/journals/00779/bibs/1005001/10050004.htm}, Journal = {Personal and Ubiquitous Computing}, Number = {1}, Pages = {4-7}, Title = {Understanding and Using Context.}, Volume = {5}, Year = {2001}} @inproceedings{Schilit:1994ly, Address = {Santa Cruz, CA, US}, Author = {Bill Schilit and Norman Adams and Roy Want}, Booktitle = {{IEEE} Workshop on Mobile Computing Systems and Applications}, Date-Added = {2007-07-29 21:15:44 +0200}, Date-Modified = {2007-08-21 11:00:27 +0200}, Title = {Context-Aware Computing Applications}, Url = {citeseer.ist.psu.edu/schilit94contextaware.html}, Year = {1994}, Bdsk-Url-1 = {citeseer.ist.psu.edu/schilit94contextaware.html}} @article{Woods:1997zt, Author = {D. D. Woods}, Date-Added = {2007-07-29 21:04:20 +0200}, Date-Modified = {2009-04-28 12:02:54 +0200}, Editor = {J. Flanagan, T. Huang, P. Jones, & S. Kasif, S. (Eds.),}, Journal = {Human centered systems: Information, interactivity, and intelligence}, Keywords = {automation}, Pages = {288-293}, Publisher = {Washington, DC: National Science Foundation.}, Title = {Human-centered software agents: Lessons from clumsy automation}, Year = {1997}} @book{Nardi:1996il, Author = {B. Nardi}, Date-Added = {2007-07-29 20:56:48 +0200}, Date-Modified = {2007-07-29 20:57:23 +0200}, Publisher = {MIT Press, Cambridge, Mass.}, Title = {Context and Consciousness: Activity Theory and Human-Computer Interaction}, Year = {1996}} @book{Suchman:1987ve, Author = {L. Suchman}, Date-Added = {2007-07-29 20:54:08 +0200}, Date-Modified = {2007-08-21 11:01:02 +0200}, Publisher = {Cambridge Univ. Press, Cambridge}, Title = {Plans and Situated Actions. The Problem of Human-Machine Communication}, Year = {1987}} @book{Greenfield:2006ye, Author = {Adam Greenfield}, Date-Added = {2007-07-29 20:43:02 +0200}, Date-Modified = {2007-07-29 20:45:14 +0200}, Publisher = {New Riders Publishing}, Title = {Everyware}, Year = {2006}} @inproceedings{James-Pycock-and-Tim-Diggins-and-Allan-MacLean-and-Alain-Karsenty:2002bh, Author = {Peter Tolmie and James Pycock and Tim Diggins and Allan MacLean and Alain Karsenty}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {CHI}, Date-Added = {2007-07-29 20:36:21 +0200}, Date-Modified = {2007-07-30 18:16:41 +0200}, Ee = {http://doi.acm.org/10.1145/503376.503448}, Pages = {399-406}, Title = {Unremarkable computing.}, Year = {2002}} @book{Crabtree:2003fu, Author = {Andy Crabtree}, Date-Added = {2007-07-29 20:31:07 +0200}, Date-Modified = {2007-07-29 20:33:04 +0200}, Publisher = {London: Stringer-Verlag}, Title = {Designing Collaborative Systems: A Practical Guide to Ethnography}, Year = {2003}} @inproceedings{David-N.-Smith-and-Wendy-A.-Kellogg-and-Mark-Laff-and-John-T.-Richards-and-Erin-Bradner:1999qf, Author = {Thomas Erickson and David N. Smith and Wendy A. Kellogg and Mark Laff and John T. Richards and Erin Bradner}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {CHI}, Date-Added = {2007-07-29 19:46:59 +0200}, Date-Modified = {2007-07-30 18:16:41 +0200}, Ee = {http://doi.acm.org/10.1145/302979.302997}, Pages = {72-79}, Title = {Socially Translucent Systems: Social Proxies, Persistent Conversation, and the Design of ``Babble''.}, Year = {1999}} @article{Weiser:1996qo, Address = {New York, NY, USA}, Author = {Mark Weiser and John Seely Brown}, Book = {Beyond calculation: the next fifty years}, Date-Added = {2007-07-29 19:34:54 +0200}, Date-Modified = {2007-07-29 20:47:14 +0200}, Isbn = {0-38794932-1}, Pages = {75--85}, Publisher = {Copernicus}, Title = {The coming age of calm technolgy}, Year = {1996}} @article{Weiser:1991nx, Annote = {Seminal paper about ubiquitous computing}, Author = {M. Weiser}, Date-Added = {2007-07-29 19:34:03 +0200}, Date-Modified = {2009-04-28 11:55:16 +0200}, Journal = {Scientific American}, Keywords = {ubicomp}, Number = {3}, Pages = {94-104}, Title = {The computer for the 21st century}, Volume = {265}, Year = {1991}} @article{Weilenmann:2003kx, Abstract = {The aim of this paper is to begin to investigate the ways in which participants in mobile phone conversations orient to each other's location, activities and availability. Through looking at data consisting of recorded mobile phone conversations, a conversation analytic approach is used to make initial observations regarding the character of mobile phone conversations. It is found that the frequent question ``What are you doing?'' sometimes worked as getting a location as part of the answer, which shows how location, activity and availability are strongly related. The participants thus got information about location, when this was considered relevant, through asking about activity. Location seemed especially relevant if it could give information about a future meeting. In some conversations where there seemed to be things going on where the called party was located, the caller attended to this by initiating the topic using a strategy giving the called a chance to end the conversation. }, Author = {A. Weilenmann}, Date-Added = {2007-07-29 19:31:54 +0200}, Date-Modified = {2009-04-28 11:32:33 +0200}, Journal = {Environment and Planning}, Keywords = {location-awareness, positioning, mobile phone}, Number = {9}, Pages = {1589 - 1605}, Title = {``I can't talk now, I'm in a fitting room'': Availability and location in mobile phone conversations}, Url = {http://www.viktoria.se/~alexandra/ publications/I%20cant%20talk%20now.pdf}, Volume = {35}, Year = {2003}, Bdsk-Url-1 = {http://www.viktoria.se/~alexandra/%20publications/I%20cant%20talk%20now.pdf}} @article{Ward:1997ff, Author = {A. Ward and A. Jones and A. Hopper}, Date-Added = {2007-07-29 19:30:18 +0200}, Date-Modified = {2007-07-29 19:31:19 +0200}, Journal = {IEEE Personal Communications}, Month = {October}, Number = {5}, Pages = {42-47}, Text = {Andy Ward, Alan Jones, and Andy Hopper. A New Location Technique for the Active Office. IEEE Personnel Communications, 4(5):42--47, October 1997.}, Title = {A New Location Technique for the Active Office}, Url = {citeseer.ist.psu.edu/ward97new.html}, Volume = {4}, Year = {1997}, Bdsk-Url-1 = {citeseer.ist.psu.edu/ward97new.html}} @book{Theureau:1992pi, Author = {J. Theureau}, Date-Added = {2007-07-29 19:27:29 +0200}, Date-Modified = {2007-07-29 19:28:07 +0200}, Publisher = {Editions Peter Lang, Berne}, Title = {Le cours d'action : analyse s{\'e}mio-logique}, Year = {1992}} @inproceedings{Svahn:2004mi, Author = {F. Svahn}, Booktitle = {IRIS27, Falkenberg, Sweden}, Date-Added = {2007-07-29 19:25:40 +0200}, Date-Modified = {2007-07-29 19:26:33 +0200}, Title = {In-Car Navigation Usage: An End-User Survey on Existing Systems}, Year = {2004}} @article{Stankiewicz:2006qa, Author = {B. J. Stankiewicz and G. E. Legge and J. S. Mansfield and E. J. Schlicht}, Date-Added = {2007-07-29 19:23:37 +0200}, Date-Modified = {2007-07-29 19:25:11 +0200}, Journal = {Journal of Experimenal Psychology: Human Perception & Performance}, Number = {3}, Pages = {688-704}, Title = {Lost in Virtual Space: Studies in Human and Ideal Spatial Navigation}, Volume = {32}, Year = {2006}} @inproceedings{Rudstrom:2005kn, Address = {Las Vegas, USA}, Author = {{\AA}sa Rudstr{\"o}m and Kristina H{\"o}{\"o}k and Martin Svensson}, Booktitle = {Proceedings of 1st International Conference on Online Communities and Social Computing, at HCII 2005}, Date-Added = {2007-07-29 19:22:22 +0200}, Date-Modified = {2007-07-30 18:54:52 +0200}, Pages = {10}, Title = {Social positioning: Designing the Seams between Social, Physical and Digital Space}, Url = {http://eprints.sics.se/104/01/HCII2005.pdf}, Year = {2005}, Bdsk-Url-1 = {http://eprints.sics.se/104/01/HCII2005.pdf}} @inbook{Roth:2004fu, Author = {J. Roth}, Chapter = {Data Collection}, Date-Added = {2007-07-29 19:18:23 +0200}, Date-Modified = {2007-07-29 19:19:31 +0200}, Editor = {Jochen Schiller, Agn{\`e}s Voisard}, Publisher = {Morgan Kaufmann Publishers}, Title = {Location-Based Services}, Year = {2004}} @conference{Nova:2006dz, Author = {N. Nova and F. Girardin and P. Dillenbourg}, Booktitle = {International Conference on the Design of Cooperative Systems}, Date-Added = {2007-07-29 19:15:54 +0200}, Date-Modified = {2007-07-29 19:17:15 +0200}, Title = {The Underwhelming Effects of Automatic Location-Awareness on Collaboration in a Pervasive Game}, Year = {2006}} @phdthesis{Nova:2007fv, Author = {N. Nova}, Date-Added = {2007-07-29 19:14:24 +0200}, Date-Modified = {2007-07-29 19:14:49 +0200}, School = {EPFL}, Title = {The Influences of Location-Awareness on Computer-Supported Collaboration}, Year = {2007}} @misc{Norros:2004bs, Author = {L. Norros}, Date-Added = {2007-07-29 19:13:35 +0200}, Date-Modified = {2007-07-29 19:14:10 +0200}, Howpublished = {The core-task analysis in ecological study of work. Espoo: VTT Publications. Available also in electronical form: URL: http://www.vtt.fi/inf/pdf/}, Title = {Acting under uncertainty}, Year = {2004}} @article{Ljungstrand:2001la, Author = {Peter Ljungstrand}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2007-07-29 19:12:14 +0200}, Date-Modified = {2007-07-30 18:16:41 +0200}, Ee = {http://link.springer.de/link/service/journals/00779/bibs/1005001/10050058.htm}, Journal = {Personal and Ubiquitous Computing}, Number = {1}, Pages = {58-61}, Title = {Context Awareness and Mobile Phones.}, Volume = {5}, Year = {2001}} @article{Kulik:2003ij, Author = {L. Kulik}, Date-Added = {2007-07-29 19:09:41 +0200}, Date-Modified = {2007-07-29 19:10:37 +0200}, Journal = {Spatial Cognition & Computation}, Number = {2&3}, Pages = {157-183}, Title = {Spatial vagueness and second-order vagueness}, Volume = {3}, Year = {2003}} @inproceedings{Krumm:2006kb, Author = {John Krumm and Eric Horvitz}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Ubicomp}, Crossref = {DBLP:conf/huc/2006}, Date-Added = {2007-07-29 19:08:05 +0200}, Date-Modified = {2008-06-23 18:20:50 +0200}, Editor = {Paul Dourish, Adrian Friday}, Ee = {http://dx.doi.org/10.1007/11853565_15}, Pages = {243-260}, Publisher = {Springer}, Series = {Lecture Notes in Computer Science}, Title = {Predestination: Inferring Destinations from Partial Trajectories.Predestination: Inferring Destinations from Partial Trajectories}, Year = {2006}} @article{Jones:2004qf, Author = {Quentin Jones and Sukeshini A. Grandhi and Loren G. Terveen and Steve Whittaker}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2007-07-29 19:06:45 +0200}, Date-Modified = {2007-08-21 11:01:24 +0200}, Ee = {http://www.springerlink.com/index/10.1007/s10606-004-2803-7}, Journal = {Computer Supported Cooperative Work}, Number = {3}, Pages = {249-282}, Title = {People-to-People-to-Geographical-Places: The P3 Framework for Location-Based Community Systems.}, Volume = {13}, Year = {2004}} @book{Jarvinen:2004hc, Author = {P. J{\"a}rvinen}, Date-Added = {2007-07-29 19:03:33 +0200}, Date-Modified = {2007-07-29 19:04:35 +0200}, Publisher = {Tampere: Opinpaja}, Title = {On research methods}, Url = {http://www.uta.fi/~pj/}, Year = {2004}, Bdsk-Url-1 = {http://www.uta.fi/~pj/}} @inproceedings{Hudson:1996bv, Author = {Scott E. Hudson and Ian E. Smit}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {CSCW}, Date-Added = {2007-07-29 19:02:57 +0200}, Date-Modified = {2007-07-30 18:37:31 +0200}, Ee = {http://doi.acm.org/10.1145/240080.240295}, Pages = {248-257}, Title = {Techniques for Addressing Fundamental Privacy and Disruption Tradeoffs in Awareness Support Systems.}, Year = {1996}} @misc{Hong:2003tg, Author = {J.I. Hong and G. Boriello and J.A. Landay and D.W. McDonald and B.N. Schilit and J.D. Tygar}, Date-Added = {2007-07-29 18:58:39 +0200}, Date-Modified = {2009-07-29 19:03:01 +0200}, Howpublished = {In Fifth International Conference on Ubiquitous Computing: Ubicomp 198 2003 (Workshop on Ubicomp Communities: Privacy as Boundary Negotiation)}, Title = {Privacy and Security in the Location-enhanced World Wide Web}, Year = {2003}} @article{Griswold:2004kl, Author = {W. G. Griswold and P. Shanahan and S.W. Brown and R. Boyer and M. Ratto and R.B. Shapiro and T.M. Truong}, Date-Added = {2007-07-29 18:53:15 +0200}, Date-Modified = {2007-07-29 18:55:35 +0200}, Journal = {IEEE Computer}, Number = {10}, Pages = {73-81}, Title = {ActiveCampus - Experiments in Community-Oriented Ubiquitous Computing}, Volume = {37}, Year = {2004}} @misc{Girardin:2007oq, Author = {F. Girardin and J. Blat}, Date-Added = {2007-07-29 18:51:24 +0200}, Date-Modified = {2007-07-29 18:52:30 +0200}, Howpublished = {Late Breaking Result at Ubicomp 2007}, Month = {September}, Title = {Place this Photo on a Map: A Study of Explicit Disclosure of Location Information}, Year = {2007}} @misc{Girardin:2007nx, Author = {F. Girardin and M. Blackstock and P.Dillenbourg and M. Finke and P. Jeffrey and N. Nova}, Date-Added = {2007-07-29 18:48:25 +0200}, Date-Modified = {2007-07-29 18:51:06 +0200}, Howpublished = {Common Models and Patterns for Pervasive Computing Workshop, Toronto, Ontario, Canada, 5th International Conference on Pervasive Computing}, Month = {May}, Title = {Issues from Deploying a Pervasive Game on Multiple Sites}, Year = {2007}} @article{Girardin:2006cr, Author = {F. Girardin and N. Nova}, Date-Added = {2007-07-29 18:47:04 +0200}, Date-Modified = {2007-07-29 18:48:18 +0200}, Journal = {e-Minds International Journal on Human-Computer Interaction}, Month = {January}, Number = {1}, Pages = {60-64}, Title = {Getting real with ubiquitous computing: the impact of discrepancies on collaboration}, Volume = {1}, Year = {2006}} @misc{Girardin:2006dq, Author = {F. Girardin and N. Nova and J. Blat}, Date-Added = {2007-07-29 18:45:23 +0200}, Date-Modified = {2007-07-29 18:46:41 +0200}, Howpublished = {Poster at Ubicomp 2006}, Title = {Towards Design Strategies to Deal with Spatial Uncertainty in Location- Aware Systems}, Year = {2006}} @inproceedings{Fahlen:2006bh, Address = {Bonn, Germany}, Author = {L . Fahl{\'e}n and E. Fr{\'e}con and P. Hansson and A. Avatare N{\"o}u and J. S{\"o}derberg}, Booktitle = {ERCIM Workshop "User Interfaces for All"}, Date-Added = {2007-07-29 18:41:01 +0200}, Date-Modified = {2007-07-29 18:43:49 +0200}, Title = {CLoc - Clock Interface for Location and Presence}, Year = {2006}} @techreport{Dyck:2001ly, Author = {J. Dyck and C Gutwin,}, Date-Added = {2007-07-29 18:39:46 +0200}, Date-Modified = {2007-07-29 18:39:46 +0200}, Institution = {Technical Report HCI-TR-2001-02}, Title = {Where are you and what can you see? Maintaining Location Awareness In Collaborative 3D Workspaces}, Year = {2001}} @techreport{Dimitracopoulou:2005ve, Author = {A. Dimitracopoulou and A. Mones and Y. Dimitriadis and A. Morch and S. Ludvigsen and A. Harrer}, Date-Added = {2007-07-29 18:34:41 +0200}, Date-Modified = {2007-07-29 18:40:38 +0200}, Institution = {Deliverable D.26.1 from the Interaction & Collaboration Analysis' supporting Teachers & Students' Self-regulation (ICALT)}, Title = {State of the Art on Interaction Analysis: ``Interaction Analysis Indicators}, Url = {http://www.rhodes.aegean.gr/LTEE/KALEIDOSCOPE-ICALTS}, Year = {2005}, Bdsk-Url-1 = {http://www.rhodes.aegean.gr/LTEE/KALEIDOSCOPE-ICALTS}} @book{Creswell:2003ys, Author = {J.W. Creswell}, Date-Added = {2007-07-29 18:30:40 +0200}, Date-Modified = {2007-07-29 18:32:45 +0200}, Edition = {Second editon}, Publisher = {Thousand Oaks, CA: Sage}, Title = {Research Design: Qualitative and Quantitative Approaches}, Year = {2003}} @inproceedings{Bubb-Lewis:1997vn, Author = {C. Bubb-Lewis and M. Scerbo}, Booktitle = {Human-Automation Interaction: Research and Practice}, Date-Added = {2007-07-29 18:23:00 +0200}, Date-Modified = {2007-07-29 18:24:45 +0200}, Editor = {M. Mouloua and J. Koonce}, Journal = {Human-Automation Interaction: Research and Practice}, Title = {Getting to know you: Human-computer communication in adaptive automation}, Year = {1997}} @article{Beresford:2002kx, Author = {A. R. Beresford and F. Stajano}, Date-Added = {2007-07-29 18:21:01 +0200}, Date-Modified = {2007-07-29 18:21:54 +0200}, Journal = {IEEE Pervasive Computing}, Number = {1}, Pages = {46-55}, Title = {Location Privacy in Pervasive Computing}, Volume = {2}, Year = {2002}} @article{Bellotti:2001bh, Abstract = {This essay considers the problem of defining the context that context-aware systems should pay attention to from a human perspective. In particular, we ar- gue that there are human aspects of context that cannot be sensed or even in- ferred by technological means, so context-aware systems cannot be designed simply to act on our behalf. Rather, they will have to be able to defer to users in an efficient and nonobtrusive fashion. Our point is particularly relevant for sys- tems that are constructed such that applications are architecturally isolated from the sensing and inferencing that governs their behavior. We propose a de- sign framework that is intended to guide thinking about accommodating hu- man aspects of context. This framework presents four design principles that support intelligibility of system behavior and accountability of human users and a number of human-salient details of context that must be accounted for in con- text-aware system design. }, Annote = {The paper is a very high-level computer science article about context-awareness and its corollary social issues. It is focused on the problem of defining which context-aware elements might be automatically extracted and shown to the users of interactive systems. In particular, we argue that there are human aspects of context that cannot be sensed or even inferred by technological means, so context-aware systems cannot be designed simply to act on our behalf. Rather, they will have to be able to defer to users in an efficient and nonobtrusive fashion. Why do I blog this? This is really one of the conclusion of my phd research: certain processes (like location awareness) should not always be automated, sometimes deferring it to users can be more important as we saw in Catchbob!. BUT: Further, experience has shown that people are very poor at remembering to update system representations of their own state; even if it is something as static as whether they will allow attempts at connection in general from some person (Bellotti, 1997;Bellotti & Sellen,1993) or, more dynamically, current availability levels (Wax,1996). So we cannot rely on users to continually provide this information explicitly. This might depend on the ACTIVITY, in catchbob people kept updating their positions on the map so that others could be aware of what they were doing because it was relevant for the time being and the cost of doing it was low. Not directly related to my work, the paper also describes two principles for ubiquitouis computing: Intelligibility: Context-aware systems that seek to act upon what they infer about the context must be able to represent to their users what they know, how they know it, and what they are doing about it. Accountability: Context-aware systems must enforce user accountability when, based on their inferences about the social context, they seek to mediate user actions that impact others.}, Author = {V. Bellotti and K. Edwards}, Date-Added = {2007-07-29 18:17:46 +0200}, Date-Modified = {2007-08-21 11:01:43 +0200}, Journal = {Human-Computer Interaction}, Keywords = {context-awareness, intelligibility, accountability}, Number = {2-4}, Pages = {193-212}, Title = {Intelligibility and accountability: human considerations in context-aware systems}, Url = {http://www.cs.bris.ac.uk/Teaching/Resources/COMSM0106/papers/Bellotti-2001.pdf}, Volume = {16}, Year = {2001}, Bdsk-Url-1 = {http://www.cs.bris.ac.uk/Teaching/Resources/COMSM0106/papers/Bellotti-2001.pdf}} @inproceedings{Axup:2005rt, Abstract = {Mobile phones are increasingly being used collaboratively by social networks of users in spite of the fact that they are primarily designed to support single users and one-to-one communication. It is not well understood how services such as group SMS, SMS-based discussion lists and mobile Instant Messaging (IM) will be used by mobile groups in natural settings. Studying specific instances of common styles of in situ, group interaction may provide a way to see behavior patterns and typical interaction problems. We conducted a study of a mobile, group communication probe used during a rendezvousing activity in an urban environment. Usability problems relating to group usage, phone interface design and context were identified. Several major issues included: multitasking during message composition and reading; speed of text entry; excessive demand on visual attention; and ambiguity of intended recipients. We suggest that existing mobile device designs are overly-focused on individual users to the detriment of usability for mobile groups of users. We provide recommendations for the design of future mobile, group interfaces, used in similar situations to those explored here.}, Address = {St. Louis, MO, USA}, Annote = {Axup, Viller and Bidwell studied how people used cell phones and a mobile discussion list (made up of SMS) to coordinate while rendezvousing. The discussion list prototype adequately supported the joint actions they users (group of 39 has to carry out. However, significant few problems arose. Since users had not location awareness tool they had to figure out the approximate location of their partners as well as developing a representation of the are being explored. Since teams did not see each other's location, sometimes they misattributed delays and formed inaccurate models of behavior/location. The authors found that the SMS discussion list they proposed is insufficient for rendezvousing for different reasons. One the one hand, the usability of the cell phone makes it difficult to see both messages being composed and incoming messages simultaneously. On the other hand, the lack of a map view and location awareness is also detrimental to the task. }, Author = {J. Axup and S. Viller and N. Bidwell}, Booktitle = {Proceedings of the Symposium on Collaborative Technologies and Systems - Special Session on Mobile Collaborative Work}, Date-Added = {2007-07-29 18:15:29 +0200}, Date-Modified = {2009-04-28 11:31:44 +0200}, Keywords = {rendezvousing, coordination, mobile phone, location-awareness}, Month = {May 15-20}, Title = {Usability of a Mobile, Group Communication Prototype While Rendezvousing}, Url = {http://www.mobilecommunitydesign.com/research/Axup,Viller,Bidwell-Usability_of_a_Mobile,_Group_Communication_Prototype_While_Rendezvousing-pre-print.pdf}, Year = {2005}, Bdsk-Url-1 = {http://www.mobilecommunitydesign.com/research/Axup,Viller,Bidwell-Usability_of_a_Mobile,_Group_Communication_Prototype_While_Rendezvousing-pre-print.pdf}} @article{Addlesee:1997uq, Author = {M.D. Addlesee and A.H. Jones and F. Livesey and F.S. Samaria}, Date-Added = {2007-07-29 18:12:55 +0200}, Date-Modified = {2007-07-29 18:13:52 +0200}, Journal = {IEEE Personal Communications}, Number = {5}, Pages = {35-51}, Title = {The ORL Active Floor}, Volume = {4}, Year = {1997}} @article{Ackerman:2001fk, Author = {M. Ackerman and T. Darrell and D. J. Weitzner}, Date-Added = {2007-07-29 18:10:21 +0200}, Date-Modified = {2009-04-28 11:56:45 +0200}, Journal = {Human-Computer Interaction}, Keywords = {privacy, context-awareness}, Pages = {167-176}, Title = {Privacy in context}, Volume = {16}, Year = {2001}} @inproceedings{Gruteser:2003ly, Address = {New York, NY, USA}, Author = {Marco Gruteser and Dirk Grunwald}, Booktitle = {MobiSys '03: Proceedings of the 1st international conference on Mobile systems, applications and services}, Date-Added = {2007-07-29 00:33:00 +0200}, Date-Modified = {2007-07-30 18:16:19 +0200}, Doi = {http://doi.acm.org/10.1145/1066116.1189037}, Location = {San Francisco, California}, Pages = {31--42}, Publisher = {ACM Press}, Title = {Anonymous Usage of Location-Based Services Through Spatial and Temporal Cloaking}, Year = {2003}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1066116.1189037}} @inproceedings{Priyantha:2000xw, Author = {Nissanka B. Priyantha and Anit Chakraborty and Hari Balakrishnan}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {MOBICOM}, Date-Added = {2007-07-27 12:26:32 +0200}, Date-Modified = {2007-07-30 18:53:52 +0200}, Ee = {http://doi.acm.org/10.1145/345910.345917}, Pages = {32-43}, Title = {The Cricket location-support system.}, Year = {2000}} @inproceedings{Brown:2003dk, Author = {Barry Brown and Matthew Chalmers}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {ECSCW}, Crossref = {DBLP:conf/ecscw/2003}, Date-Added = {2007-07-27 00:40:10 +0200}, Date-Modified = {2007-07-30 18:22:50 +0200}, Ee = {http://www.ecscw.org/2003/018Brown_ecscw03.pdf}, Pages = {335-354}, Title = {Tourism and Mobile Technology.}, Year = {2003}} @article{Perry:2001vn, Address = {New York, NY, USA}, Author = {Mark Perry and Kenton O'hara and Abigail Sellen and Barry Brown and Richard Harper}, Date-Added = {2007-07-27 00:35:32 +0200}, Date-Modified = {2007-07-30 18:16:19 +0200}, Doi = {http://doi.acm.org/10.1145/504704.504707}, Issn = {1073-0516}, Journal = {ACM Trans. Comput.-Hum. Interact.}, Number = {4}, Pages = {323--347}, Publisher = {ACM Press}, Title = {Dealing with mobility: understanding access anytime, anywhere}, Volume = {8}, Year = {2001}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/504704.504707}} @inproceedings{Tolmie:2002yq, Address = {New York, NY, USA}, Author = {Peter Tolmie and James Pycock and Tim Diggins and Allan MacLean and Alain Karsenty}, Booktitle = {CHI '02: Proceedings of the SIGCHI conference on Human factors in computing systems}, Date-Added = {2007-07-26 21:28:31 +0200}, Date-Modified = {2007-07-30 18:16:19 +0200}, Doi = {http://doi.acm.org/10.1145/503376.503448}, Isbn = {1-58113-453-3}, Keywords = {ethnography}, Location = {Minneapolis, Minnesota, USA}, Pages = {399--406}, Publisher = {ACM Press}, Title = {Unremarkable computing}, Year = {2002}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/503376.503448}} @inproceedings{Crabtree:2006zr, Address = {New York, NY, USA}, Author = {Andy Crabtree and Steve Benford and Chris Greenhalgh and Paul Tennent and Matthew Chalmers and Barry Brown}, Booktitle = {DIS '06: Proceedings of the 6th ACM conference on Designing Interactive systems}, Date-Added = {2007-07-26 21:22:19 +0200}, Date-Modified = {2007-07-30 18:16:19 +0200}, Doi = {http://doi.acm.org/10.1145/1142405.1142417}, Isbn = {1-59593-367-0}, Location = {University Park, PA, USA}, Pages = {60--69}, Publisher = {ACM Press}, Title = {Supporting ethnographic studies of ubiquitous computing in the wild}, Year = {2006}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1142405.1142417}} @inproceedings{Bahl:2000vn, Author = {Paramvir Bahl and Venkata N. Padmanabhan}, Booktitle = {{INFOCOM} (2)}, Date-Added = {2007-07-26 19:30:08 +0200}, Date-Modified = {2007-08-21 10:58:50 +0200}, Pages = {775-784}, Title = {{RADAR}: An In-Building {RF}-Based User Location and Tracking System}, Url = {citeseer.ist.psu.edu/bahl00radar.html}, Year = {2000}, Bdsk-Url-1 = {citeseer.ist.psu.edu/bahl00radar.html}} @inproceedings{Patel:2006os, Author = {Shwetak N. Patel and Khai N. Truong and Gregory D. Abowd}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Ubicomp}, Crossref = {DBLP:conf/huc/2006}, Date-Added = {2007-07-26 19:13:55 +0200}, Date-Modified = {2007-07-30 18:50:20 +0200}, Ee = {http://dx.doi.org/10.1007/11853565_26}, Pages = {441-458}, Title = {PowerLine Positioning: A Practical Sub-Room-Level Indoor Location System for Domestic Use.}, Year = {2006}} @inproceedings{Rungsarityotin:2000xq, Author = {Wasinee Rungsarityotin and Thad Starner}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {ISWC}, Date-Added = {2007-07-26 19:04:59 +0200}, Date-Modified = {2007-07-30 18:55:56 +0200}, Ee = {http://computer.org/proceedings/iswc/0795/07950061abs.htm}, Pages = {61-68}, Title = {Finding Location Using Omnidirectional Video on a Wearable Computing Platform.}, Year = {2000}} @techreport{hightower2000indoor, Address = {Seattle, WA}, Author = {Jeffrey Hightower and Roy Want and Gaetano Borriello}, Date-Added = {2007-07-26 18:44:23 +0200}, Date-Modified = {2007-07-26 18:44:23 +0200}, Institution = {University of Washington, Department of Computer Science and Engineering}, Month = {February}, Number = {00-02-02}, Title = {{SpotON}: An Indoor 3D Location Sensing Technology Based on {RF} Signal Strength}, Type = {UW CSE}, Year = {2000}} @article{Want:1992pb, Author = {Roy Want and Andy Hopper and Veronica Falcao and Jonathan Gibbons}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2007-07-26 18:40:32 +0200}, Date-Modified = {2007-07-30 18:16:41 +0200}, Ee = {http://doi.acm.org/10.1145/128756.128759}, Journal = {ACM Trans. Inf. Syst.}, Number = {1}, Pages = {91-102}, Title = {The Active Badge Location System.}, Volume = {10}, Year = {1992}} @inproceedings{Brown:2004wd, Author = {Ross Brown}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {GRAPHITE}, Crossref = {DBLP:conf/graphite/2004}, Date-Added = {2007-07-25 21:50:59 +0200}, Date-Modified = {2007-07-30 18:16:41 +0200}, Ee = {http://doi.acm.org/10.1145/988834.988849}, Pages = {84-89}, Title = {Animated visual vibrations as an uncertainty visualisation technique.}, Year = {2004}} @inproceedings{Fiege:2003fk, Author = {Ludger Fiege and Andreas Zeidler and Felix C. G{\"a}rtner and Sidath B. Handurukande}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Middleware Workshops}, Crossref = {DBLP:conf/middleware/2003w}, Date-Added = {2007-07-25 21:44:36 +0200}, Date-Modified = {2007-10-07 16:20:46 +0200}, Pages = {60-67}, Title = {Dealing with Uncertainty in Mobile Publish/Subscribe Middleware.}, Year = {2003}} @inproceedings{Nigel-Davies:2006hc, Author = {Ricardo Morla and Nigel Davies}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {PerCom Workshops}, Crossref = {DBLP:conf/percom/2006w}, Date-Added = {2007-07-24 20:18:37 +0200}, Date-Modified = {2007-07-30 18:16:41 +0200}, Ee = {http://doi.ieeecomputersociety.org/10.1109/PERCOMW.2006.6}, Pages = {632-635}, Title = {A Framework for Describing Interference in Ubiquitous Computing Environments.}, Year = {2006}} @book{:2004fk, Date-Added = {2007-07-22 20:53:46 +0200}, Date-Modified = {2007-08-21 10:33:17 +0200}, Editor = {Jochen Schiller and Agnes Voisard}, Publisher = {Elsevier Science & Technology}, Series = {The Morgan Kaufmann Series in Data Management Systems}, Title = {Location-Based Services}, Year = {2004}} @inproceedings{Dourish:2006lq, Author = {Paul Dourish}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {CSCW}, Crossref = {DBLP:conf/cscw/2006}, Date-Added = {2007-07-10 00:22:38 +0200}, Date-Modified = {2007-07-30 18:16:41 +0200}, Ee = {http://doi.acm.org/10.1145/1180875.1180921}, Pages = {299-308}, Title = {Re-space-ing place: "place" and "space" ten years on.}, Year = {2006}} @inproceedings{Pramudiono:2002mz, Author = {Iko Pramudiono and Takahiko Shintani and Katsumi Takahashi and Masaru Kitsuregawa}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Mobile Data Management}, Crossref = {DBLP:conf/mdm/2002}, Date-Added = {2007-07-09 11:49:44 +0200}, Date-Modified = {2007-08-21 11:00:16 +0200}, Ee = {http://computer.org/proceedings/mdm/1500/15000139abs.htm}, Pages = {139-145}, Title = {User Behavior Analysis of Location Aware Search Engine.}, Year = {2002}} @article{Harle:2006ve, Author = {Harle, R. K. and Hopper, A.}, Citeulike-Article-Id = {974550}, Date-Added = {2007-07-09 11:24:14 +0200}, Date-Modified = {2009-04-28 11:28:38 +0200}, Doi = {10.1007/s00779-006-0103-6}, Journal = {Personal and Ubiquitous Computing}, Keywords = {automation, Location-awareness}, Priority = {4}, Title = {Towards autonomous updating of world models in location-aware spaces}, Url = {http://dx.doi.org/10.1007/s00779-006-0103-6}, Year = {2006}, Bdsk-Url-1 = {http://dx.doi.org/10.1007/s00779-006-0103-6}, Bdsk-Url-2 = {http://dx.doi.org/10.1007/s00779-006-0103-6}} @inproceedings{Bellavista:2005lq, Abstract = {The growing availability of portable devices with relatively wide wireless bandwidth is going to leverage the diffusion of Location Based Services (LBSs), which provide service contents depending on the current position of clients, servers, and involved distributed resources. When a wide public of final users will use LBSs, two primary issues will emerge as crucial: how to guarantee the proper level of user privacy given the need to disclose client location information, to some extent, in order to enable LBSs; and how to effectively manage the exchange of positioning information (and of its variations) notwithstanding the high heterogeneity of connectivity technologies and device hardware/software capabilities. The paper presents the privacy-related extension of our proxy-based mobile agent middleware to support personalized service provisioning to portable devices in Wi-Fi networks. In particular, the presented middleware prototype adopts a two-level proxy-based architecture to provide LBSs with middleware-mediated effective access to location data, which are exposed at the proper level of granularity depending on privacy/efficiency requirements dynamically negotiated between clients and LBSs.}, Address = {Siena, Italy}, Author = {Paolo Bellavista and Antonio Corradi and Carlo Giannelli}, Booktitle = {ISWCS 2005 Main Symposium}, Date-Added = {2007-07-09 11:20:26 +0200}, Date-Modified = {2007-08-21 11:01:49 +0200}, Days = 5, Month = sep, Title = {Efficiently Managing Location Information with Privacy Requirements in {Wi-Fi} Networks: a Middleware Approach}, Year = 2005} @inproceedings{Mainwaring:2004cr, Author = {Scott D. Mainwaring and Michele F. Chang and Ken Anderson}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Ubicomp}, Crossref = {DBLP:conf/huc/2004}, Date-Added = {2007-07-09 10:57:59 +0200}, Date-Modified = {2007-08-21 11:02:39 +0200}, Ee = {http://springerlink.metapress.com/openurl.asp?genre=article{\&}issn=0302-9743{\&}volume=3205{\&}spage=418}, Pages = {418-432}, Title = {Infrastructures and Their Discontents: Implications for Ubicomp.}, Year = {2004}} @article{Dourish:2006ul, Author = {Dourish, Paul and Bell, Genevieve}, Citeulike-Article-Id = {1181504}, Date-Added = {2007-07-09 10:53:02 +0200}, Date-Modified = {2009-04-28 11:52:50 +0200}, Journal = {Environment and Planning B}, Keywords = {infrastructure, space}, Priority = {2}, Title = {The infrastructure of experience and the experience of infrastructure: meaning and structure in everyday encounters with space}, Url = {http://www.envplan.com/abstract.cgi?id=b32035t}, Year = {2006}, Bdsk-Url-1 = {http://www.envplan.com/abstract.cgi?id=b32035t}} @article{Gutwin:2002ec, Author = {Carl Gutwin and Saul Greenberg}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2007-07-09 10:39:00 +0200}, Date-Modified = {2007-07-30 18:35:07 +0200}, Journal = {Computer Supported Cooperative Work}, Number = {3-4}, Pages = {411-446}, Title = {A Descriptive Framework of Workspace Awareness for Real-Time Groupware.}, Volume = {11}, Year = {2002}} @article{Ellingsen:2006gf, Address = {Norwell, MA, USA}, Author = {Gunnar Ellingsen and Eric Monteiro}, Date-Added = {2007-07-09 10:30:38 +0200}, Date-Modified = {2007-07-30 18:16:19 +0200}, Doi = {http://dx.doi.org/10.1007/s10606-006-9033-0}, Issn = {0925-9724}, Journal = {Comput. Supported Coop. Work}, Number = {5-6}, Pages = {443--466}, Publisher = {Kluwer Academic Publishers}, Title = {Seamless Integration: Standardisation across Multiple Local Settings}, Volume = {15}, Year = {2006}, Bdsk-Url-1 = {http://dx.doi.org/10.1007/s10606-006-9033-0}} @article{Vogiazou:2007pt, Author = {Yanna Vogiazou and Bas Raijmakers and Erik Geelhoed and Josephine Reid and Marc Eisenstadt}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2007-07-09 00:51:16 +0200}, Date-Modified = {2007-07-30 18:59:03 +0200}, Ee = {http://dx.doi.org/10.1007/s00779-006-0068-5}, Journal = {Personal and Ubiquitous Computing}, Number = {1}, Pages = {45-58}, Title = {Design for emergence: experiments with a mixed reality urban playground game.}, Volume = {11}, Year = {2007}} @inproceedings{Rudman:2005fj, Abstract = {Mobile computing has the potential to allow both experts and the public to collect and understand environmental data such as pollutants in urban areas. We describe an experimental system---eGS---that allows users to explore a city area while collaboratively visualising a common atmospheric pollutant--- carbon monoxide---in real- time. Users carry a networked tablet PC. Using GPS and an attached sensor, a map shows pollutant values as a colourcoded trail as the user moves around the city. Users may take photographs of pollution-significant situations that are referenced against their current map location. Pollutant readings and photographs appear on all users' maps as shared information for potential collaboration. We report on lessons learned and design issues arising from the implementation and us of this research prototype. In particular, we question some assumptions regarding the use of map-based representations with transient environmental information. }, Author = {P. Rudman and S. North and M. Chalmers}, Booktitle = {Proc. UK-UbiNet workshop on eScience and ubicomp}, Date-Added = {2007-07-09 00:32:46 +0200}, Date-Modified = {2008-02-17 22:05:18 +0100}, Keywords = {sensors, environmental science, ubicomp, urban computing}, Title = {Mobile Pollution Mapping in the City}, Year = {2005}} @inproceedings{Yoo:2006mz, Address = {Darlinghurst, Australia, Australia}, Author = {Hee Yong Yoo and Suh Hyun Cheon}, Booktitle = {APVis '06: Proceedings of the 2006 Asia-Pacific Symposium on Information Visualisation}, Date-Added = {2007-07-08 23:04:34 +0200}, Date-Modified = {2009-04-28 12:02:05 +0200}, Isbn = {1-920682-41-4}, Keywords = {information visualization, mobile phone}, Location = {Tokyo, Japan}, Pages = {143--146}, Publisher = {Australian Computer Society, Inc.}, Title = {Visualization by information type on mobile device}, Year = {2006}} @article{Chittaro:2006fr, Address = {Los Alamitos, CA, USA}, Author = {Luca Chittaro}, Date-Added = {2007-07-08 23:01:54 +0200}, Date-Modified = {2007-07-30 18:16:19 +0200}, Doi = {http://dx.doi.org/10.1109/MC.2006.109}, Issn = {0018-9162}, Journal = {Computer}, Number = {3}, Pages = {40--45}, Publisher = {IEEE Computer Society Press}, Title = {Visualizing Information on Mobile Devices}, Volume = {39}, Year = {2006}, Bdsk-Url-1 = {http://dx.doi.org/10.1109/MC.2006.109}} @inproceedings{Guoray-Cai-and-Michael-D.-McNeese-and-Rajeev-Sharma-and-Sven-Fuhrmann:2006rr, Author = {Alan M. MacEachren and Guoray Cai and Michael D. McNeese and Rajeev Sharma and Sven Fuhrmann}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {DG.O}, Crossref = {DBLP:conf/dgo/2006}, Date-Added = {2007-07-08 21:51:47 +0200}, Date-Modified = {2007-07-30 18:16:41 +0200}, Ee = {http://doi.acm.org/10.1145/1146598.1146624}, Pages = {71-72}, Title = {GeoCollaborative crisis management: designing technologies to meet real-world needs.}, Year = {2006}} @article{Satyanarayanan:2005ys, Address = {Piscataway, NJ, USA}, Author = {M. Satyanarayanan}, Date-Added = {2007-07-08 21:38:08 +0200}, Date-Modified = {2007-07-30 18:16:19 +0200}, Doi = {http://dx.doi.org/10.1109/MPRV.2005.61}, Issn = {1536-1268}, Journal = {IEEE Pervasive Computing}, Number = {3}, Pages = {4--6}, Publisher = {IEEE Educational Activities Department}, Title = {Metrics and Benchmarks for Pervasive Computing}, Volume = {4}, Year = {2005}, Bdsk-Url-1 = {http://dx.doi.org/10.1109/MPRV.2005.61}} @article{Morla:2004rt, Address = {Piscataway, NJ, USA}, Author = {Ricardo Morla and Nigel Davies}, Date-Added = {2007-07-08 21:35:28 +0200}, Date-Modified = {2007-07-30 18:16:19 +0200}, Doi = {http://dx.doi.org/10.1109/MPRV.2004.1321028}, Issn = {1536-1268}, Journal = {IEEE Pervasive Computing}, Number = {3}, Pages = {48--56}, Publisher = {IEEE Educational Activities Department}, Title = {Evaluating a Location-Based Application: A Hybrid Test and Simulation Environment}, Volume = {3}, Year = {2004}, Bdsk-Url-1 = {http://dx.doi.org/10.1109/MPRV.2004.1321028}} @article{Schilit:1994gf, Author = {Bill Schilit and M. Theimer}, Date-Added = {2007-07-08 20:48:52 +0200}, Date-Modified = {2007-08-21 11:00:30 +0200}, Journal = {IEEE Network}, Number = {5}, Pages = {22--32}, Title = {Disseminating Active Map Information to Mobile Hosts}, Url = {citeseer.ist.psu.edu/schilit94disseminating.html}, Volume = {8}, Year = {1994}, Bdsk-Url-1 = {citeseer.ist.psu.edu/schilit94disseminating.html}} @inproceedings{Chen:2006dq, Author = {Mike Chen and Dirk Haehnel and Jeffrey Hightower and Timothy Sohn and Anthony LaMarca and Ian Smith and Dmitri Chmelev and Jeff Hughes and Fred Potter}, Booktitle = {Proceedings of the Eighth International Conference on Ubiquitous Computing (Ubicomp 2006)}, Date-Added = {2007-07-08 20:12:43 +0200}, Date-Modified = {2007-08-21 11:02:02 +0200}, Month = {September}, Pages = {225-242}, Publisher = {Springer-Verlag}, Series = {Lecture Notes in Computer Science}, Title = {Practical Metropolitan-scale Positioning for GSM Phones}, Year = {2006}} @article{hightower2006lessons, Author = {Jeffrey Hightower and Anthony LaMarca and Ian Smith}, Date-Added = {2007-07-08 20:05:20 +0200}, Date-Modified = {2007-07-08 20:05:20 +0200}, Journal = {IEEE Pervasive Computing}, Month = {July-September}, Number = {3}, Pages = {32-39}, Publisher = {IEEE Computer Society Press}, Title = {Practical Lessons from Place Lab}, Volume = {5}, Year = {2006}} @inproceedings{Varshavsky:2006wd, Author = {Alex Varshavsky and Mike Chen and Eyal de~Lara and Jon Froehlich and Dirk Haehnel and Jeffrey Hightower and Anthony LaMarca and Fred Potter and Timothy Sohn and Karen Tang and Ian Smith}, Booktitle = {Proceedings of the 7th IEEE Workshop on Mobile Computing Systems \& Applications (HotMobile 2006)}, Date-Added = {2007-07-08 20:02:38 +0200}, Date-Modified = {2007-08-21 11:03:05 +0200}, Month = {April}, Publisher = {IEEE Computer Society Press}, Title = {Are GSM Phones THE Solution for Localization?}, Year = {2006}} @inproceedings{Graumann:2003th, Author = {David Graumann and Jeffrey Hightower and Walter Lara and Gaetano Borriello}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {WMCSA}, Crossref = {DBLP:conf/wmcsa/2003}, Date-Added = {2007-07-08 19:59:05 +0200}, Date-Modified = {2007-07-30 18:16:41 +0200}, Ee = {http://csdl.computer.org/comp/proceedings/wmcsa/2003/1995/00/19950122abs.htm}, Pages = {122-128}, Title = {Real-world Implementation of the Location Stack: The Universal Location Framework.}, Year = {2003}} @inproceedings{Sohn:2006fr, Author = {Timothy Sohn and Alex Varshavsky and Anthony LaMarca and Mike Y. Chen and Tanzeem Choudhury and Ian Smith and Sunny Consolvo and Jeffrey Hightower and William G. Griswold and Eyal de Lara}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Ubicomp}, Crossref = {DBLP:conf/huc/2006}, Date-Added = {2007-06-05 15:31:48 +0200}, Date-Modified = {2007-08-21 10:59:39 +0200}, Ee = {http://dx.doi.org/10.1007/11853565_13}, Pages = {212-224}, Title = {Mobility Detection Using Everyday GSM Traces.}, Year = {2006}} @inproceedings{Girardin:2007, Author = {Fabien Girardin}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {CHI Extended Abstracts}, Crossref = {DBLP:conf/chi/2007a}, Date-Added = {2007-05-05 10:19:32 +0200}, Date-Modified = {2007-05-05 10:20:57 +0200}, Editor = {Mary Beth Rosson and David J. Gilmore}, Ee = {http://doi.acm.org/10.1145/1240866.1240875}, Pages = {1653-1656}, Publisher = {ACM}, Title = {Bridging the social-technical gap in location-aware computing.}, Year = {2007}} @article{Konomi:2006, Abstract = {Abstract Ubiquitous computing technologies are slowly finding their way into commercial information systems, which are often constructed at considerably larger scale compared to what is possible in research demonstrators. Furthermore, lengthy and costly preparation or upgrade of existing infrastructures, training of employees and users in the new ways of working, controlled introduction of new functionality, features and services to manage risk, unexpected behaviors due to the wider variety of possible real-world situations, incremental approach to systems development so as to better identify successful aspects, regard for the economics of systems as a core requirement, and selection of open or closed systems are all issues that are mostly outside the scope of current ubiquitous computing research but play a critical role in industrial deployments. In this paper we review two case studies of fully operational Radio Frequency Identification-based systems: the Oyster card ticketing system used at the London Underground in the UK, and retail applications deployed at the Mitsukoshi departmental stores in Tokyo, Japan. We examine each case in terms of technologies, user interactions, and their business and organizational context and make several observations in each case. We conclude by drawing general lessons related to ubiquitous computing in the real world and identify challenges for future ubiquitous computing research.}, Annote = {http://www.girardin.org/fabien/blog/2007/04/11/ubiquitous-computing-in-the-real-world-lessons-learnt-from-large-scale-rfid-deployments/ Konomi, S., and Roussos, G. Ubiquitous computing in the real world: lessons learnt from large scale rfid deployments. Personal and Ubiquitous Computing (2006). This article takes part of the train of thoughts on the inherent antagonisms of ubiquitous computing reality and the seamless calm computing vision advocated by some academic research. It does so by examining two fully operational Radio Frequency Identification-based systems: the Oyster card ticketing system used at the London Underground in the UK, and retail applications deployed at the Mitsukoshi departmental stores in Tokyo, Japan. Each case study is analyzed through the terms of technologies, user interactions, and their business and organizational context. As a result, the authors highlight that the real world has concerns that are rarely dealt with in research. Ubiquitous computing in the real world has concerns that are rarely dealt with in research. Lengthy and costly preparation or upgrade of existing infrastructures; training of employees and users in the new ways of working; controlled introduction of new functionality; features and services to manage risk; unexpected behaviors due to the wider variety of possible real world situations; incremental approach to systems development so as to better identify successful aspects; regard for the economics of systems as a core requirement; and selection of open or closed systems, are all issues that are mostly outside the scope of current ubiquitous computing research, but seem to play a critical role in both case studies we consider here. As a consequence, so far, the ubicomp of the present is made of isolated islands of functionality rather than a seamlessly connect whole. That brings the authors to define the challenges for ubicomp research around taking into consideration of the constraints of the real world but also in bringing a more user-oriented approach to research practices: Therein lies the challenge for ubiquitous computing research: how not only to learn about the concerns of those developing systems in the real world but more importantly, how to translate principles, guidelines and models discovered in the context of research into useful tools for building ubiquitous computing systems in the real world. Bringing the two communities closer together and communicating lessons learnt in ubiquitous computing research so as to inform practical system design and development can have profound implications for the success or the failure of the ubiquitous computing vision. Relation to my thesis: My research on spatial uncertainty revolves around the gap between practice and the state of the art in research. (That is in other words understanding both the concerns of the real world and the expectations of the users to build useful location aware application). This gap is well described by papers such as this one. I also ground my approach on the critique of researchers and technologies that absolve themselves for responsibilities for the present. }, Author = {Shin'ichi Konomi and George Roussos}, Date-Added = {2007-04-11 20:08:27 +0200}, Date-Modified = {2007-04-11 21:23:46 +0200}, Journal = {Personal and Ubiquitous Computing}, Keywords = {vision, case studies}, Local-Url = {file://localhost/Users/fabien/Documents/papers/ubicomp_real_world.pdf}, M3 = {10.1007/s00779-006-0116-1}, Title = {Ubiquitous computing in the real world: lessons learnt from large scale RFID deployments}, Ty = {JOUR}, Url = {http://dx.doi.org/10.1007/s00779-006-0116-1}, Year = {2006}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECAuLi9wYXBlcnMvdWJpY29tcF9yZWFsX3dvcmxkLnBkZtIbDxwdV05TLmRhdGFPEQGqAAAAAAGqAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYWdWJpY29tcF9yZWFsX3dvcmxkLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeYPcIIY5EAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMIIVYEAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAQU1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczp1Ymljb21wX3JlYWxfd29ybGQucGRmAAAOAC4AFgB1AGIAaQBjAG8AbQBwAF8AcgBlAGEAbABfAHcAbwByAGwAZAAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIANFVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL3ViaWNvbXBfcmVhbF93b3JsZC5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAzQDSANoCiAKKAo8CmAKjAqcCtQK8AsUCygLNAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAto=}, Bdsk-Url-1 = {http://dx.doi.org/10.1007/s00779-006-0116-1}} @article{Eagle:2006, Address = {London, UK}, Author = {Nathan Eagle and Alex (Sandy) Pentland}, Date-Added = {2007-04-01 19:28:58 +0200}, Date-Modified = {2007-04-01 19:29:14 +0200}, Doi = {http://dx.doi.org/10.1007/s00779-005-0046-3}, Issn = {1617-4909}, Journal = {Personal Ubiquitous Comput.}, Number = {4}, Pages = {255--268}, Publisher = {Springer-Verlag}, Title = {Reality mining: sensing complex social systems}, Volume = {10}, Year = {2006}, Bdsk-Url-1 = {http://dx.doi.org/10.1007/s00779-005-0046-3}} @article{Ratti:2006, Abstract = {The technology for determining the geographic location of cell phones and other hand-held devices is becoming increasingly available. It is opening the way to a wide range of applications, collectively referred to as Location Based Services (LBS), that are primarily aimed at individual users. However, if deployed to retrieve aggregated data in cities, LBS could become a powerful tool for urban analysis. This paper aims to review and introduce the potential of this technology to the urban planning community. In addition, it presents the `Mobile Landscapes' project: an application in the metropolitan area of Milan, Italy, based on the geographical mapping of cell phone usage at different times of the day. The results enable a graphic representation of the intensity of urban activities and their evolution through space and time. Finally, a number of future applications are discussed and their potential for urban studies and planning is assessed.}, Annote = {http://www.girardin.org/fabien/blog/2007/03/31/mobile-landscapes-using-location-data-from-cell-phones-for-urban-analysis/ Ratti C, Pulselli R M, Williams S, Frenchman D, 2006, ``Mobile Landscapes: using location data from cell phones for urban analysis'' Environment and Planning B: Planning and Design 33(5) 727 -- 748 In this seminal paper, Carlo Ratti defines the research in the application of Location-Based Services to urban studies. At first he summarizes the state of the art in location determination techniques and their implication related to privacy. Then, he presents the potential from the results of case study in the metropolitan area of Milan, Italy. In Milan, Ratti explored the way GSM traces can contribute to urban understanding. In a 16 days temporal framework, some patterns could be extracted such as those happening with day/night and working/weekend periodicity. The information gleaned from a urban studies perspectives mainly rely on geovisualizations (e.g. showing the intensity of traffic at a given position in space with thermorgraphy maps). One use could be to infer the ``character'' of a neighborhood. For example, neighborhoods with high evening and early morning cellphone traffic are likely to have a stronger residential character. An interesting aspect to see the variation in time above maps would be to estimate the flows in and out of the city, such as patterns of daily communities, weekday versus weekend activities, holiday movements. Ratti Cell Activity I could plot something similar with the accuracy used over the time of the day for a specific neighborhood. Ep Misc B32047 B3204711 Maps showing areas with different cell phone call density in the metropolitan region of Milan. Data between 4 and 8pm. Relation to my thesis: Ratti mentions that ``the pervasive deployment of new technologies is transorming urban patterns, making the more complex and fluid. Greater mobility and freedom are changing the way living and using public and private spaces``. Similarly there is a growing number of data to understand this transformation. Part of my current experiment joins this effort on the use of new technologies to describe cities. That is, how can explicitly geotagged information contribute to urban understanding. I believe it can highlight a number of interesting patterns for tourists and citizens to view a city, such as those happening with day/night and working/weekend periodicity. This type of investigation based on spatio-temporal traces of people and crowds relate to the work of Raper and Mountain, and Nathan Eagle, as well as for years in Transportation Research. }, Author = {C. Ratti and R. M. Pulselli and S. Williams and D. Frenchman}, Date-Added = {2007-03-31 16:32:31 +0200}, Date-Modified = {2007-03-31 16:39:07 +0200}, Journal = {Environment and Planning B: Planning and Design}, Keywords = {information visualization}, Local-Url = {file://localhost/Users/fabien/Documents/papers/RattiPulselliWilliamsFrenchman2005E&PB.pdf}, Number = {5}, Pages = {727 -- 748}, Title = {Mobile Landscapes: Using Location Data From Cell-phones for Urban Analysis}, Url = {http://senseable.mit.edu/papers/pdf/RattiPulselliWilliamsFrenchman2005E&PB.pdf}, Volume = {33}, Year = {2006}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEDQuLi9wYXBlcnMvUmF0dGlQdWxzZWxsaVdpbGxpYW1zRnJlbmNobWFuMjAwNUUmUEIucGRm0hsPHB1XTlMuZGF0YU8RAe4AAAAAAe4AAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1h9SYXR0aVB1bHNlbGxpV2lsbGlhbXMjNzk4MDQucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5gEwjBIRVBERiBDQVJPAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwjAsJQAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgBKTWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOlJhdHRpUHVsc2VsbGlXaWxsaWFtcyM3OTgwNC5wZGYADgBWACoAUgBhAHQAdABpAFAAdQBsAHMAZQBsAGwAaQBXAGkAbABsAGkAYQBtAHMARgByAGUAbgBjAGgAbQBhAG4AMgAwADAANQBFACYAUABCAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgBIVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvUmF0dGlQdWxzZWxsaVdpbGxpYW1zRnJlbmNobWFuMjAwNUUmUEIucGRmABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAOEA5gDuAuAC4gLnAvAC+wL/Aw0DFAMdAyIDJQAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAMy}, Bdsk-Url-1 = {http://senseable.mit.edu/papers/pdf/RattiPulselliWilliamsFrenchman2005E&PB.pdf}} @inproceedings{Mountain:2001, Abstract = {As phones become "location-aware" over the coming years there is an opportunity to not only ascertain a user's physical location when they make a query, but to store and analyse a history of previous locations. Given user approval, analysis of the spatio-temporal characteristics of the user's current and recent movement can help improve the response to information requests. The EU funded Hypergeo project (www.hypergeo.org) is developing a prototype tourist information system to provide individuals with personalised, location dependent information on the move via handheld computers and connections to the mobile network. As part of this project the GI Science Group at City University have developed a prototype device that can send a user's location over the GSM network and have accumulated large archives of spatio-temporal data for several individuals. These archives are now being analysed in an attempt to produce automated approaches to summarising individual position histories. This will help to derive higher level information from the spatio-temporal data such as enclosing rectangles of typical movement and estimates of current transportation mode.}, Annote = {http://www.girardin.org/fabien/blog/2007/03/31/modelling-human-spatio-temporal-behaviour-a-challenge-for-location-based-services/ Mountain, D., Raper, J.F., 2001. Modelling human spatio-temporal behaviour: a challenge for location-based services. In: Proc. of the 6th Internat. Conference on GeoComputation. University of Queensland, Brisbane, Australia, 24-26 September 2001. With the proliferation of location-aware devices large amount of individuals spatial and temporal record of where they have been and when they were there can be stored. This paper describes an number of algorithms for tailoring and analyze accumulated archives of spatio-temporal data generated by location-aware applications. The aim of this work is to produce automated approaches to summarize individual position histories. This helps to derive high level human behaviror from spatio-temporal data such as enclosing rectangles of typical movement and estimates of transportation mode. Scientist researching the physics of space and time pioneered in the modelling of phenomena against a spatio-temportal framework. Minkowski for example visualised space and time as a light cone defining a boundary between past and future accessible locations. Minkowski Cone-1 ``All movement must be contained within this region in space-time since nothing can travel faster than the speed of light''. (Rapper 2000) . Torsten H{\"a}gerstrand inspired from Minkowski to theorize ``Time Geography``. In this framework, a individual movement can be described as a space-time path whose gradient represents velocity across the 2-dimensional surface. A vertical line represents no movement and increasingly horizontally sloped lines show faster velocities. Location Trend Extractor Spatial and temporal views Summarizing spatio-temporal behaviors starts with breaking down the large history of points into discreet temporal sections, each section representing an episode. The key to define episode is finding breakpoints in the data. The main indicators of breackpoints are: Temporal/spatial jumps, rapid changes in direction/speed, spatial envelopes, temporal envelopes, map display envelopes. The latest being extremely related to my interest in ways to understand and deliver the granularity of location information: An application of an envelope is holding the bounding coordinates for map display for the real time delivery of an orientation map for a mobile user. The map scale needs to be context sensitive and this can be achieved by assessing the user's speed and direction. A user travelling at very slow speed, possibly associated with `on foot' or `low speed motor' transport behaviour, will require a high resolution map, displaying minor roads and pedestrian routes, centred on their current location. A user travelling at high speed will require a coarser resolution map, centred ahead of their current location; either a direct extrapolation from their current direction or a more complex algorithm based on the transportation network. Relation to my thesis: People are consumer of time and space. A goal of my current experiment is to develop a new data models and forms of analysis to find spatial and temporal trends and patterns based on explicit, user-generated traces (in contrast to GPS or GSM traces). Understanding how people and crowds explicitly consume space could lead to the emergence of types of granularity of location information, as described in this paper by ``map display envelopes''. }, Author = {D. Mountain and J.F. Raper}, Booktitle = {6th International Conference on GeoComputation}, Date-Added = {2007-03-31 14:57:43 +0200}, Date-Modified = {2008-06-23 18:27:02 +0200}, Keywords = {transportation}, Local-Url = {file://localhost/Users/fabien/Documents/papers/mountain.pdf}, Month = {September}, Organization = {University of Queensland, Brisbane, Australia}, Publisher = {GeoComputation CD-ROM}, Title = {Modelling human spatio-temporal behaviour: a challenge for location-based services}, Year = {2001}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBYuLi9wYXBlcnMvbW91bnRhaW4ucGRm0hsPHB1XTlMuZGF0YU8RAYIAAAAAAYIAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1gxtb3VudGFpbi5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5fcwil3IgAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwilpEgAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA3TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOm1vdW50YWluLnBkZgAADgAaAAwAbQBvAHUAbgB0AGEAaQBuAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgAqVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvbW91bnRhaW4ucGRmABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMMAyADQAlYCWAJdAmYCcQJ1AoMCigKTApgCmwAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAKo}} @inproceedings{Sebrechts:1999, Abstract = {Although there have been many prototypes of visualization in support of information retrieval, there has been little systematic evaluation that distinguishes the benefits of the visualization per se from that of various accompanying features. The current study focuses on such an evaluation of NIRVE, a tool that supports visualization of search results. Insofar as possible, functionally equivalent 3D, 2D, and text versions of NIRVE were implemented. Nine novices and six professional users completed a series of information-seeking tasks on a set of retrieved documents. There were high interface costs for the 3D visualization, although those costs decreased substantially with experience. Performance was best when the tool's properties matched task demands; only under the right combination of task, user, and interface did 3D visualization result in performance comparable to functionally matched 2D and textual tools.}, Annote = {Sebrechts, M. M., Cugini, J., Laskowski, S. J., Vasilakis, J., and Miller, M. S. Visualization of search results: A comparative evaluation of text, 2d, and 3d interfaces. In SIGIR (1999), pp. 3--10. This paper reports on a controlled comparison of text, 2D, and 3D approaches to a set of fairly typical information seeking tasks on a small collection of 100 top ranked documents. The results of this study suggest that reduction of the user mental workload is dependent upon an appropriate mapping among the interface, the task, and the user. For example, there were high interface costs for the 3D visualization, although those costs decreased substantially with experience. In terms of performance, only under the right combination of task, user, and interface did 3D visualization result in performance comparable to functionally matched 2D and textual tools. Relation to my thesis: I investigate ways to visualizing location information and try to understand the relevance of the emergence of 3D representations of the urban space (Google Earth Berlin, Barcelona 3D). We know how to build 3D model and we now have tools to deliver them, but then what...? Visualization techniques derives in a large part form their ability to reduce mental workload. Is it really the case for 3D visualizations of urban spaces? Therefore, what types of location information are more relevant in text, 2D or 3D. What tasks are better solved? What mental workload is necessary over time? This paper provides some answers in the domain of information search, highlighting the cost of 3D that then decreases substantially with the experience.}, Author = {Marc M. Sebrechts and John Cugini and Sharon J. Laskowski and Joanna Vasilakis and Michael S. Miller}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {SIGIR}, Crossref = {DBLP:conf/sigir/99}, Date-Added = {2007-03-23 13:14:44 +0100}, Date-Modified = {2007-03-23 13:26:52 +0100}, Ee = {db/conf/sigir/SebrechtsCLVM99.html, http://doi.acm.org/10.1145/312624.312634}, Keywords = {information visualization}, Local-Url = {file://localhost/Users/fabien/Documents/papers/sigir-paper-jun99.pdf}, Pages = {3-10}, Title = {Visualization of Search Results: A Comparative Evaluation of Text, 2D, and 3D Interfaces.}, Year = {1999}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEB8uLi9wYXBlcnMvc2lnaXItcGFwZXItanVuOTkucGRm0hsPHB1XTlMuZGF0YU8RAaYAAAAAAaYAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1hVzaWdpci1wYXBlci1qdW45OS5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5gOwimDiwAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwil1ewAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgBATWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOnNpZ2lyLXBhcGVyLWp1bjk5LnBkZgAOACwAFQBzAGkAZwBpAHIALQBwAGEAcABlAHIALQBqAHUAbgA5ADkALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASADNVc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9zaWdpci1wYXBlci1qdW45OS5wZGYAABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMwA0QDZAoMChQKKApMCngKiArACtwLAAsUCyAAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAALV}} @article{Davies:2005, Abstract = {This issue's articles represent some of the best recent advances in applying rapid prototyping to ubiquitous systems development.}, Annote = {http://www.girardin.org/fabien/blog/2007/02/18/rapid-prototyping-for-ubiquitous-computing/ Davies, N., Landay, J., Hudson, S., and Schmidt, A. Guest editors' introduction: Rapid prototyping for ubiquitous computing. Pervasive Computing, IEEE 4, 4 (Oct.-Dec. 2005), 15-- 17. The authors suggest that, as in earlier HCI efforts, the progress in prototyping methods and tools is central overcome the barriers to widespread development and deployment of ubicomp. Rapid prototyping techniques can partially solve the current dilemma of researchers and developers who must concentrate on their specific area to advance technology rather than expend effort on broad system-implementation issues. Low-fidelity prototyping can adapt to the pervasive computing requirements and proves to be an essential means to address the questions about user performance and user acceptance. This paper serves as introduction to Prototypes in the Wild: Lessons from Three Ubicomp Systems. Relation to my thesis: A useful ref for my ``in sitiu'' approach of location-aware system evaluation. Actually, the authors describe it as: Research shows that prototyping and deploying systems for study is important to understanding how systems fit into the user's world and how they can be used effectively. Designing, building, and deploying systems help both researchers and developers better understand a particular application domain's key issues. This issue provides a rich body of experience in issues associated with prototype deployment. }, Author = {N. Davies and J. Landay and S. Hudson and A. Schmidt}, Date-Added = {2007-02-17 22:20:45 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Journal = {Pervasive Computing, IEEE}, Keywords = {human-computer interaction, rapid prototyping, ubicomp}, Local-Url = {file://localhost/Users/fabien/Documents/papers/b4015.pdf}, Month = {Oct.-Dec.}, Number = {4}, Pages = {15- 17}, Title = {Guest Editors' Introduction: Rapid Prototyping for Ubiquitous Computing}, Volume = {4}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBMuLi9wYXBlcnMvYjQwMTUucGRm0hsPHB1XTlMuZGF0YU8RAXYAAAAAAXYAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1gliNDAxNS5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5dSwXkfZQAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwXkRVQAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA0TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOmI0MDE1LnBkZgAOABQACQBiADQAMAAxADUALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASACdVc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9iNDAxNS5wZGYAABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMAAxQDNAkcCSQJOAlcCYgJmAnQCewKEAokCjAAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAKZ}} @inproceedings{Rogers:2006, Abstract = {Abstract. A motivation behind much UbiComp research has been to make our lives convenient, comfortable and informed, following in the footsteps of Weiser's calm computing vision. Three themes that have dominated are context awareness, ambient intelligence and monitoring/tracking. While these avenues of research have been fruitful their accomplishments do not match up to anything like Weiser's world. This paper discusses why this is so and argues that is time for a change of direction in the field. An alternative agenda is outlined that focuses on engaging rather than calming people. Humans are very resourceful at exploiting their environments and extending their capabilities using existing strategies and tools. I describe how pervasive technologies can be added to the mix, outlining three areas of practice where there is much potential for professionals and laypeople alike to combine, adapt and use them in creative and constructive ways.}, Annote = {http://www.girardin.org/fabien/blog/2007/02/06/moving-on-from-weisers-vision-of-calm-computing-engaging-ubicomp-experiences/ Rogers, Y. Moving on from weiser's vision of calm computing: Engaging ubicomp experiences. In Ubicomp (2006), pp. 404--421. This paper urges for an alternative agenda in ubicomp research that shifts from Weiser's calm vision to engaging people (i.e. proactive computing, persuasive computing, engaged living). Yvonne Rogers acknowledges that research in context awareness, ambient intelligence and monitoring/tracking have been somehow fruitful. However they have yet failed to reach Weiser's world. Indeed, there is an enormous gap between the dream of conformable, informed and effortless living and the accomplishment of UbiComp research. In fact, the fundamental stumbling block has been harnessing the huge variability in what people do, their motives for doing it, when they do it and how they do it. While it has been possible to develop a range of simple ubicomp systems that can offer relevant information at opportune moment, it is proving to be much more difficult to build truly smart systems that can understand or accurately model people's behaviors, moods and intentions. This makes it difficult, if not impossible, to try to implement context in any practical sense and from which to make sensible predictions about what someone is feeling, wanting or needing at a given moment. Therefore, ubicomp technologies should be designed not to do things for people but to engage them more actively in what they currently do. Rather than calm living it promotes engaged living, where technology is designed to enable people to do what they want, need or never even considered before by acting in and upon the environment. Examples include extending and supporting personal, cognitive and social processes such as habit-changing, problem solving, creating, analyzing, learning or performing a skill. The author mentions the problems of calm computing in the most prominent ubicomp research themes (i.e. context-aware computing, ambient/ubiquitous intelligence and recording/tracking and monitoring). Context-awareness Key questions in context-aware computing concern what to sense, what form and what kind of information to represent to augment ongoing activities. Many of the sensor technologies, however, have been beset with detection and precision limitations, sometimes resulting in unreliable and inaccurate data. While newer technological developments may enable more accurate data to be detected and collected it. However, people often behave in unpredictable and subtle ways in their day-to-day contexts. Therefore, it is likely that context-aware systems will only ever be successful in highly constrained settings. Ambient and Ubiquitous Intelligence While there have been significant advances in computer vision, speech recognition and gesture-based detection, the reality of multimodal interfaces -- that can predict and deliver with accuracy and sensitivity what is assumed people want or need -- is a long way off. In consequence, when a ubiquitous computing system gets it wrong -- which is likely to be considerably more frequent -- it is likely to be more frustrating and we are likely to be less forgiving. Recording, Tracking and Monitoring Much of the discussion about the human aspects in ubicomp has been primarily about the trade-offs between security and privacy, convenience and privacy, and informedness and privacy. This focus has often been at the expense of other human concerns receiving less airing, such as how recording, tracking and re-representing movements and other information can be used to facilitate social and cognitive processes. Yvonne mentions 2 goals of my research, one being to use ubicomp technologies in the wild, the other to evaluate how to present data and information: In addition, more studies are needed of UbiComp technologies being used in situ or the wild -- to help illuminate how people can construct, appropriate and use them. With respect to interaction design issues, we need to consider how to represent and present data and information that will enable people to more extensively compute, analyze, integrate, inquire and make decisions; how to design appropriate kinds of interfaces and interaction styles for combinations of devices, displays and tools; and how to provide transparent systems that people can understand sufficiently to know how to control and interact with them. Currently, the more engaging approach is beginning to happen through the areas of playful and learning practices, scientific practices and persuasive practices. As already mentioned in Comparing AI's Failures with Ubicomp's Visions, Yvonne Rogers concludes on ``strong'' and ``weak'' UbiComp. Just as `strong' AI failed to achieve its goals -- where it was assumed that ``the computer is not merely a tool in the study of the mind; rather, the appropriately programmed computer really is a mind'', it appears that `strong' UbiComp is suffering from the same fate. And just as `weak' AI2 revived AI's fortunes, so, too, can `weak' UbiComp bring success to the field. Relation to my thesis: I would argue that current ``strong'' UbiComp problems not only lays on modelling people and their activities, but also in the integration ubicomp systems in the real-world (e.g. co-existence of systems, real-world constraints). I enjoy the difference between what is ``relevant'' and what is ``smart'', as I find the word smart or intelligent are widely (over)misused. Finally, the agenda proposed in this article, goes in the direction of my research: in sitiu (out of the lab) studies, investigate the playful approach of ubicomp and how to present relevant information rather than seeking the seamlessness utopia. }, Author = {Yvonne Rogers}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Ubicomp}, Crossref = {DBLP:conf/huc/2006}, Date-Added = {2007-02-06 13:08:19 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Ee = {http://dx.doi.org/10.1007/11853565_24}, Keywords = {ubicomp, vision}, Local-Url = {file://localhost/Users/fabien/Documents/papers/Rogers_Ubicomp06.pdf}, Pages = {404-421}, Title = {Moving on from Weiser's Vision of Calm Computing: Engaging UbiComp Experiences.}, Year = {2006}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEB4uLi9wYXBlcnMvUm9nZXJzX1ViaWNvbXAwNi5wZGbSGw8cHVdOUy5kYXRhTxEBogAAAAABogACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWFFJvZ2Vyc19VYmljb21wMDYucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAfs1bDzjvRUERGIHBydncAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAADDzi3BAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACAD9NYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6Um9nZXJzX1ViaWNvbXAwNi5wZGYAAA4AKgAUAFIAbwBnAGUAcgBzAF8AVQBiAGkAYwBvAG0AcAAwADYALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASADJVc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9Sb2dlcnNfVWJpY29tcDA2LnBkZgATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDLANAA2AJ+AoAChQKOApkCnQKrArICuwLAAsMAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAAC0A==}} @article{Suomela:2004, Abstract = {Location-based data is digital information that has a real-world location. Location-based data can be used for many purposes, such as providing additional information on real-world objects or helping a user in a specific task. Access to such data can be provided in many ways, for example, with augmented reality (AR) systems. AR techniques can help its user in various tasks and the AR data can be presented to the user in various ways, depending on the task at hand. The different visualizations that can be used are heavily dependent on the hardware platform and, thus, all technologies are not suitable for every situation. This paper studies two factors that affect the visualization of location-based data. The two factors are the environment model they use, ranging from three dimensions (3D) to no dimensions (0D) at all; and the viewpoint, whether it is a first-person or a third-person view. As a result, we define a taxonomy for visualizing location-based data, where each model--view (MV) combination is referred to using its MV number. We also present numerous case studies with different MV values.}, Annote = {Suomela, R., and Lehikoinen, J. Taxonomy for visualizing location-based information. Virtual Reality 8, 2 (2004), 71--82. This paper concentrates on analyzing different visualizations for location-based applications. It studies two factors that affect the visualization of location-based data. The two factors are the environment model they use, ranging from three dimensions (3D) to no dimensions (0D) at all; and the viewpoint, whether it is a first-person or a third-person view. The authors suggest a taxonomy featuring model-views (MV) for visualizing location-based data. The environment model is used to denote how many dimensions the application uses in visualizing the environment. If no environment model is used, the user does not gain specific location information of an object, except that the object might be somewhere close by. * 3D environment model: these applications have an accurate 3D model of the environment and they place the location-based data onto its actual location in either the virtual or augmented view * 2D environment model: the locations of the virtual objects are accurately projected onto a plane * 1D environment model: application only shows one aspect of the location-based data * No environment model: the applications present the data to the user but nothing about its location or relation to the user The user's view to the location-based data is one of the two: * First person view: the user views the location-based data from a user-centric view, and the location-based data is spread around him or her * Third person view: the user views both the location-based data and his or her representation The first-person views, MV(x, 1), can help the user in wayfinding and provide additional information on objects. It is easy to show where the next waypoint is or the direction to it, and all visible real-world objects can be digitally augmented with additional information. The third-person views on the other hand can show the user a much wider area in all the directions around the user, as they are not restricted to the user's current viewpoint and orientation. Navigational tasks and views For some tasks, the egocentric views are better, while for other tasks, some other views would be preferred. Navigational tasks with digital maps can be defined as searching tasks (na{\"\i}ve search and primed search), and exploration tasks. A fourth task can be defined as a targeted search. In a targeted search, the target is shown on the map; in primed search, the target is known, but does not appear on the map; in na{\"\i}ve search, there is no a prior knowledge of the position of the target, and the target is not shown on the map; in exploration, no specific target has been set. Alignment An important aspect concerning maps and navigation is alignment; that is, it specifies how the map is oriented with respect to the user and the environment. A map may be reader aligned, in which case the orientation of the map remains constant with regard to the reader's body. An environment-aligned map, on the contrary, is oriented consistently with regard to the environment; in other words, north on the map always corresponds to north in the environment. People difficulties in map reading Even though a 2D map display is a well known visualization technique, it has been found that the most severe problem with using traditional 2D maps is the inability to understand the spatial relationships between the real-world objects, and, therefore, to match the map and terrain model in one's mind (a study shows suggests that up to 64% of the population have difficulties in map reading. Models and location accuracy Not all of the models need similar accuracy for the location. The AR applications need to determine the user's viewpoint very accurately, as they need to know how the real world is aligned to the user. On the other hand, applications that only list the virtual objects do not need to know the location very accurately. Examples from the taxonomy 3D environment model: first person view; MV(3, 1) 3D environment model: third person view; MV(3, 3) 2D environment model: first person view; MV(2, 1) For example, car navigation system 2D environment model: third person view; MV(2, 3) The application only needs to know the user's location; other sensor information is not necessary. Increasing the map scale can compensate for an inaccurate location of the user, but if the user's location is not know accurately, there is no point in showing "You Are Here". Previous studies have shown that a map is easier to use if it is aligned forward up. 1D environment model: third person view; MV(1, 3) Relation to my thesis: The authors mentions the relation between the model and accuracy to position the user's viewpoint. Yet, they suggest that virtual objects do not need to be perfectly located. If the hardware does not have accurate sensors, the third-person views might be more user-friendly. This still has to be studies and proved. Moreover, they mention that "location-based information is, typically, a set of virtual objects in a certain area, and that virtual object have a precise location in the real world". I do not agree about virtual object having a precise location, when one think for example of Flickr geotagged images attached to the an area (i.e. a place) and not a position. Many times, an area does not have clear limits such as walls and people have different perspective of an area. The model lack of the time dimension, since virtual objects are not necessarily fixed. Relevant reference: Aretz AJ (1991) The design of electronic map displays. Hum Factors 33(1):85--101 }, Author = {Riku Suomela and Juha Lehikoinen}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2007-01-19 15:32:06 +0100}, Date-Modified = {2007-01-19 16:54:27 +0100}, Ee = {http://dx.doi.org/10.1007/s10055-004-0139-8}, Journal = {Virtual Reality}, Keywords = {information visualization, location-awareness}, Local-Url = {file://localhost/Users/fabien/Documents/papers/viz_location_based_info.pdf}, Number = {2}, Pages = {71-82}, Title = {Taxonomy for visualizing location-based information.}, Volume = {8}, Year = {2004}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECUuLi9wYXBlcnMvdml6X2xvY2F0aW9uX2Jhc2VkX2luZm8ucGRm0hsPHB1XTlMuZGF0YU8RAb4AAAAAAb4AAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1ht2aXpfbG9jYXRpb25fYmFzZWRfaW5mby5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5hCwaBgsgAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwaBSogAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgBGTWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOnZpel9sb2NhdGlvbl9iYXNlZF9pbmZvLnBkZgAOADgAGwB2AGkAegBfAGwAbwBjAGEAdABpAG8AbgBfAGIAYQBzAGUAZABfAGkAbgBmAG8ALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASADlVc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy92aXpfbG9jYXRpb25fYmFzZWRfaW5mby5wZGYAABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqANIA1wDfAqECowKoArECvALAAs4C1QLeAuMC5gAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAALz}} @article{Borriello:2005, Abstract = {Location-enhanced applications are poised to become the first real-world example of ubiquitous computing [10]. Here, we emphasize the practical aspects of getting location-enhanced applications deployed on existing devices, such as laptops, tablets, PDAs, and cell phones, without the need to purchase additional sensors or install special infrastructure. Our goal is to provide an overview of the practical considerations currently faced, and the research challenges that lie ahead. We ground the article with a summary of initial work on two deployments of location-enhanced computing: multiplayer location-based games and a guide for the Edinburgh Festival.}, Annote = {Borriello, G., Chalmers, M., LaMarca, A., and Nixon, P. Delivering real-world ubiquitous location systems. Commun. ACM 48, 3 (2005), 36--41. This paper emphasize on the practical aspects of getting location-enhanced application deployed on existing devices without installing special infrastructure. It provides an overview of different types of ubiquitous location system. Based on two case studies, the authors reveal some interesting issues in the deployment of location-aware systems such as: Edinburgh is an old city with many narrow streets and high buildings; its latitude of 55$\,^{\circ}$ north---almost as far north as Alaska---accentuates the urban canyon effects that hamper GPS. [...] On average, one or more access points were detected 48% of the time, and Place Lab could provide an accurate location. Two or more access points were detected for only 22% of the time. Indeed, the overall detection rate increased from 48% to 69% when excluding period of time visitors appeared to be indoors. [...] The game designers were surprised, for example, that rain, snow, and leaves on trees strongly affect WiFi and GPS. [...] The transfer of packets to and from access points can show significant asymmetry, and high packet loss can occur despite apparent network access. Even if not standing in opposition to research aimed at improving accuracy and broadening availability, the authors suggest that we should offer pragmatic solutions while we continue to improve, adapt, evaluate the underlying technology of ubiquitous location systems. Relation to my thesis: A reference I can use in a position paper for the workshop on Common Models and Patterns for Pervasive Computing to highlight the issues of deploying a WiFi-based location system such as CatchBob!. Besides the issues and challenges mentioned in this paper, I will add (among others things) the the uniqueness capabilities of pervasive devices.}, Author = {Gaetano Borriello and Matthew Chalmers and Anthony LaMarca and Paddy Nixon}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2007-01-18 23:55:17 +0100}, Date-Modified = {2007-01-19 00:28:13 +0100}, Ee = {http://doi.acm.org/10.1145/1047671.1047701}, Journal = {Commun. ACM}, Keywords = {location techniques, location-awareness}, Local-Url = {file://localhost/Users/fabien/Documents/papers/gb.pdf}, Number = {3}, Pages = {36-41}, Title = {Delivering real-world ubiquitous location systems.}, Volume = {48}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBAuLi9wYXBlcnMvZ2IucGRm0hsPHB1XTlMuZGF0YU8RAWoAAAAAAWoAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1gZnYi5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5d/wdW7oAAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwdWtkAAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgAxTWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOmdiLnBkZgAADgAOAAYAZwBiAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgAkVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvZ2IucGRmABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAL0AwgDKAjgCOgI/AkgCUwJXAmUCbAJ1AnoCfQAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAKK}} @article{Hazas:2004, Abstract = {At the core of invisible computing is context awareness, the concept of sensing and reacting to dynamic environments and activities. Location is a crucial component of context, and much research in the past decade has focused on location-sensing technologies, location-aware application support, and location-based applications. With numerous factors driving deployment of sensing technologies, location-aware computing may soon become a part of everyday life.}, Author = {Mike Hazas and James Scott and John Krumm}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2007-01-18 23:28:35 +0100}, Date-Modified = {2007-01-18 23:32:01 +0100}, Ee = {http://csdl.computer.org/comp/mags/co/2004/02/r2095abs.htm}, Journal = {IEEE Computer}, Keywords = {location-awareness, location techniques}, Local-Url = {file://localhost/Users/fabien/Documents/papers/Hazas04_Location-AwareComputingComesofAge.pdf}, Number = {2}, Pages = {95-97}, Title = {Location-Aware Computing Comes of Age.}, Volume = {37}, Year = {2004}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEDcuLi9wYXBlcnMvSGF6YXMwNF9Mb2NhdGlvbi1Bd2FyZUNvbXB1dGluZ0NvbWVzb2ZBZ2UucGRm0hsPHB1XTlMuZGF0YU8RAfgAAAAAAfgAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1h9IYXphczA0X0xvY2F0aW9uLUF3YXIjNzk3QUYucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5evwaBfLlBERiBwcnZ3AAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwaBRHgAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgBKTWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOkhhemFzMDRfTG9jYXRpb24tQXdhciM3OTdBRi5wZGYADgBcAC0ASABhAHoAYQBzADAANABfAEwAbwBjAGEAdABpAG8AbgAtAEEAdwBhAHIAZQBDAG8AbQBwAHUAdABpAG4AZwBDAG8AbQBlAHMAbwBmAEEAZwBlAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgBLVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvSGF6YXMwNF9Mb2NhdGlvbi1Bd2FyZUNvbXB1dGluZ0NvbWVzb2ZBZ2UucGRmAAATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDkAOkA8QLtAu8C9AL9AwgDDAMaAyEDKgMvAzIAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAADPw==}} @article{Bell:2007, Abstract = {Ubiquitous computing is unusual amongst technological research arenas. Most areas of computer science research, such as programming language implementation, distributed operating system design, or denotational semantics, are defined largely by technical problems, and driven by building upon and elaborating a body of past results. Ubiquitous computing, by contrast, encompasses a wide range of disparate technological areas brought together by a focus upon a common vision. It is driven, then, not so much by the problems of the past but by the possibilities of the future. Ubiquitous computing's vision, however, is over a decade old at this point, and we now inhabit the future imagined by its pioneers. The future, though, may not have worked out as the field collectively imagined. In this article, we explore the vision that has driven the ubiquitous computing research agenda and the contemporary practice that has emerged. Drawing on crosscultural investigations of technology adoption, we argue for developing a ``ubicomp of the present'' which takes the messiness of everyday life as a central theme.}, Annote = {http://www.girardin.org/fabien/blog/2007/01/18/yesterdays-tomorrows-notes-on-ubiquitous-computings-dominant-vision/ Bell, G. and Dourish, P. In press. Yesterday's Tomorrows: Notes on Ubiquitous Computing's Dominant Vision. Personal and Ubiquitous Computing. In this article, the authors advocate for developing a ``ubiquitous of the present'' which takes the messiness of everyday life as a central theme. The argumentation is organized around three framing points: ubicomp is already here, but does not have the form we envisioned, the futurist vision of ubicomp allows researchers for responsibilities for the present, and ubicomp is inherently messy. Ubicomp is present Ubicomp is essentially defined by its vision of a technological future. The literature carries the idea the ubicomp research is exploring prototypes of tomorrow's everyday technology and everyday experience is a pervasive one. However, when we look outside of the research laboratory (based on 2 case studies in Korea and Singapore in this paper), the author look at ubiquitous computing. They argue that ubicomp is already here; it simply has not taken the form that we originally envisaged and continue to conjure in our visions of tomorrow. The vision as excuse The framing of ubicomp as something yet to be achieved allows researchers and technologies to absolve themselves for responsibilities for the present; the problems of ubiquitous computing are framed as implementation issues that are, essentially, someone else's problem, to be cleaned up afterwards as part of the broad march of technology. Ubicomp is messy, seamlessnes is a misleading vision The seamlessly interconnected world of future scenarios is at best a misleading vision and at worst a downright dangerous one. [{\ldots}] Dealing with the messiness of everyday life should be a central element of ubicomp's research agenda. In practice, though, we see that infrastructures are continually visible and must be consciously attended to in the course of everyday encounters with ubiquitous computing, from the vagaries of network access to the structure of service billing. [{\ldots}] Infrastructures remain messy after decades or centuries, as the user of any transit system from urban subways to international airlines can attest. [{\ldots}] The crux of her approach is to look at infrastructure as a relational concept; an infrastructure is an infrastructure only from the perspective of specific peoples and technologies. [{\ldots}] In other words, infrastructures are messy. The messiness that we experience in laboratory ubiquitous computing infrastructures is not a property of prototype technologies, of the bleeding edge, or of pragmatic compromise; messiness is a property of infrastructure itself. Infrastructures are inherently messy; uneven in their operation and their availability. [{\ldots}] Mobile telephony, after all, offers widespread coverage, but is neither truly ubiquitous nor truly seamless; incompatible standards, spotty regional coverage, etc., seem like obstacles that we must still overcome before the ubiquitous computing vision can be realized. But postulating a seamless infrastructure is a strategy whereby the messy present can be ignored, although infrastructure is always unevenly distributed, always messy. An indefinitely postponed ubicomp future is one that need never take account of this complexity. [{\ldots}] Infrastructures, then, be they networks of car mechanics, medical categories, or power sources, are never seamless in the ways in which they are put to work. They are sites of negotiation and contest, compromise and coordination, approximation and partial agreement. They are unevenly distributed and unevenly available. They are continually in flux, and brought into local stability only through active engagement and coordination. Infrastructure itself is a relational property; it describes a relationship between technology, people, and practice. [{\ldots}] It is not merely a dream of a world not yet realized; it is a dream of a world that could never be realized. Relation to my thesis: The observation of ubicomp as inherently messy is at the core and a trigger of my research. Ubicomp literature mainly contain studies and prototypes embracing the seamless utopia. I wrote my paper Getting real with ubiquitous computing: the impact of discrepancies on collaboration partially in reaction to the ``perfect-world'' expectations around ubicomp. Weiser's humanist vision did not fit at all my observations during the CatchBob! experiments. Bell and Dourish they take a very similar perspective as Adam Greenfield in Everyware claiming that ubicomp is here. This is probably something that was missing in my paper. I failed to notice the arrival of ubiquitous computing is rooted (at least in part) because it has been so much rooted around the idea of seamless interoperation and homogeneity. }, Author = {G. Bell and P. Dourish}, Date-Added = {2007-01-18 20:19:24 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Journal = {Personal and Ubiquitous Computing}, Keywords = {ubicomp, theory}, Local-Url = {file://localhost/Users/fabien/Documents/papers/BellDourish-YesterdaysTomorrows.pdf}, Title = {Yesterday's Tomorrows: Notes on Ubiquitous Computing's Dominant Vision}, Year = {2006}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEC0uLi9wYXBlcnMvQmVsbERvdXJpc2gtWWVzdGVyZGF5c1RvbW9ycm93cy5wZGbSGw8cHVdOUy5kYXRhTxEB2gAAAAAB2gACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWH0JlbGxEb3VyaXNoLVllc3RlcmRheSM3OTc1My5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl1PBsLe6AAAAAAAAAAAAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAADBsKmqAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACAEpNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6QmVsbERvdXJpc2gtWWVzdGVyZGF5Izc5NzUzLnBkZgAOAEgAIwBCAGUAbABsAEQAbwB1AHIAaQBzAGgALQBZAGUAcwB0AGUAcgBkAGEAeQBzAFQAbwBtAG8AcgByAG8AdwBzAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgBBVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvQmVsbERvdXJpc2gtWWVzdGVyZGF5c1RvbW9ycm93cy5wZGYAABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqANoA3wDnAsUCxwLMAtUC4ALkAvIC+QMCAwcDCgAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAMX}} @inproceedings{Licoppe:2005, Abstract = {We present a case study about the uses in Japan of a geo-localised mobile game. The gameplay is that of a collection game where users, which are able to communicate between one another within a game-related text messaging system, must gather sets of related objects, that are both "virtual'' and localized (that is accessible only within a given cell). The key feature is a virtual onscreen map that is continuously reset with each server request, and which features geo-localized players and virtual objects within a radius of approximately one kilometer. This particular interface therefore allows players to ``see'' one another onscreen. We analyze the interactional conventions that develop through such mediated encounter and more specifically how ``seing'' one another in this way and the geographical closeness it entails become a pretext to start text-messaging exchanges, even between unknown players. We discuss the ways in which such encounters involving mutual perception on the screen of the mobile phone are still embodied, by analyzing the work users occasionally accomplish to realign the onscreen perspective with their embodied one. We eventually describe some typical interactional patterns that may develop from such onscreen encounters and provide them with meaning, namely apparent civil inattention and lateral noticing by text messaging, or gift-giving practice between experts and newbies. This case study of an advanced geo-localized game provides a first glimpse of what the experience of living in a mobile-based augmented urban public space might be like, and of the kind of social order that might characterize it. }, Address = {Hungarian Academy of Sciences}, Annote = {http://www.girardin.org/fabien/blog/2005/12/01/the-uses-off-a-geo-localized-mobile-game-in-japan/ ``Seing'' one another onscreen and the construction of social order in mobile-based augmented public space by Christian Licoppe and Yoriko Inada, Learning in the Mobile Age Conference (Hungarian Academy of Sciences, April 28--30, 2005). In this paper (that follows this one) the authors present a case study about the use of Mogi-Mogi, a geo-localized mobile game in Japan. They analize how ``seing'' one another onscreen and geographical closeness it entails become a pretext to start text-messaging exchanges and face-to-face meeting. Mogi-Mogi is indeed the first advanced, somehow popular (around 1000 users) geo-localized game that could provide a glimpse of what the experience of living in a mobile-based augmented urban public space might be like. It is a great example on how context-sensitive mobile service closely binds technical protocols to social ones, especially those governing interactions in the public sphere. Confirming mutual proximity Onscreen encounters make the mobile screen a new type of public space, one of mutual visibility and mediated co-presence, accessible to all players. It was observed the first turn of text-message interaction is an invitation to confirm the mutual proximity: The opening of the interaction by an adjacent pair oriented towards enunciation and confirmation of the participants' mutual proximity is a conventional mechanism of openness characteristics of interactions in the geo-localized public space of Mogi. Publicizing spatial position The analysis shows that players reflexively oriented themselves towards publicizing their spatial position in order to develop specific formats of conversational openness. They cooporerated to align or desalign incorporated ``situation'' and screen ``situations''. Polite inattention I enjoy the definition of ``polite inattention'': strangers acknowledging each other presence without engaging into an interaction. Uncertainty On the side, this papers mentions a couple the technological pitfalls that influence the experience: * The rapidity of these connections with the game server is critical as regards to the acceptability of the game. At certain times the connection time ranged from 30 seconds to one minute, which was experience as a real problem by players * In explaining the ``invitation to confirm the mutual proximity'', the authors mention ``It can be mobilized again during use of the device in the form of a background of shared expectations concerning the more or less robust way in which the screen representations relate to a real location and can simultaneously be visible to other connected players'' *** The article is about how location awareness of others in mobile game Mogi Mogi is important to create affordances for social encounters, excerpts I found relevant: a case study about the uses in Japan of a geo-localised mobile game. The gameplay is that of a collection game where users, which are able to communicate between one another within a game-related text messaging system, must gather sets of related objects, that are both ``virtual'' and localized (that is accessible only within a given cell). The key feature is a virtual onscreen map that is continuously reset with each server request, and which features geo-localized players and virtual objects within a radius of approximately one kilometer. This particular interface therefore allows players to ``see'' one another onscreen. We analyze the interactional onventions that develop through such mediated encounter and more specifically how ``seing'' one another in this way and the geographical closeness it entails become a pretext to start text-messaging exchanges, even between unknown players. This case study of an advanced geo-localized game provides a first glimpse of what the experience of living in a mobile-based augmented urban public space might be like, and of the kind of social order that might characterize it. The empirical work draws on a series of in-depth interviews with ten players who had played actively for over three months, and on the analysis of a large anonymous corpus of mobile messages exchanged between the players. The `onscreen encounter' in which the protagonists are able to perceive their respective icons on the screen map and to share that perception configures a form of encounter peculiar to context-aware cooperative devices like Mogi. We have analysed how the participants reflexively oriented themselves towards publicizing their spatial position in order to develop specific formats of conversational openness. Through an analysis of written interactions between players, we have also shown how they oriented themselves in relation to potential vulnerability of their personal territories and ooperated to align or disalign incorporated 'situations' and screen 'situations'. I am interested in the socio-cognitive functions of location-awareness, and its relation to mobile technology. In this case, we have an example of how location/proximity awareness as a social affordance to create specific encounters in the Mogi community. }, Author = {C. Licoppe and Y. Inada}, Booktitle = {Proceedings of the Learning in the Mobile Age Conference}, Date-Added = {2007-01-01 23:07:56 +0100}, Date-Modified = {2007-01-01 23:12:23 +0100}, Keywords = {location-awareness, case studies, qualitative research methods, uncertainty, pervasive game}, Local-Url = {file://localhost/Users/fabien/Documents/papers/Licoppe_final.pdf}, Month = {April}, Title = {"Seing'' one another onscreen and the construction of social order in a mobile-based augmented public space: The uses of a geo-localized mobile game in Japan}, Url = {http://www.fil.hu/mobil/2005/Licoppe_final.pdf}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBsuLi9wYXBlcnMvTGljb3BwZV9maW5hbC5wZGbSGw8cHVdOUy5kYXRhTxEBlgAAAAABlgACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWEUxpY29wcGVfZmluYWwucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl87Bv0WeUERGIHBydncAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAADBvzeOAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACADxNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6TGljb3BwZV9maW5hbC5wZGYADgAkABEATABpAGMAbwBwAHAAZQBfAGYAaQBuAGEAbAAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIAL1VzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL0xpY29wcGVfZmluYWwucGRmAAATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDIAM0A1QJvAnECdgJ/AooCjgKcAqMCrAKxArQAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAACwQ==}, Bdsk-Url-1 = {http://www.fil.hu/mobil/2005/Licoppe_final.pdf}} @inproceedings{Chalmers:2005, Abstract = {New pervasive games draw upon the location of players and objects as well as the availability of several mobile players to create an appealing experience in a large game site. The games include support for interaction other players as well as with location. The advances in games research is of benefit for specific mobile work where a vast site is both topic and resource to get the job done. We discuss how these new means for annotating the location as well as sharing information with colleagues could possibly improve individual work, collaboration as well as learning.}, Annote = {http://www.girardin.org/fabien/blog/2006/02/13/new-uses-for-mobile-pervasive-games-lessons-learned-for-cscw-systems-to-support-collaboration-in-vast-work-sites/ New uses for mobile pervasive games - Lessons learned for CSCW systems to support collaboration in vast work sites by Matthew Chalmers and Oskar Juhlin, paper for the workshop about gaming at European CSCW in September 2005. This papers discusses how the new means for spatial annotation and location awareness could possibly improve individual work, collaboration as well as learning. It focuses on how pervasive games research platforms is of benefit for specific mobile work (like infrastructure management on roads, in factories, airports, electric power lines) for the study on complex issues of coordination, learning and articulation of work, and also the contextualised social interaction that ubicomp technology can afford. The aim is to maintain a balance between the grounded experience of real settings and the open-ended potential for technical functionality. There are similarities between many pervasive games and mobile work in vast settings since both have locations as resource and as topic, and more general issues to draw on with regard to how a large unfamiliar space becomes a place that one has experience of; that one understands in a social and practical way, and can interact in. These games do not just support the use of locations as resource in mobile game play, but also establish collaboration on finding and marking locations, and building up experience and understanding of those locations fit into a larger picture of social and technological interaction. We see strong and useful parallels with the situation of workers who create their work within organisational rules but also within their wider technical, social and environmental setting. Relation to my thesis: I plan to use pervasive games like CatchBob! as a platform for my research. Such papers on bridging games with CSCW and ubicomp legitimate my approach. *** The paper brings forward the idea of advances in pervasive games research (mostly location-based games) as of benefit for specific mobile work where a vast site is both topic and resource to get the job done. They discuss how place-based annotations and information sharing could possibly improve individual work, collaboration as well as learning. recent research in pervasive gaming demonstrates principles and lessons that can be applied more generally in CSCW systems for mobile work in vast work settings. There are similarities between many pervasive games and mobile work in vast settings since both have locations as resource and as topic, and more general issues to draw on with regard to how a large unfamiliar space becomes a place that one has experience of; that one understands in a social and practical way, and can interact in. The similarities are: Many forms of mobile work include collaboration and a focus on the geography both as a topic and a resource in the work. The size of a work site influence the way work is done. A vast work site has the consequence that, workers have to move around to handle tasks, finding colleagues to enable collaboration is difficult, organisational procedures are difficult to relate to specific local objects, movement in vehicles negatively affect possibilities to communicate with locally available colleagues, and mobile workers become more solitary than co-located workers. Coordination is then achieved through negotiations between different localities that take into account the changing situation in each locality The articles gives example of collaborative activities for which space and others' location is important: snow clearance in airport + road + bus driver's. The authors then argues that games do not just support the use of locations as resource in mobile game play, but also establish collaboration on finding and marking locations, and building up experience and understanding of those locations fit into a larger picture of social and technological interaction. ({\ldots}) Some of the games above support context dependent gesture recognition. It includes two dimensions of context dependence. ({\ldots}) We see strong and useful parallels with the situation of workers who create their work within organisational rules but also within their wider technical, social and environmental setting. The challenge for future research is to allow such design potential to be realised in ways that build on current work practices, and yet let people change those practices for the better as they use our technology to go about their work in their way in their work community. Why do I blog this? this is very close to what we think too Our take is rather to study how players collaborate using these games so that we can understand how collaboration might be affected by location information (this is actually my phd thesis). This paper is very relevant to my phd word since it fills a kind of missing link about why using a pervasive game to inform CSCW practices.}, Author = {M. Chalmers and O. Juhlin}, Booktitle = {Paper presented at the workshop "Computer Games & CSCW" at ECSCW'05.}, Date-Added = {2007-01-01 23:02:21 +0100}, Date-Modified = {2007-01-22 23:58:16 +0100}, Keywords = {CSCW, location-awareness, field studies, pervasive game}, Local-Url = {file://localhost/Users/fabien/Documents/papers/NewUsesforMobilePervasiveGames050620.pdf}, Title = {New uses for mobile pervasive games - Lessons learned for CSCW systems to support collaboration in vast work sites}, Url = {http://www.tii.se/mobility/Files/NewUsesforMobilePervasiveGames050620.pdf}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEDIuLi9wYXBlcnMvTmV3VXNlc2Zvck1vYmlsZVBlcnZhc2l2ZUdhbWVzMDUwNjIwLnBkZtIbDxwdV05TLmRhdGFPEQHoAAAAAAHoAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYfTmV3VXNlc2Zvck1vYmlsZVBlcnZhIzc5N0RGLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeX379dsaIAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAL9dlYIAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIASk1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpOZXdVc2VzZm9yTW9iaWxlUGVydmEjNzk3REYucGRmAA4AUgAoAE4AZQB3AFUAcwBlAHMAZgBvAHIATQBvAGIAaQBsAGUAUABlAHIAdgBhAHMAaQB2AGUARwBhAG0AZQBzADAANQAwADYAMgAwAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgBGVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvTmV3VXNlc2Zvck1vYmlsZVBlcnZhc2l2ZUdhbWVzMDUwNjIwLnBkZgATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDfAOQA7ALYAtoC3wLoAvMC9wMFAwwDFQMaAx0AAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAADKg==}, Bdsk-Url-1 = {http://www.tii.se/mobility/Files/NewUsesforMobilePervasiveGames050620.pdf}} @inbook{Brown:2005, Abstract = {While ethnographic methods are an established tool for requirements analysis in Human Computer Interaction (HCI) and Computer Supported Collaborative Work (CSCW), they have seldom been used for the design of electronic map systems. This chapter presents an ethnographic study of city tourists' practices that draws out a number of implications for designing map technologies. We describe how tourists work together in groups, collaborate around maps and guidebooks, and both `pre-' and `postvisit' places. These findings have been used in the design of the `george square' system which allows tourists to collaborate around an electronic map at a distance.}, Annote = {http://www.girardin.org/fabien/blog/2005/08/11/designing-electronic-maps-an-ethnographic-approach/ In Designing electronic maps: an ethnographic approach, Barry Brown and Eric Laurier present and ethnographic study of the city tourists' practices that draws out a number of implications for sesingin map technologies. They suggest that there are many opportunities for mappingg systems which fit tourist practice better than existing systems. Collaborative map use An important par of tourism map use it sharing the use of maps with others. For this reason, maps systems which offer only a small display, or display which can only be used by one user at a time. Combining electronic maps and guidebooks Simply copying content into an eBook is unlikely to be successful if that content is much harder to use. One solution to this could be to produce paper maps which are designed to be used with an electronic guidebook Supporting pre-visiting and planning We observed that thourists frequently used maps and guides before visiting a place (pre-visiting). In this way tourists can plan what they want to do, but also can pass the time while waiting for public transport. Presenting information to tourists while they are actually at an attraction may have limited utility, since at that point the environment is likely to contain richer sources of information than can be provided by a device. Mobile system could support ``occasioned mpas''. These are maps which are drawn for a particular purpose (e.g. a shopping map when going shopping). }, Author = {Barry Brown and Eric Laurier}, Date-Added = {2007-01-01 22:52:54 +0100}, Date-Modified = {2007-01-01 22:59:03 +0100}, Editor = {L. Meng and A. Zipf and T. Reichenbacher}, Journal = {Map-based mobile services -- Theories, Methods and Implementations}, Keywords = {geovisualization, maps, qualitative research methods}, Local-Url = {file://localhost/Users/fabien/Documents/papers/mapbookFinal.pdf}, Pages = {247- 265}, Publisher = {Springer}, Title = {Designing electronic maps: an ethnographic approach.}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBouLi9wYXBlcnMvbWFwYm9va0ZpbmFsLnBkZtIbDxwdV05TLmRhdGFPEQGSAAAAAAGSAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYQbWFwYm9va0ZpbmFsLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeX1MG/QmMAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMG/NFMAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAO01hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczptYXBib29rRmluYWwucGRmAAAOACIAEABtAGEAcABiAG8AbwBrAEYAaQBuAGEAbAAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIALlVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL21hcGJvb2tGaW5hbC5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAxwDMANQCagJsAnECegKFAokClwKeAqcCrAKvAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAArw=}} @article{Schwabe:2005a, Abstract = {Mobile technologies offer the opportunity to embed learning in a natural environment. This paper describes the design of the MobileGame prototype, exploring the opportunities to support learning through an orientation game in a university setting. The paper first introduces the scenario and then describes the general architecture of the prototype. The main part of the paper focuses on the evaluation of design issues and the effects observed in two trials. Design issues include: Supporting work on the move poses difficult interface questions, the accuracy of current outdoor, and indoor positioning systems is still problematic and the game requires near real-time response time. The evaluation of the effects shows that features such as `map-navigation' and `hunting and hiding' lead to excitement and fun. The participants immerse into a mixed reality that augments both physical and social space. The game success is based on the motivating design of the game itself. The paper concludes with open issues for future research, especially with the need to thoroughly evaluate the learning benefits.}, Annote = {http://www.girardin.org/fabien/blog/2005/04/17/mobile-learning-with-a-mobile-game-design-and-motivational-effects/ Mobile Learning with a Mobile Game: Design and Motivational Effects by Gerhard Schwabe, Christoph G{\"o}th at the University of Z{\"u}rich, covers many technical design issues of mobile, locative and collaborative gaming I can relate to my experience with CatchBob!: Accuracy of positioning, play on the move, offline areas and response time and interface design. Accuracy of Positioning As soon as the players had to know the exact position of an object, the accuracy was not sufficient. They had to search in up to three rooms to find the hidden PDA in the first trial and the participants reported difficulties catching and solving location dependent tasks in our second trial. In the second trial, the law accuracy of the location information was reported as the single most important negative aspect. There were two parts to this problem: the low precision of the location information and the representation of this low precision on screen. Play on the move The size of the maps does not appear to be a major problem as they covered half the PDA screen and the participants did not have problems reading when standing. Rather, they did not succeed to synchronize their heads to the movemements of the device in the hand. Furthermore the cognitive load of translating an abstract two-dimensional map to into a trhee-dimensional building was high. Offline areas and response time Frequent updating of position is one most important requirements of mobile games. The players waht a near real-time reaction of the client. This means, the mobile game has to have both a good caching algorithm, and an efficient data transmission strategy. Interface design Observatin of the players showed that navigation with the drop-down menu and using the pen of the PDA was not really intuitive. The use of the PDA was much more like the use of an ``automat''. They discussus the effects of their design using the six structural elements that charecterise games: 1) rules, 2) goald and objectives, 3) outcome and feedback whci measure theh progress against tht goals, 4) conflicts, competition, challenge and opposition, 5) interaction, that is the social apsect in the game and 6) the representation or story exaggerating interesting aspects of reality. }, Author = {Gerhard Schwabe and Christoph G{\"o}th}, Date-Added = {2007-01-01 22:42:43 +0100}, Date-Modified = {2007-01-01 22:46:52 +0100}, Journal = {Journal of Computer Assisted Learning}, Keywords = {location-awareness, field studies, pervasive game, design, uncertainty, usability}, Local-Url = {file://localhost/Users/fabien/Documents/papers/Mobile_Learning_with_a_Mobile_Game_01.pdf}, Month = {June}, Number = {3}, Pages = {204}, Title = {Mobile learning with a mobile game: design and motivational effects.}, Volume = {21}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEDMuLi9wYXBlcnMvTW9iaWxlX0xlYXJuaW5nX3dpdGhfYV9Nb2JpbGVfR2FtZV8wMS5wZGbSGw8cHVdOUy5kYXRhTxEB7AAAAAAB7AACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWH01vYmlsZV9MZWFybmluZ193aXRoXyM3OTdEOS5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl9m/thBqUERGIENBUk8AAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAAC/tgJaAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACAEpNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6TW9iaWxlX0xlYXJuaW5nX3dpdGhfIzc5N0Q5LnBkZgAOAFQAKQBNAG8AYgBpAGwAZQBfAEwAZQBhAHIAbgBpAG4AZwBfAHcAaQB0AGgAXwBhAF8ATQBvAGIAaQBsAGUAXwBHAGEAbQBlAF8AMAAxAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgBHVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvTW9iaWxlX0xlYXJuaW5nX3dpdGhfYV9Nb2JpbGVfR2FtZV8wMS5wZGYAABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAOAA5QDtAt0C3wLkAu0C+AL8AwoDEQMaAx8DIgAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAMv}} @inproceedings{LaMarca:2005a, Abstract = {Location awareness is an important capability for mobile computing. Yet inexpensive, pervasive positioning---a requirement for wide-scale adoption of location-aware computing---has been elusive. We demonstrate a radio beacon-based approach to location, called Place Lab, that can overcome the lack of ubiquity and high-cost found in existing location sensing approaches. Using Place Lab, commodity laptops, PDAs and cell phones estimate their position by listening for the cell IDs of fixed radio beacons, such as wireless access points, and referencing the beacons' positions in a cached database. We present experimental results showing that 802.11 and GSM beacons are sufficiently pervasive in the greater Seattle area to achieve 20-30 meter median accuracy with nearly 100% coverage measured by availability in people's daily lives.}, Annote = {Device Positioning Using Radio Beacons in the Wild by the people at Place Lab gives an excellent overview of the current world of device positionning for location-enhanced applications.}, Author = {Anthony LaMarca and Yatin Chawathe and Sunny Consolvo and Jeffrey Hightower and Ian E. Smith and James Scott and Timothy Sohn and James Howard and Jeff Hughes and Fred Potter and Jason Tabert and Pauline Powledge and Gaetano Borriello and Bill N. Schilit}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Pervasive}, Crossref = {DBLP:conf/pervasive/2005}, Date-Added = {2007-01-01 22:34:08 +0100}, Date-Modified = {2007-01-01 22:40:15 +0100}, Editor = {Hans-Werner Gellersen and Roy Want and Albrecht Schmidt}, Ee = {http://dx.doi.org/10.1007/11428572_8}, Keywords = {location techniques}, Local-Url = {file://localhost/Users/fabien/Documents/papers/pervasive-placelab-2005-final.pdf}, Pages = {116-133}, Publisher = {Springer}, Series = {Lecture Notes in Computer Science}, Title = {Place Lab: Device Positioning Using Radio Beacons in the Wild.}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECsuLi9wYXBlcnMvcGVydmFzaXZlLXBsYWNlbGFiLTIwMDUtZmluYWwucGRm0hsPHB1XTlMuZGF0YU8RAdQAAAAAAdQAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1h9wZXJ2YXNpdmUtcGxhY2VsYWItMjAjNzk3RkUucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5f+wb89/gAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwb8v7gAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgBKTWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOnBlcnZhc2l2ZS1wbGFjZWxhYi0yMCM3OTdGRS5wZGYADgBEACEAcABlAHIAdgBhAHMAaQB2AGUALQBwAGwAYQBjAGUAbABhAGIALQAyADAAMAA1AC0AZgBpAG4AYQBsAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgA/VXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvcGVydmFzaXZlLXBsYWNlbGFiLTIwMDUtZmluYWwucGRmAAATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDYAN0A5QK9Ar8CxALNAtgC3ALqAvEC+gL/AwIAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAADDw==}} @techreport{Benford:2005b, Abstract = {Location-based experiences extend digital media out into the physical world -- be it across a campus, the city streets or into remote wilderness. Users with mobile displays move through the world. Sensors capture information about their current context, including their location, and this is used to deliver them an experience that changes according to where they are, what they are doing, and maybe even how they are feeling. As a result, the user becomes unchained from their PC and experiences digital media that is interwoven with the everyday world, and that is potentially available in any place and at any time. This Technology Watch report considers the relevance of location-based experiences to education, discussing potential applications, reviewing the underlying technologies and identifying key challenges for the future. }, Annote = {http://www.girardin.org/fabien/blog/2005/03/06/future-location-based-experiences/ In Future Location-Based Experiences Steve Benford makes a technology watch report on the use of location-based experiences in the education. He gives examples of location-based experiences, categorizes the technology used and introduces the future challenges for location-based experiences. I should make a graph out of this report, because Benford presents location-based expericencs as series of russian-doll style folder hierarchies: Types of experiences in education: * Information services and guides * Games * Field visits * Field science Technologies * Mobile devices * Wireless networking (cellular telephony, wireless Ethernes, Bluetooth * Location sensing (GPS, Wireless network, Ultrasonic systems, RFID tags, accelerometers, vision techniques) Future challenges * Dealing with uncertainty of location (limited coverage, accuracy, variation of performance over both space and time.) * Dealing with uncertainty of connection * Interoperability * Privacy}, Author = {Steve Benford}, Date-Added = {2007-01-01 22:29:36 +0100}, Date-Modified = {2007-01-01 22:32:16 +0100}, Institution = {JISC Technology and Standards Watch}, Keywords = {location-awareness, uncertainty}, Local-Url = {file://localhost/Users/fabien/Documents/papers/jisctsw_05_01.pdf}, Title = {Future Location-Based Experiences}, Year = {2005}} @article{Magerkurth:2005, Abstract = {This article gives an introduction and overview of the field of pervasive gaming, an emerging genre in which traditional, real-world games are augmented with computing functionality, or, depending on the perspective, purely virtual computer entertainment is brought back to the real world. The field of pervasive games is diverse in the approaches and technologies used to create new and exciting gaming experiences that profit by the blend of real and virtual game elements. We explicitly look at the pervasive gaming sub-genres of smart toys, affective games, tabletop games, location- aware games, and augmented reality games, and discuss them in terms of their benefits and critical issues, as well as the relevant technology base.}, Annote = {http://www.girardin.org/fabien/blog/2005/08/11/pervasive-games-bringing-computer-entertainment-back-to-the-real-world/ Pervasive Games: Bringing Computer Entertainment Back to the Real World gives an introduction to the world of pervasive games. The scope is larger than my Pervasive Game Development Today in which I focused more on location-aware games. On the other hand, it is less technical. The authors categorized the types of pervasive games and give examples for each genre. Categories are Smart Toys, Affective Gaming, Augmented Tabletop Games, Location-Aware Games, and Agumented Reality Games}, Author = {Carsten Magerkurth and Adrian David Cheok and Regan L. Mandryk and Trond Nilsen}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2007-01-01 22:11:13 +0100}, Date-Modified = {2007-01-01 22:18:31 +0100}, Ee = {http://doi.acm.org/10.1145/1077246.1077257}, Journal = {Computers in Entertainment}, Keywords = {pervasive game}, Local-Url = {file://localhost/Users/fabien/Documents/papers/p4a-magerkurth.pdf}, Number = {3}, Pages = {4}, Title = {Pervasive games: bringing computer entertainment back to the real world.}, Volume = {3}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBwuLi9wYXBlcnMvcDRhLW1hZ2Vya3VydGgucGRm0hsPHB1XTlMuZGF0YU8RAZoAAAAAAZoAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1hJwNGEtbWFnZXJrdXJ0aC5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5fvwb84vFBERiBwcnZ3AAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwb8qrAAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA9TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOnA0YS1tYWdlcmt1cnRoLnBkZgAADgAmABIAcAA0AGEALQBtAGEAZwBlAHIAawB1AHIAdABoAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgAwVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvcDRhLW1hZ2Vya3VydGgucGRmABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMkAzgDWAnQCdgJ7AoQCjwKTAqECqAKxArYCuQAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAALG}} @inproceedings{Otsason:2005, Abstract = {Accurate indoor localization has long been an objective of the ubiquitous computing research community, and numerous indoor localization solutions based on 802.11, Bluetooth, ultrasound and infrared technologies have been proposed. This paper presents the first accurate GSM indoor localization system that achieves median accuracy of 5 meters in large multi-floor buildings. The key idea that makes accurate GSM-based indoor localization possible is the use of wide signal-strength fingerprints. In addition to the 6-strongest cells traditionally used in the GSM standard, the wide fingerprint includes readings from additional cells that are strong enough to be detected, but too weak to be used for efficient communication. Experiments conducted on three multifloor buildings show that our system achieves accuracy comparable to an 802.11-based implementation, and can accurately differentiate between floors in both wooden and steel-reinforced concrete structures.}, Annote = {http://www.girardin.org/fabien/blog/2005/08/19/accurate-gsm-indoor-localization/ At Ubicomp2005 Veljo Otsason will present his very interesting work on fine-grained GSM positioning. Accurate GSM Indoor Localization, Veljo Otsason, Alex Varshavsky, Anthony La Marca and Eyal de Lara, The Seventh International Conference on Ubiquitous Computing (UbiComp 2005), Tokyo, Japan, September 2005 He shows a way to make accurate GSM-based indoor localization by using wide signal-strength fingerprints in addition to the 6-strongest cells traditionally used in the GSM standard. The wide fingerprint includes readings from additional cells that are strong enough to be detected, but too weak to be used for efficient communication. Experiments conducted on three multi-floor buildings show that our system achieves accuracy comparable to an 802.11-based implementation, and can accurately differentiate between floors in both wooden and steel-reinforced concrete structures. This paper is mainly based on Veljo's Master's thesis ``Accurate Indoor Localization Using Wide GSM Fingerprinting`` }, Author = {Veljo Otsason and Alex Varshavsky and Anthony LaMarca and Eyal de Lara}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Ubicomp}, Crossref = {DBLP:conf/huc/2005}, Date-Added = {2007-01-01 22:04:26 +0100}, Date-Modified = {2007-01-01 22:07:37 +0100}, Editor = {Michael Beigl and Stephen S. Intille and Jun Rekimoto and Hideyuki Tokuda}, Ee = {http://dx.doi.org/10.1007/11551201_9}, Keywords = {location techniques}, Local-Url = {file://localhost/Users/fabien/Documents/papers/ubicomp.pdf}, Pages = {141-158}, Publisher = {Springer}, Series = {Lecture Notes in Computer Science}, Title = {Accurate GSM Indoor Localization.}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBUuLi9wYXBlcnMvdWJpY29tcC5wZGbSGw8cHVdOUy5kYXRhTxEBfgAAAAABfgACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWC3ViaWNvbXAucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHmDq/CtI0AAAAAAAAAAAAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAAC/CrYUAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACADZNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6dWJpY29tcC5wZGYADgAYAAsAdQBiAGkAYwBvAG0AcAAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIAKVVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL3ViaWNvbXAucGRmAAATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDCAMcAzwJRAlMCWAJhAmwCcAJ+AoUCjgKTApYAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAACow==}} @inproceedings{Bell:2006a, Abstract = {Social Proximity Applications (SPAs) are a promising new area for ubicomp software that exploits the everyday changes in the proximity of mobile users. While a number of applications facilitate simple file sharing between co--present users, this paper explores opportunities for recommending and sharing software between users. We describe an architecture that allows the recommendation of new system components from systems with similar histories of use. Software components and usage histories are exchanged between mobile users who are in proximity with each other. We apply this architecture in a mobile strategy game in which players adapt and upgrade their game using components from other players, progressing through the game through sharing tools and history. More broadly, we discuss the general application of this technique as well as the security and privacy challenges to such an approach.}, Annote = {http://www.girardin.org/fabien/blog/2006/03/23/domino-exploring-mobile-collaborative-software-adaptation/ Marek Bell, Malcolm Hall, Matthew Chalmers, Phil Gray, Barry Brown, Domino: Exploring Mobile Collaborative Software Adaptation, To appear in Proc. Pervasive 2006, Dublin. Domino is an experiment to support raising complexity (complex patterns of interdependence) in handling software plug-ins, a situation that could become a ``plug-in hell'' as well as the need of incremental adaptation requested by ubicomp applications (because of real-world dynamics of activities, context and preferences). When in proximity with each others Domino system exchange usage information. A collaborative filtering algorithm then recommends the needed plug-in additions and upgrades. The long term goal is to better understand how patterns of user activity, often considered to be an issue more for HCI than software engineering, may be used to adapt and improve the fundamental structures and mechanisms of technological systems. Domino Relation to my thesis: Current ubicomp constraints force mutual-adaptation of human and technology. Domino is a example of a incrementally adapting system based on all the users usage. Its social-proximity approach makes it very scalable. ``adaptable and adaptive interaction techniques are likely the only scalable approaches to personalisation.'' Weld, D. et al. Automatically personalizing user interfaces. Proc IJCAI 2003, Morgan Kaufmann, 1613-1619 }, Author = {Marek Bell and Malcolm Hall and Matthew Chalmers and Phil Gray and Barry Brown}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Pervasive}, Crossref = {DBLP:conf/pervasive/2006}, Date-Added = {2007-01-01 21:57:30 +0100}, Date-Modified = {2007-01-01 22:01:29 +0100}, Editor = {Kenneth P. Fishkin and Bernt Schiele and Paddy Nixon and Aaron J. Quigley}, Ee = {http://dx.doi.org/10.1007/11748625_10}, Keywords = {CSCW, field studies, location-awareness}, Local-Url = {file://localhost/Users/fabien/Documents/papers/dominoPervasive2006.pdf}, Pages = {153-168}, Publisher = {Springer}, Series = {Lecture Notes in Computer Science}, Title = {Domino: Exploring Mobile Collaborative Software Adaptation.}, Year = {2006}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECEuLi9wYXBlcnMvZG9taW5vUGVydmFzaXZlMjAwNi5wZGbSGw8cHVdOUy5kYXRhTxEBrgAAAAABrgACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWF2RvbWlub1BlcnZhc2l2ZTIwMDYucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl3LANgkpUERGIENBUk8AAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAADANfsZAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACAEJNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6ZG9taW5vUGVydmFzaXZlMjAwNi5wZGYADgAwABcAZABvAG0AaQBuAG8AUABlAHIAdgBhAHMAaQB2AGUAMgAwADAANgAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIANVVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL2RvbWlub1BlcnZhc2l2ZTIwMDYucGRmAAATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDOANMA2wKNAo8ClAKdAqgCrAK6AsECygLPAtIAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAAC3w==}} @inproceedings{Buchholz:2005, Abstract = {Context-aware systems are systems that use context information to adapt their behavior or to customize the content they provide. Prior work in the area of context-aware systems focused on applications where context sources, Context-Aware Services (CASs), and users are in each other's spatial proximity. In such systems no scalability problem exists. However, other relevant CASs are subject to strong scalability problems due to the number of users, the geographical distribution of the context sources, the users, and the CAS as well as the number of organizations that participate in the provision of the context-aware system. In this paper, we classify CASs according to their scalability needs and review context provision and service provision infrastructures with regard to their scalability. For building large-scale context-aware systems it is not sufficient to use large-scale service provision and context provision infrastructures. Additionally an integration layer is needed that makes the heterogeneous access interfaces of the context provision infrastructures transparent for the CASs. We outline our proposal for such an integration layer and describe how it can be combined with an infrastructure that allows handhelds themselves to gather context information in their immediate vicinity via wireless technologies.}, Annote = {http://www.girardin.org/fabien/blog/2006/08/25/towards-realizing-global-scalability-in-context-aware-systems/ Buchholz, T., Linnhoff--Popien, C., Towards Realizing Global Scalability in Context--Aware Systems In Location- and Context-Awareness. Proceedings of the First International Workshop, LoCA 2005, Lecture Notes in Computer Science (3479), pages 26-39, Springer, Oberpfaffenhofen, Germany, Mai, 2005. Most of research in ubiquitous computing focus on application where all entities involved in a user session are located in each other's spatial proximity. This has been coined as ``localized scalability''. However there are application where the users are not collocated. Thus, interactions between distant entities are needed. In these situation arise the question of how global scalability in context-aware systems can be reached. This paper classifies Context-Aware Services (CASs) according to their scalability needs and reviews context provision and service provision infrastructure with regard to their scalability. Buchholz Scalability Scale consists of a numerical (number of users, context sources), a geographical (distance between the farthest nodes), and an administrative dimension (number of organizations). A system is scalable if users, objects and services can be added, if it can be scattered over a larger area, it if the chain of value creation can be divided among more organizations without the system suffering loss of performance or increased administrative complexity. Scalability problems arise especially if dynamic properties of target object (target context) and of objects between the user's current position and the targets' position (transition context) are included into the recommendation given to the user. Buchholz Classification Context Provision Good candidates as a suitable CAS provision infrastructure are grids, P2P networks, and CDNs. These systems need to be coupled with a large-scale context provision infrastructure (providing homogeneous access interface of context information). Relation to my thesis: As I am at applying ubiquity in the real-world, I am interested in the scalability of ubiquitous technologies. This papers the properties to scale from local towards global.}, Author = {Thomas Buchholz and Claudia Linnhoff-Popien}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {LoCA}, Crossref = {DBLP:conf/loca/2005}, Date-Added = {2007-01-01 21:47:55 +0100}, Date-Modified = {2007-01-01 21:51:24 +0100}, Ee = {http://dx.doi.org/10.1007/11426646_4}, Keywords = {context-awareness, location techniques}, Local-Url = {file://localhost/Users/fabien/Documents/papers/buli05.pdf}, Pages = {26-39}, Publisher = {Springer}, Series = {Lecture Notes in Computer Science}, Title = {Towards Realizing Global Scalability in Context-Aware Systems.}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBQuLi9wYXBlcnMvYnVsaTA1LnBkZtIbDxwdV05TLmRhdGFPEQF6AAAAAAF6AAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYKYnVsaTA1LnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeXW8EVF5QAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMEU+3QAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIANU1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpidWxpMDUucGRmAAAOABYACgBiAHUAbABpADAANQAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIAKFVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL2J1bGkwNS5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAwQDGAM4CTAJOAlMCXAJnAmsCeQKAAokCjgKRAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAp4=}} @article{Burrell:2002, Abstract = {Much of the previous research in context-aware computing has sought to find a workable definition of context and to develop systems that could detect and interpret contextual characteristics of a user's environment. However, less time has been spent studying the usability of these types of systems. This was the goal of our project. E-graffiti is a context-aware application that detects the user's location on a college campus and display's text notes to the user based on their location. Additionally, it allows them to create notes that they can associate with a specific location. We released E-graffiti to 57 students who were using laptops that could access the campus wireless network. Their use of E-graffiti was logged in a remote database and they were also required to fill out a questionnaire towards the end of the semester. The lessons learned from the evaluation of E-graffiti point to themes other designers of ubiquitous and context-aware applications may need to address in designing their own systems. Some of the issues that emerged in the evaluation stage included difficulties with a misleading conceptual model, lack of use due to the reliance on explicit user input, the need for a highly relevant contextual focus, and the potential benefits of rapid, ongoing prototype development in tandem with user evaluation.}, Annote = {http://www.girardin.org/fabien/blog/2005/08/21/e-graffiti-evalutating-real-world-use-of-a-context-aware-system/ E-graffiti: Evalutating Real-World Use of a Context-Aware System by Jenna Burrell and Gerri K. Gay, Where, When? The authors talk about their study of the usability of a context-aware application and spatial annotation named E-graffiti. They installed E-graffiti on 57 student's notebooks. Some of the issues that emerged in the evaluation stage included difficulties with a misleading conceptual model (students ended up using it as an IM tool), lack of use to the reliance on explicit user input, the need for a highly relevant contextual focus (i.e. a specific scenario), and the potential benefit of rapid, ongoing prototype development in tandem with user evaluation (no automatic application update). The conceptual model of the application is very similar to our own ShoutSpace, execpt that ShoutSpace uses maps to support the annotation of places. However it might face the same usability issues as E-graffiti if we do not find more specific scenarios. The authors were interested to see what type of information users associated with their context of use, whether or not they had problems understanding location-awareness, and if they coud find interesting and novel uses for this type of system. Results * After introductin the system to the communications class, use did not extent much beyond initial test messages * 75% of the users logged into E-graffiti at only 1 or 2 locations on the network during the semester * Many of the notes users contributed seemed to have little relevance at all to the location they were being associated with. * Awareness of the presence of others on the system is a type of context-awareness which students expressed a desire for through these types of notes. (No mention to privacy issues here) * Students used E-graffiti as a type of networked instant-messaging or e-mail system. The conceptual model of the designers did not match the mental model of the students * A better method for designing context-aware system might have been to use a map of campus to organize the notes and to support attaching notes to locations on the map interface. * They could have removed the private note functionality entirely to not suggesting too much the e-mail model of communication * In the questionnnaire users commented 23 times about the lack of use by others as a reason for not using the system. E-graffiti was too open-ended. Students did not know what to write, and did not really have anything to share with others at location. They needed more directions and suggestions about unique ways to use the system. To resolve this issue, context-aware applications might be designed around a highly relevant contextual focus (i.e. a clear scenario). * In future systems, the authors plan to include a feature that will upload the most recent verrsion of the application to the users computer automatically. This will make the iterative design process more immediate, and allow to make small adjustments and observe results.}, Author = {Jenna Burrell and Geri Gay}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2007-01-01 21:21:08 +0100}, Date-Modified = {2007-01-01 21:45:13 +0100}, Ee = {http://dx.doi.org/10.1016/S0953-5438(02)00010-3}, Journal = {Interacting with Computers}, Keywords = {context-awareness, field studies, usability}, Local-Url = {file://localhost/Users/fabien/Documents/papers/Egraffiti_Burrell.pdf}, Number = {4}, Pages = {301-312}, Title = {E-graffiti: evaluating real-world use of a context-aware system.}, Volume = {14}, Year = {2002}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEB8uLi9wYXBlcnMvRWdyYWZmaXRpX0J1cnJlbGwucGRm0hsPHB1XTlMuZGF0YU8RAaYAAAAAAaYAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1hVFZ3JhZmZpdGlfQnVycmVsbC5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5d3u6y7/gAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAu6yf3gAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgBATWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOkVncmFmZml0aV9CdXJyZWxsLnBkZgAOACwAFQBFAGcAcgBhAGYAZgBpAHQAaQBfAEIAdQByAHIAZQBsAGwALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASADNVc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9FZ3JhZmZpdGlfQnVycmVsbC5wZGYAABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMwA0QDZAoMChQKKApMCngKiArACtwLAAsUCyAAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAALV}} @inproceedings{Steed:2004, Abstract = {Many mobile applications rely on the Global Positioning System (GPS) to provide position and location information. However, there are many problems with using GPS in urban environments due to the variable nature of GPS's accuracy and availability. This paper introduces a simple tool that visualises the current state of GPS availability in real-time. This tool can be used for scenario planning for certain types of mobile applications and as aid for analysis of location logs.}, Annote = {http://www.girardin.org/fabien/blog/2005/12/11/supporting-mobile-applications-with-real-time-visualisation-of-gps-availability/ A current investigation topic already mentioned in Defining Uncertainties in Can You See Me Now? is to visualise the current state of GPS availability in real-time for scenario planning for certain types of mobile applications and as aid for analysis of location logs. Supporting Mobile Applications with Real-Time Visualisation of GPS Availability by Anthony Steed introduces a tool called satview which visualises the current likely availability of GPS coverage. The tool takes a 3D model of the local environment, and the satellites positions. In real-time, the tool shows where on the ground plane one would likely be able to get a position fix from three or more satellites. Satview-1 GPS units usually report position estimates and the satellites in view (azimuth, elevation and signal strength) using the NMEA 0183 communications standard. Anthony uses a graphical shadow algorithm on a 3D model for any one satellite (acting as the light source). The development of satview was motivated by two scenarios * Predicting and showing current black spots to GPS users and therefor prevent frustration caused by inaccuracy or availability. * Planning data collectiong sessions that need GPS. Satview is used to plan which regions are more favorable at what time to collect logs of pollution levels. A reference I should get my eyes on is: Galileo Performance: GPS Interoperability and Discriminators for Urban and Indoor Environments. GPS World June 2003 }, Author = {Anthony Steed}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Mobile HCI}, Crossref = {DBLP:conf/mhci/2004}, Date-Added = {2007-01-01 21:10:36 +0100}, Date-Modified = {2007-01-01 21:19:53 +0100}, Ee = {http://springerlink.metapress.com/openurl.asp?genre=article{\&}issn=0302-9743{\&}volume=3160{\&}spage=373}, Keywords = {location-awareness, information visualization}, Local-Url = {file://localhost/Users/fabien/Documents/papers/A.Steed2004.pdf}, Pages = {373-377}, Publisher = {Springer}, Title = {Supporting Mobile Applications with Real-Time Visualisation of GPS Availability.}, Year = {2004}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBkuLi9wYXBlcnMvQS5TdGVlZDIwMDQucGRm0hsPHB1XTlMuZGF0YU8RAY4AAAAAAY4AAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1g9BLlN0ZWVkMjAwNC5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5dLvbf/MgAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAvbfxIgAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA6TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOkEuU3RlZWQyMDA0LnBkZgAOACAADwBBAC4AUwB0AGUAZQBkADIAMAAwADQALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASAC1Vc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9BLlN0ZWVkMjAwNC5wZGYAABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMYAywDTAmUCZwJsAnUCgAKEApICmQKiAqcCqgAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAK3}} @book{Norman:1998, Address = {Cambridge, MA, USA}, Annote = {Do you think your computer is hard to use? If so, you are not alone. Norman thinks so too, and in this book he explores the reasons why. Not satisfied with merely analyzing the problem, however, he proposes a possible solution and describes bo more... }, Author = {Donald A. Norman}, Date-Added = {2006-12-29 18:40:31 +0100}, Date-Modified = {2006-12-29 18:41:03 +0100}, Isbn = {0-262-14065-9}, Publisher = {MIT Press}, Title = {The invisible computer}, Year = {1998}} @inbook{Dix:2005, Abstract = {This chapter is about our experiences of space in the Equator project (www.equator.ac.uk), in particular, the way in which multiple spaces, both virtual and physical, can co-exist. By this we mean that people and objects may have locations in and relationships to both physical space and one or more virtual spaces, and that these different spaces together interact to give an overall system behaviour and user experience. The concepts we develop in this chapter are driven partly by practical experience, and partly by previous theoretical work such as the models and taxonomies of spatial context in, the models for mixed reality boundaries and capturing human spatial understanding exposed in sources such maps, myths and mathematics. We are also building on established work on informal reasoning about space from the AI and GIS communities similar to Allen's well known temporal relations.}, Abstract-Url = {http://www.cs.bris.ac.uk/Publications/pub_info.jsp?id=2000210}, Annote = {http://www.girardin.org/fabien/blog/2006/01/12/managing-multiples-spaces/ A. Dix, A. Friday, B. Koleva, T. Rodden, H. Muller, C. Randell, A. Steed, ``Managing multiple spaces'' In P. Turner, E. Davenport (eds.) Space, Spatiality and Technologies, Kluwer, 2005. Building interactive experiences and applications that exploit space and location requires both low-level underlying infrastructure for linking sensors and managing spatial information and also high-level tools to aid content developers to produce spatially triggered information. This paper talks about the co-existance of virutal and physical spaces: By this we eman that people and objects may have locations in an relationships to both physical space and one or more virtual spaces, and that these different space together interact to give an overall system behavior and user experience. I am very interested by the notion of ``measured space'' and how its accuracy and quality influences the relationship between virtual and real spaces. * real space -- the locations and activities of actual objects and people in physical space * measured space -- the representation of that space in the computer and the representation of locations of objects and people from sensor data, etc. * virtual space -- electronic spaces created to be portrayed to users, but not necessarily representing explicitly the real world Three Types Of Spaces This real-measured space relationship is about location sensing and the accuracy of sensors. I would add that the communication (latency, packet losses, data sanity, {\ldots}) also impact the relationships between the spaces and ultimately the user's experience. The dynamic of these relationships is not always controlled because it might not be instantaneous. In fact, people are remarkably adapt at dealing with multiples spaces. Computationally things are more difficult. Like Nicolas rightly questions, we still have to more deeply find out on how much and to what extent that is true. The window of the virtual space into the real space has 3 aspects: * point of projection -- The device that embodies the projection is actually in the real space (on a screen, in virtual reality goggles, in the the Ambient Wood periscope, on the Drift Table porthole, on a runner's PDA in `Can You See Me Now?') * range of detection -- There will be a set of locations in the real world where the projection can be seen (or heard, smelt etc.) * extent of target -- The projection appears to occupy some part of real space, usually `behind' the projection surface for visual projections. For example, in a video wall, the space being projected would appear to be `the other side' of the screen -- that is occupying actual space (albeit through a wall!) A space can be in fact be made of multiple space, depending on the context. Those spaces moving relatively to each other and can differ in accuracy and extent: Train Spaces }, Author = {Alan Dix and Adrian Friday and Boreana Koleva and Tom Rodden and Henk Muller and Cliff Randell and Anthony Steed}, Booktitle = {Spaces, Spatiality and Technology}, Date-Added = {2006-12-29 18:27:19 +0100}, Date-Modified = {2006-12-29 18:30:26 +0100}, Editor = {Phil Turner and Elisabeth Davenport}, Isbn = {1-4020-3272-2}, Keyword = {Wearables}, Keywords = {location-awareness, uncertainty, human-computer interaction}, Local-Url = {file://localhost/Users/fabien/Documents/papers/eq-space-v3.pdf}, Month = {July}, Publisher = {Springer}, Pubtype = {7}, Title = {Managing Multiple Spaces}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBkuLi9wYXBlcnMvZXEtc3BhY2UtdjMucGRm0hsPHB1XTlMuZGF0YU8RAY4AAAAAAY4AAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1g9lcS1zcGFjZS12My5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5d7v+rRLQAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAv+rDHQAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA6TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOmVxLXNwYWNlLXYzLnBkZgAOACAADwBlAHEALQBzAHAAYQBjAGUALQB2ADMALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASAC1Vc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9lcS1zcGFjZS12My5wZGYAABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMYAywDTAmUCZwJsAnUCgAKEApICmQKiAqcCqgAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAK3}} @article{Satyanarayanan:2001, Abstract = {This article discusses the challenges in computer systems research posed by the emerging field of pervasive computing. It first examines the relationship of this new field to its predecessors: distributed systems and mobile computing. It then identifies four new research thrusts: effective use of smart spaces, invisibility, localized scalability, and masking uneven conditioning. Next, it sketches a couple of hypothetical pervasive computing scenarios, and uses them to identify key capabilities missing from today's systems. The article closes with a discussion of the research necessary to develop these capabilities}, Annote = {http://www.girardin.org/fabien/blog/2006/02/18/pervasive-computing-vision-and-challengers/ M. Satyanarayanan, ``Pervasive Computing: Vision and Challenges,'' IEEE Personal Communications, August 2001. This papers sets the challenges in computer systems posed by pervasive computing. To stay focused, it avoids digressions into areas important to pervasive computing such as human-computer interaction, expert systems and software agents. Two distinct earlier steps in the evolution of pervasive computing are distributed systems and mobile computing. Some of the technical problems in pervasive computing correspond to problems already identified and studied in those fields. In some cases, the demands of pervasive computing are sufficiently different that new solutions have to be sought. The research agenda of pervasive computing subsumes that of mobile computing, but goes much further. Moreover, the whole of all the technical challenges is much greater than the sum of the part. Satyanarayanan keeps a pragramtic approach to invisility: In practice, a reasonable approximation of this ideal (invisibility) is minimal user distraction and talks about balancing proactivity and transparency towards the user Proactivity is a double-edged sword. Unless carefully designed, a proactive system can annoy a user and thus defeat the goal of invisibility. How does one design a system that strikes the proper balance at all times? Self-tuning can be an important tool in this effort. A mobile user's need and tolerance for proactivity are likely to be closely related to his level of expertise on a task and his familiarity with his environment. A system that can infer these factors by observing user behavior and context is better positioned to strike the right balance. Taxonomy Ubicomp Taxonomy of Computer Systems Research Problems in Pervasive Computing. Already blogged in Wireless Campus LBS. Relations to my thesis: Invisibility is about minimal user distraction. I am not sure about ``minimal''{\ldots} I would replace it with relevant. I like the taxonomy that shows the new layers of complexity. The whole of all these layers is much greater than the sum of the parts. Understanding the balance between annoying proactivity and inscrutable transparency is at the heart of my work. }, Author = {M. Satyanarayanan}, Date-Added = {2006-12-29 18:18:54 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Journal = {IEEE Personal Communications}, Keywords = {ubicomp, uncertainty}, Local-Url = {file://localhost/Users/fabien/Documents/papers/pcs01.pdf}, Month = {August}, Number = {4}, Pages = {10-17}, Title = {Pervasive computing: vision and challenges}, Volume = {8}, Year = {2001}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBMuLi9wYXBlcnMvcGNzMDEucGRm0hsPHB1XTlMuZGF0YU8RAXYAAAAAAXYAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1glwY3MwMS5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5f9tw1ofAAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAtw1MXAAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA0TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOnBjczAxLnBkZgAOABQACQBwAGMAcwAwADEALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASACdVc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9wY3MwMS5wZGYAABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMAAxQDNAkcCSQJOAlcCYgJmAnQCewKEAokCjAAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAKZ}} @article{Rizzo:1996, Annote = {http://www.girardin.org/fabien/blog/2006/04/20/the-management-of-human-errors-in-user-centered-design/ Rizzo, A., Parlangeli, O., Marchigiani, E., Bagnara, S. (1996) Guidelines for managing human error. SIGCHI Bullettin, 12, 312-320. A paper on the role of error analysis in usability evaluation providing guidelines aimed at supporting a qualitative analysis of human error Relation to my thesis: I am more interested in the management of system ``errors'' (due to limitations and constraints, not bad design). But it is also good to be aware of the user-centered design practices for evaluating and dealing with human errors. Ultimately the same goal is shared: minimize incidence of error, maximize error detection, and make easier error recovery. In the case of spatial awareness, an ``error'' is rather subjective interpretation. Location accuracy is not binary, nor discrete but continuous. }, Author = {A. Rizzo and O. Parlangeli and E. Marchigiani and S. Bagnara}, Date-Added = {2006-12-29 18:04:36 +0100}, Date-Modified = {2006-12-29 18:08:58 +0100}, Journal = {SIGCHI Bullettin}, Keywords = {human-computer interaction}, Number = {3}, Pages = {312-320}, Title = {The Management of Human Errors in User-Centered Design}, Url = {http://sigchi.org/bulletin/1996.3/rizzo.html}, Volume = {28}, Year = {1996}, Bdsk-Url-1 = {http://sigchi.org/bulletin/1996.3/rizzo.html}} @article{Baecker:1995, Address = {San Francisco, CA, USA}, Annote = {http://www.girardin.org/fabien/blog/2006/05/09/research-frontiers-in-human-computer-interaction/ Baecker, R. M., Grudin, J., Buxton, W. A., and Greenberg, S. 1995. Research frontiers in human-computer interaction. In Human-Computer interaction: Toward the Year 2000, R. M. Baecker, J. Grudin, W. A. Buxton, and S. Greenberg, Eds. Morgan Kaufmann Publishers, San Francisco, CA, 739-740. This is a rather old article from the Human-computer interaction: toward the year 2000. book which predicted some areas that interest me: Co-evolution and design for appropriation Designing for human capabilities is challenged by rapid changes in environments that require mutual fit and adaptation of humans and computer. The utopia in ubicomp Finally, ubiquitous computing represents a profound shit in perspective. [..] Virtual communities, virtual reality, and ubiquitous computing, in particular, bring with them bright utopian and dark anti-utopian visions. Relation to my thesis: Looking for some articles giving an overview of HCI to give a very high-level HCI context to my research. }, Author = {Ronald M. Baecker and Jonathan Grudin and William A. S. Buxton and Saul Greenberg}, Book = {Human-computer interaction: toward the year 2000}, Date-Added = {2006-12-29 17:54:56 +0100}, Date-Modified = {2006-12-29 18:02:03 +0100}, Isbn = {1-55860-246-1}, Keywords = {human-computer interaction, theory}, Pages = {739--740}, Publisher = {Morgan Kaufmann Publishers Inc.}, Title = {Research frontiers in human-computer interaction}, Year = {1995}} @inproceedings{Assad:2006, Abstract = {The Active Model (AM) is a novel approach to supporting context-aware ubiquitous services. At its core are active models for people, sensors, devices and places. These make it possible to quickly build and augment flexible ubiquitous personalisation services. We use a prototype implementation of a music presentation system to illustrate the active, distributed models and associated resource discovery. }, Annote = {http://www.girardin.org/fabien/blog/2006/07/17/models-of-people-places-and-devices-for-location-aware-services/ Assad, M. J Kay and B Kummerfeld 2006 Models of people, places and devices for location-aware services. In proceedings of 4th International Pervasive Conference, Late Breaking Results. The authors provide an overview of their Active Model (AM) to manage all elements of a ubiquitous environment: sensors, services, devices, rooms, and people. This contrast with work on other systems (work by Armind Dey or Jeffrey Hightower) that focus on managing data from sensors. Their system uses an accretion/resolution representation. It provides a hierarchy of contexts, each acting as a namespace for the component modeled. AM uses subscriptons attached to components to drive information flow between models and other programs in context-aware applications. It has a service discovery that enables models of sensors, devices, people and places to be stored at arbitrary machines. Active Model Figure1 Active Model Figure3 Relation to my thesis: a simple model for context-aware systems. I could use this model as a base to integrate the technical/physical constraints (the fuzziness of sensed space) and the layer of uncertainty inherent to ``real-world'' context-aware environments. Figure 2 shows a location information triggered with a user passing by proximity of a BT sensor. This can raise multiple misleading behaviors and informations (e.g. I am not at location g46, but I passed by in the hallway). The ad-hoc exchange of remote location without Internet connectivity raises the question of location timeliness. }, Author = {Mark Assad and Judy Kay and Bob Kummerfeld}, Booktitle = {adjuct proceedings of 4th International Pervasive Conference, Late Breaking Results}, Date-Added = {2006-12-29 17:46:35 +0100}, Date-Modified = {2006-12-29 17:49:55 +0100}, Keywords = {location-awareness, modeling}, Local-Url = {file://localhost/Users/fabien/Documents/papers/paper.pdf}, Month = MAY, Title = {Models of People, Places and Devices for Location-Aware Services}, Year = {2006}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBMuLi9wYXBlcnMvcGFwZXIucGRm0hsPHB1XTlMuZGF0YU8RAXYAAAAAAXYAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1glwYXBlci5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5f7wGJa8AAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwGI+0AAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA0TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOnBhcGVyLnBkZgAOABQACQBwAGEAcABlAHIALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASACdVc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9wYXBlci5wZGYAABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMAAxQDNAkcCSQJOAlcCYgJmAnQCewKEAokCjAAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAKZ}} @inproceedings{Guo:1995, Abstract = {This paper summarizes the three types of real world applications of the GIS/GPS technologies. 1. GPS as a Roadway Data Collector. GPS technologies may be used to collect roadway or traffic features. 2. GIS as a Transportation Database Manager. GIS packages may be used to perform spatial data manipulation and analysis and to develop end-user information management systems. 3. GPS as a Traffic Design Aid. Field collected signing data may be imported into MicroStation CAD files and maintaining active links with entities in the drawing file. This process brings quality and efficiency to signing design projects. GPS may also be used to create base drawings for design projects when the as-built information is not available or hard to get. A discussion of some real world issues such as GPS data accuracy, efficiency and effectiveness, and availability of quality maps and attribute data in applying GIS/GPS technologies are presented.}, Annote = {http://www.girardin.org/fabien/blog/2006/07/21/gisgps-in-transportation-real-world-experiences/ Guo, Bo, Allen D. Poling, and Mark J. Poppe, 1995. GIS/GPS in Transportation, Real World Experiences. Proceedings of the 15th Annual ESRI User Conference A paper that summarizes the three types of real world applications of the GIS/GPS technologies 1. GPS as a Roadway Data Collector 2. GIS as a Transportation Database Manager 3. GPS as a Traffic Design Aid The authors discuss the problems of accuracy and GPS signal reception and the problems in data acquisition and validation. Location data collected through GPS units have intrinsic random errors that cannot be totally eliminated. To obtain the higher level of accuracy for any receiver requires differential correction, a process of placing a receiver on a known location, called a base station, and using the collected satellite data to adjust GPS positions compute by other receivers at unknown locations during the same time period. [{\ldots}] Bad GPS signal reception results in missing data. This has been another major issue. [{\ldots}] Due to GPS reception problems mentioned above, it was necessary to collect some attribute information using manual methods in the White House/Washington Mal project. [{\ldots}] Some of Lee's experiences indicate that the most difficult aspects of GIS are not necessary at the technical level, but at the data acquisition and validation level. Relation to my thesis: Real-world example of the use of geospatial information with the issues of measuring/mapping the physical space. In addition to my other reading in the transportation research. }, Author = {Bo Guo and Allen D. Poling and Mark J. Poppe}, Booktitle = {15th Annual ESRI User Conference}, Date-Added = {2006-12-29 17:40:39 +0100}, Date-Modified = {2006-12-29 17:43:01 +0100}, Keywords = {transportation}, Title = {GIS/GPS in Transportation, Real World Experiences}, Url = {http://gis.esri.com/library/userconf/proc95/to250/p249.html}, Year = {1995}, Bdsk-Url-1 = {http://gis.esri.com/library/userconf/proc95/to250/p249.html}} @article{Lyytinen:2002a, Abstract = {A nomadic information environment is a heterogeneous assemblage of interconnected technological, and social, and organizational elements that enable the physical and social mobility of computing and communication services between organizational actors both within and across organizational borders. We analyze such environments based on their prevalent features of mobility, digital convergence, and mass scale, along with their mutual interdependencies. By using a framework that organizes research topics in nomadic information environments at the individual, team, organizational, and inter organizational levels and is comprised of both service and infrastructure development, we assess the opportunities and challenges for IS research. These deal with the design, use, adoption, and impacts of nomadic information environments. We conclude by discussing research challenges posed by nomadic information environments for information systems research skills and methods. These deal with the need to invent novel research methods and shift our research focus, the necessity to question the divide between the technical and the social, and the need to better integrate developmental and behavioral (empirical) research modes.}, Address = {Institute for Operations Research and the Management Sciences (INFORMS), Linthicum, Maryland, USA}, Author = {Kalle Lyytinen and Youngjin Yoo}, Date-Added = {2006-12-29 17:20:11 +0100}, Date-Modified = {2006-12-29 17:23:51 +0100}, Doi = {http://dx.doi.org/10.1287/isre.13.4.377.75}, Issn = {1526-5536}, Journal = {Info. Sys. Research}, Keywords = {human-computer interaction}, Local-Url = {file://localhost/Users/fabien/Documents/papers/010301.pdf}, Number = {4}, Pages = {377--388}, Publisher = {INFORMS}, Title = {Research Commentary: The Next Wave of Nomadic Computing}, Volume = {13}, Year = {2002}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBQuLi9wYXBlcnMvMDEwMzAxLnBkZtIbDxwdV05TLmRhdGFPEQF6AAAAAAF6AAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYKMDEwMzAxLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeXPcACjstQREYgQ0FSTwABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMACgLsAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIANU1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczowMTAzMDEucGRmAAAOABYACgAwADEAMAAzADAAMQAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIAKFVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzLzAxMDMwMS5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAwQDGAM4CTAJOAlMCXAJnAmsCeQKAAokCjgKRAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAp4=}, Bdsk-Url-1 = {http://dx.doi.org/10.1287/isre.13.4.377.75}} @book{Dourish:2001, Abstract = {Computer science as an engineering discipline has been spectacularly successful. Yet it is also a philosophical enterprise in the way it represents the world and creates and manipulates models of reality, people, and action. In this book Paul Dourish addresses the philosophical bases of human-computer interaction. He looks at how what he calls "embodied interaction"----an approach to interacting with software systems that emphasizes skilled, engaged practice rather than disembodied rationality----reflects the phenomenological approaches of Martin Heidegger, Ludwig Wittgenstein, and other twentieth-century philosophers. The phenomenological tradition emphasizes the primacy of natural practice over abstract cognition in everyday activity. Dourish shows how this perspective can shed light on the foundational underpinnings of current research on embodied interaction. He looks in particular at how tangible and social approaches to interaction are related, how they can be used to analyze and understand embodied interaction, and how they could affect the design of future interactive systems.}, Address = {Cambridge, MA, USA}, Author = {Paul Dourish}, Date-Added = {2006-12-29 17:16:52 +0100}, Date-Modified = {2006-12-29 17:18:21 +0100}, Isbn = {0-262-04196-0}, Keywords = {human-computer interaction, theory}, Publisher = {MIT Press}, Title = {Where the action is: the foundations of embodied interaction}, Year = {2001}} @article{Satyanarayanan:2003, Abstract = {This issue of IEEE Pervasive Computing focuses on building systems that deal with uncertainty. "Bayesian Filtering for Location Estimation" discusses how to reduce uncertainty in location estimates through statistical techniques. "Coping with Uncertainty in a Location-Based Game" discusses the impact of uncertainty in location sensing on user experience. It describes this impact in the context of a game and presents the authors' attempts to overcome the effects of this uncertainty. "Managing Context Information in Mobile Devices" describes a context management framework and API that simplifies the programming complexity of developing systems that handle uncertainty. Finally, "Using Trust for Secure Collaboration in Uncertain Environments" addresses the problem of uncertainty in the context of security. This uncertainty leads to risk, and the authors describe techniques to handle this risk.}, Address = {Los Alamitos, CA, USA}, Annote = {http://www.girardin.org/fabien/blog/2006/02/17/coping-with-uncertainty/ M. Satyanarayanan. ``Coping with Uncertainty,'' IEEE Pervasive Computing, vol. 02, no. 3, p. 2, July-September, 2003. The Editor in chief's note of the IEEE Pervasive Computing issue focusing on systems that deal with uncertainty. M. Satyanarayanan mentions that digital computing allowed us to eliminate uncertainty in state representation and transformation and that it is now ironic that today's all-digital world, uncertainty reappears as a major concern at a higher level of representation. Dealing with uncertainty in pervasive environments might be found in subtle system to user and user to system communication. Both quantitative and qualitative approaches seem valid How does a system strike a happy medium at all times, even when the environment or user context changes? How verbose should a system be in keeping its user informed about what is going on underneath? Relation to my thesis: This issue of IEEE Pervasive Computing was one of the first to mention uncertainty. Even with its quantitative approach (Bayesian Filtering for location estimation or modeling the user patience) it acknowledges more qualitative approaches. Good since I plan to mix the two approaches. }, Author = {M. Satyanarayanan}, Date-Added = {2006-12-29 17:07:06 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Doi = {http://doi.ieeecomputersociety.org/10.1109/MPRV.2003.1228519}, Issn = {1536-1268}, Journal = {IEEE Pervasive Computing}, Keywords = {ubicomp, uncertainty}, Local-Url = {file://localhost/Users/fabien/Documents/papers/b3002.pdf}, Number = {3}, Pages = {2}, Publisher = {IEEE Computer Society}, Title = {Coping with Uncertainty}, Volume = {02}, Year = {2003}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBMuLi9wYXBlcnMvYjMwMDIucGRm0hsPHB1XTlMuZGF0YU8RAXYAAAAAAXYAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1gliMzAwMi5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5dPu3QRPwAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAu3P1HwAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA0TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOmIzMDAyLnBkZgAOABQACQBiADMAMAAwADIALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASACdVc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9iMzAwMi5wZGYAABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMAAxQDNAkcCSQJOAlcCYgJmAnQCewKEAokCjAAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAKZ}, Bdsk-Url-1 = {http://doi.ieeecomputersociety.org/10.1109/MPRV.2003.1228519}} @inproceedings{Pang:2001, Abstract = {This paper focuses on how computer graphics and visualization can help users access and understand the increasing volume of geo-spatial data. In particular, this paper highlights some of the visualization challenges in visualizing uncertainty associated with geo-spatial data. Uncertainty comes in a variety of forms and representations, and require different techniques for presentation together with the underlying data. In general, treating the uncertainty values as additional variables of a multivariate data set is not always the best approach. We present some possible approaches and further challenges using two illustrative application domains.}, Annote = {http://www.girardin.org/fabien/blog/2006/05/07/visualizing-uncertainty-in-geo-spatial-data/ Pang A. Visualizing uncertainty in geo-spatial data. In: Workshop on the Intersections between Geospatial Information and Information Technology, prepared for the National Academies committee of the Computer Science and Telecomm unifications Board, 2001. Abstract: This paper focuses on how computer graphics and visualization can help users access and understand the increasing volume of geo-spatial data. In particular, this paper highlights some of the visualization challenges in visualizing uncertainty associated with geo-spatial data. Uncertainty comes in a variety of forms and representations, and require different techniques for presentation together with the underlying data. In general, treating the uncertainty values as additional variables of a multivariate data set is not always the best approach. We present some possible approaches and further challenges using two illustrative application domains. As these components become more affordable and widespread (e.g. GeoSensor/Dust Networks), and as the volume and richness of geo-spatial data set being collected increase, the need for visualizing these data in an informative and consistent manner become more acute. In particular, there will inevitably be more concern about the accuracy, timeliness, and confidence of information being displayed -- specially if the data are coming from multiple sources, or by their nature of collection contain some inherent uncertainty. Depending on the domain, uncertainty can be associated with variability, but also sparsity in data, uncertainty in the model. It can arise from measurements, registration, and calibration operations, but also from processing of the data themselves. Uncertainty my be represented in different ways such as scalar, intervals, tuples, or distributions at each geo-spatial coordinate. Different visualization techniques must be developed to present these uncertainty representations together with the underlying data. There is not consensus or universally recognized meaning for uncertainty in the literature. Uncertainty is a multi-face characterization about data, whether from measurements and observations of some phenomenon, and predictions made from them. It may include several concepts including error, accuracy, precision, validity, quality, variability, noise, completeness, confidence, and reliability. It try to model (in process) the different components of spatial uncertainty Uncertainty Map A definition of spatial uncertainty In [1], spatial uncertainty is defined for both attribute values and position. It includes accuracy, statistical precision and bias in initial values, as well as in estimated predictive coefficients in statistically calibrated equations used in the analysis. ``Most importantly, spatial uncertainty includes the estimation of errors in the final output that result from the propagation of external (initial values) uncertainty and internal (model) uncertainty.'' Visualization challenge Uncertainty is an important issue with geospatial data sets, and hence it is not surprising to see a large number of papers from related fields such as geography and cartography. There is more than one way to classify how uncertainty can be visualized. One is by how uncertainty itself is represented, another is by how uncertainty is encoded into visualization. For the latter, there are two general ways of combining uncertainty into a visualization: * mapping uncertainty information as an additional piece of data. Incorporating uncertainty information into the visualization by mapping it as transparency, haze, blur, etc. to alter the appearance of the underlying data. * creating new visualization primitives and abstractions that incorporate uncertainty information. Modifying the visualization primitive itself so that uncertainty can be encoded with the data, and usually in such a way that the interpretation of both data and uncertainty cannot be visually separated. Spatial Uncertainty Gaps Relation to my thesis: The source of data uncertainty are source errors, process errors and use errors [2]. In many cases uncertainty in geo-spatial data is as important as the data itself. My research focuses on how best to communicate uncertainty information accurately and effectively. This papers offers a state of the art on visualization techniques that treat uncertainty as an integral element with the data. I am deeply interested in how spatial uncertainty is handled in traditional domains such as geography and cartography. Other fields with works similar to my interests are information visualization [1] [2] (displaying uncertainty), artificial intelligence (reducing uncertainty), robotics (wayfinding with uncertainty), psychology (coping/dealing with uncertainty, spatial cognition), and complexity theory (contextualizing uncertainty). References to read: [1] H. T. Mowrer and R.G. Congalton, editors. Quantifying Spatial Uncertainty in Natural Resources: Theory and Applications for GIS and Remote Sensing. Ann Arbor Press, 2000. [2] M. Kate Beard, Barbara P. Buttenfield, and Sarah B. Clapham. NCGIA research initiative 7: Visualization of spatial data quality. Technical Paper 91-26, National Center for Geographic Information and Analysis, October 1991. Available through ftp: ncgia.ucsb.edu. 59pp. }, Author = {Alex Pang}, Booktitle = {Workshop on the Intersections between Geospatial Information and Information Technology}, Date-Added = {2006-12-29 16:51:39 +0100}, Date-Modified = {2006-12-29 16:56:51 +0100}, Keywords = {geovisualization, uncertainty, theory}, Local-Url = {file://localhost/Users/fabien/Documents/papers/pang%20viz%20uncert.pdf}, Title = {Visualizing uncertainty in geo-spatial data}, Year = {2001}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEB0uLi9wYXBlcnMvcGFuZyB2aXogdW5jZXJ0LnBkZtIbDxwdV05TLmRhdGFPEQGeAAAAAAGeAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYTcGFuZyB2aXogdW5jZXJ0LnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeX+bwk//wAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAALwk8ewAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAPk1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpwYW5nIHZpeiB1bmNlcnQucGRmAA4AKAATAHAAYQBuAGcAIAB2AGkAegAgAHUAbgBjAGUAcgB0AC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgAxVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvcGFuZyB2aXogdW5jZXJ0LnBkZgAAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAygDPANcCeQJ7AoACiQKUApgCpgKtArYCuwK+AAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAss=}} @inproceedings{Padovitz:2004, Abstract = {There is an inherent chasm between the real-world and the world that can be perceived by computer systems, yielding uncertainty and ambiguity in system perceived context, with consequent effect on the performance of context-aware systems. While the problem is complex in depth and breadth, we explore an approach where context is characterized at different levels of abstraction, and where contextual information at high-levels of abstraction and sensed context at low-levels of abstraction can be used to validate and correct low-level sensed context such as location. We describe a randomly generated simulation of locations that might be sensed by a positioning technology, and how our approach can be used to validate and correct the sensed locations.}, Annote = {http://www.girardin.org/fabien/blog/2006/02/16/on-uncertainty-in-context-aware-computing-appealing-to-high-level-and-same-level-context-for-low-level-context-verification/ Padovitz A., Loke S. W., Zaslavsky A., On Uncertainty in Context-Aware Computing: Appealing to High-Level and Same-Level Context for Low-Level Context Verification, in S. K. Mostefaoui et al (eds.) International Workshop on Ubiquitous Computing, 6th International Conference on Enterprise Information Systems (ICEIS) , 2004, INSTICC Press, Portugal, pp. 62 -- 72 In context-aware systems factors that promote uncertainty are: * Unsatisfactory combination of attribute types to infer * Intrinsic ambiguity between two or more situations that impedes a straightforward reasoning about the correct contex * Inherent inaccuracy and unreliability of many type of low-level sensors, which may lead to contradicting or substantially different reasoning about context (focus of this paper). A context-aware system needs to resolve discrepancies as well as high-level context ambiguities that result from the contradicting sensor readings. Sensors sometimes yield to different or contradicting results when systems deal with sensors that are inherently innaccurate.The authors approach is: We suggest a general high-level, logical approach that makes use of existing context reasoning and acquisition techniques that enables a context-aware system to resolve context ambiguities and optimize sensor-reading values. Our approach is the following: in order to verify a given sensor reading (i.e. low-level contextual information) such as location or light, we use other sensor readings and inferences upon such sensor readings. We present a system prototype that filters sensed location readings according to a logical scheme using high-level contextual situations. We also present a simulation, used for critically assessing the logical filtering approach. Logical filtering improves in general location error. However the degree of success of such an approach is dependent on the suitability of the system's contextual configuration. The environment must somehow be controlled. Related other positivist approaches like: Towards Reasoning About Context in the Presence of Uncertainty. References to read: Glassey R., Ferguson I., Modeling Location for Pervasive Environments, First UK-UbiNet Workshop, London, UK, 2003 M{\"a}ntyj{\"a}rvi J., Sepp{\"a}nen T., Adapting Applications in Mobile Terminals Using Fuzzy Context Information, Mobile Human-Computer Interaction: 4th International Symposium, Mobile HCI 2002, Pisa, Italy, September 18-20, 2002 M. Satyanarayanan. ``Coping with Uncertainty,'' IEEE Pervasive Computing, vol. 02, no. 3, p. 2, July-September, 2003. Relation to my thesis: This papers provides a positivist (quantitative/engineering) approach to my research topic on how to handle uncertainties that emerge when systems try to become aware at runtime and are indecisive in reasoning about the true situation. The difference with my approach is that they try to computationally (probability-based solution) decrease uncertainty while I think this is not enough and communicating about the system state/discrepeancier is necessary to disambiguate uncertain situations (or at least supporting disambiguation). Moreover, context is more about accurately detecting a location. }, Author = {Amir Padovitz and Seng Wai Loke and Arkady B. Zaslavsky}, Booktitle = {IWUC}, Date-Added = {2006-12-29 16:40:15 +0100}, Date-Modified = {2006-12-29 16:47:03 +0100}, Keywords = {context intepretation, uncertainty, modeling, location techniques}, Local-Url = {file://localhost/Users/fabien/Documents/papers/padovitz-context%2520verification-iwuc04.pdf}, Pages = {62-72}, Title = {On Uncertainty in Context-Aware Computing: Appealing to High-Level and Same-Level Context for Low-Level Context Verification.}, Year = {2004}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEDQuLi9wYXBlcnMvcGFkb3ZpdHotY29udGV4dCUyMHZlcmlmaWNhdGlvbi1pd3VjMDQucGRm0hsPHB1XTlMuZGF0YU8RAe4AAAAAAe4AAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1h9wYWRvdml0ei1jb250ZXh0JTIwdmUjNzk3RjgucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5f4wBN/QlBERiBDQVJPAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwBNxMgAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgBKTWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOnBhZG92aXR6LWNvbnRleHQlMjB2ZSM3OTdGOC5wZGYADgBWACoAcABhAGQAbwB2AGkAdAB6AC0AYwBvAG4AdABlAHgAdAAlADIAMAB2AGUAcgBpAGYAaQBjAGEAdABpAG8AbgAtAGkAdwB1AGMAMAA0AC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgBIVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvcGFkb3ZpdHotY29udGV4dCUyMHZlcmlmaWNhdGlvbi1pd3VjMDQucGRmABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAOEA5gDuAuAC4gLnAvAC+wL/Aw0DFAMdAyIDJQAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAMy}} @article{MacEachren:2005, Abstract = {Developing reliable methods for representing and managing information uncertainty remains a persistent and relevant challenge to GIScience. Information uncertainty is an intricate idea, and recent examinations of this concept have generated many perspectives on its representation and visualization, with perspectives emerging from a wide range of disciplines and application contexts. In this paper, we review and assess progress toward visual tools and methods to help analysts manage and understand information uncertainty. Specifically, we report on efforts to conceptualize uncertainty, decision making with uncertainty, frameworks for representing uncertainty, visual representation and user control of displays of information uncertainty, and evaluative efforts to assess the use and usability of visual displays of uncertainty. We conclude by identifying seven key research challenges in visualizing information uncertainty, particularly as it applies to decision making and analysis.}, Annote = {http://www.girardin.org/fabien/blog/2006/07/05/visualizing-geospatial-information-uncertainty-what-we-know-and-what-we-need-to-know/ Alan M. MacEachren and Anthony Robinson and Susan Hopper and Steven Gardner and Robert Murray and Mark Gahegan and Elisabeth Hetzler. ``Visualizing Geospatial Information Uncertainty: What We Know and What We Need to Know``. In Cartography and Geographic Information Science,, Vol. 32, No. 3, pp. 139--160, July 2005. The papers reviews and assess progress toward visual tools and methods to help analysts manage and understand information uncertainty. First the authors note that there is no comprehensive understanding of the parameters that influence successful uncertainty visualization. In turn, without this understanding, effective approaches to visualizing information uncertainty to support real-world geospatial information analysis remain elusive. Conceptualizing Uncertainty Uncertainty is an ill-defined concept, and the distinction between it and related concepts such as data quality, reliability, accuracy, and error often remaining ambiguous in the literature. According to Hunter and Goodchild (1993), when inaccuracy is known objectively, it can be expressed as error; when it is not known, the term uncertainty applies. Pang et al (1997) delineated three types of uncertainty related to stages in a visualization pipeline: collection uncertainty due to measurements, and models in the acquisition process, derived uncertainty arising from data transformations, and visualizations uncertainty introduced during the process of data-to-displac mapping. Decision Making with Uncertainty The research seems to take for granted that visual depictions of uncertainty are useful for decision making. Tversky and Kahneman (1974) not a conflict: some experts are dependent on statistical analyses to incorporate uncertainty into their decision, but lay users tend to ignore or misinterpret staticstical probalilities and instead rely on less accurate heuristics when making decisions. This divergence prompts 2 questions related to my topic: 1. will providing information about data uncertainty in an explicit visual way help a lay or expert map reader make different decisions 2. if they do make different decisions, will provision of information about data uncertainty lead to better, more correct, deicsions or simply cause analysts to discount the unreliable informations Cliburn et al. (2002) address the idea of making decisions based on uncertain data with the help of uncertainty representations. They list the depiction of uncertainy as a drawback, because policy makers (the users for their study) typically want issues presented with not ambiguity. One participant in their study suggested that a depiction of uncertainty could be used to discredit the models rather than having the intended effect of signaling unbiased results. Topology of Uncertainty The literature makes it clear that there are a variety of kinds of uncertainty and to be useful, representations of uncertainty, visual or other, must address this variety. Therefore, there are there have been efforts to delineate the components of information uncertainty and related them specifically to visual representations methods. The earliest conceptual framework for geospatial uncertainty separated error components of value, space, time, consistency and completeness. All the approaches have in common the observation that uncertainty itself occurs at different levels of abstraction. Most of the efforts to formalize an approach to uncertainty visualization within geovisualization (and GIScience more generally) derive from longterm work on Spatial Data Transfer Standards (SDTS) (Fegeas et al. 1992; Moellering 1994; Morrison 1988). The focus of the initial SDTS effort was on specifying categories of ``data quality'' which were to be encoded as part of the metadata for car tographic data sets: The categories of data quality defined as part of the SDTS are: * Lineage * Positional accuracy * Attribute accuracy * Logical accuracy * Logical consistency * Completeness Gahegan and Ehlers (2000) focused on modeling uncertainty within the context of fusing activities between GIS and remote sensing. Their approach matched five types of uncertainty---data/value error/precision, space error/precision, time error/precision, consistency, and completeness---against four models of geographic space: field, image, thematic, and object, as shown below: Gahegan And Ehlers Uncertainty From an InfoVis rather than SciVis perspective, Gershon (1998) took a very different approach than Pang, focusing on kinds of ``imperfection'' in the information about which an analyst or decision maker might need to know. His argument is that imperfect information, while involving uncertainty, is more complex than typically considered from the viewpoint of uncertainty alone. Gershon Taxonomy Imperfect Knowledge Building on the typology efforts, Thomson et al. 2004 propose a typology of uncertainty relevant to geospatial information visualization in the context of intelligence analysis: Thomson Uncertainty2004 Visual Signification of Uncertain Information The most basic methods of visually representing uncertainty are available through direct application of Bertin's (1983) visual variables, following guidelines already used in traditional cartography. The original set of variables includes location, size, color value, grain (often mislabeled as texture), color hue, orientation, and shape. In work focusing specifically on uncertainty visualization, Davis and Keller (1997) asserted that using color hue, color value, and ``texture'' are the ``best candidates'' for representing uncertain information using static methods. However most of the uncertainty visualization research includes an implicit assumption that users of uncertainty information are homogeneous. Testing Use and Usability Very little has been done to empirically evaluate whether the proposed applications work, or whether the theoretical perspectives lead to supportable hypotheses. In subsequent research, MacEachren et al. (1998) tested three methods of representing reliability, i.e., certainty, of health data on choropleth maps and again found that color saturation, counter to their prediction, was less effective for signifying uncertainty than the alternatives tested. Results from Schweizer and Goodchild (1992) , based on user performance on tasks ranging from simple value look-up to overall map comparisons, indicated that reliability information can be added successfully to choropleth maps without inhibiting users' map-reading ability. Leitner and Buttenfield (2000) went beyond this to consider the impact of different representation methods on map interpretation for decision making. Map detail was found to have limited impact on results, but the maps that depicted uncertainty led to significantly more correct location decisions than those that did not. Response times were similar with and without uncertainty representation, from which the authors conclude that representation of uncertainty acts to clarify mapped information rather than to make the map cluttered or complex. There is a need for a more systematic approach to understanding: * the use of information uncertainty in information analysis and decision making, and * the usability of uncertainty representation methods and manipulable interfaces for using those representations. Discussion We cannot yet say definitively whether decisions are better if uncertainty is visualized or suppressed, or under what conditions they are better; nor do we understand the impact of uncertainty visualization on the process of analysis or decision making. There is little agreement in the literature about the best way to represent uncertainty. A great number of these methods seem to have potential for displaying attribute certainty on static and dynamic data representations, but only a few of them have been empirically assessed and the results have not been studied in depth, Challenges The paper concludes by identifying seven key research challenges in visualizing information uncertainty, particularly as it it applies to decision making and analysis. The ones that relate to my work are: * Understanding the components of uncertainty and their relationships to domains, users, and information needs * Understanding how knowledge of information uncertainty influences information analysis, decision making, and decision outcomes * Understanding how (or whether) uncertainty visualization aids exploratory analysis * Developing methods for capturing and encoding analysts' or decision makers' uncertainty * Assessing the usability and utility of uncertainty capture, representation, and interaction methods and tools Key references are: Gahegan, M., and M. Ehlers. 2000. A framework for the modelling of uncertainty between remote sensing and geographic information. ISPRS Journal of Photogrammetry and Remote Sensing 55(3):176-88. Gershon, N. D. 1998. Visualization of an imperfect world. Computer Graphics and Applications (IEEE) 18(4): 43-5. Relation to my thesis: I am interested in methods to help users of location-aware system manage and understand information uncertainty. Methods can be to design adaptable core system or like in this case appropriate uncertain information visualization. This paper first acknowledges that there is no comprehensive understanding of the parameters that influence successful uncertainty visualization, and actually the approaches to support real-world geospatial information analysis remain elusive. The authors call for more systematic approach to understanding the usability of uncertainty representation methods and manipulable interface for using those representations. This is an area I might want to cover. A research question could be to know if decisions are better if location uncertainty is visualized or suppressed, and under what conditions they are better. The challenges mentioned by the authors are also part of my research domain such as ``understanding the components of information uncertainty and their relationships to domains, users, and information needs and assessing the usability and utility of uncertainty capture, representation, and interaction methods and tools. Finally, I am very interested in the different topologies of uncertainty, as I have already tried to sketch in the past. The approach by Thomson et al. 2004 is inspiring. Part of my work is to define what (spatial) uncertainty is in the context of ubiquitous computing. }, Author = {Alan M. MacEachren and Anthony Robinson and Susan Hopper and Steven Gardner and Robert Murray and Mark Gahegan and Elisabeth Hetzler}, Date-Added = {2006-12-29 16:30:09 +0100}, Date-Modified = {2006-12-29 16:34:29 +0100}, Journal = {Cartography and Geographic Information Science}, Keywords = {uncertainty, geovisualization, usability}, Local-Url = {file://localhost/Users/fabien/Documents/papers/MacEachren_et_al_FINAL.pdf}, Month = {July}, Number = {3}, Pages = {139--160}, Title = {Visualizing Geospatial Information Uncertainty: What We Know and What We Need to Know}, Volume = {32}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECQuLi9wYXBlcnMvTWFjRWFjaHJlbl9ldF9hbF9GSU5BTC5wZGbSGw8cHVdOUy5kYXRhTxEBugAAAAABugACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWGk1hY0VhY2hyZW5fZXRfYWxfRklOQUwucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl9PAyroMAAAAAAAAAAAAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAADAyp3sAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACAEVNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6TWFjRWFjaHJlbl9ldF9hbF9GSU5BTC5wZGYAAA4ANgAaAE0AYQBjAEUAYQBjAGgAcgBlAG4AXwBlAHQAXwBhAGwAXwBGAEkATgBBAEwALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASADhVc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9NYWNFYWNocmVuX2V0X2FsX0ZJTkFMLnBkZgATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDRANYA3gKcAp4CowKsArcCuwLJAtAC2QLeAuEAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAAC7g==}} @inproceedings{hightower2003position, Abstract = {Emerging proactive applications want to reason about ``place'', not coordinates. Existing systems rely on manually defining places which, while useful, does not scale to ubiquitous deployment. In this paper I define place and challenge the research community with learning and labeling places automatically.}, Annote = {http://www.girardin.org/fabien/blog/2005/01/30/from-position-to-place/ In From Position to Place, Jeffrey Hightower about the need for application to reason about ``place'', not coordinates. Existing systems rely on manually defining places which, while useful, does not scale to ubiquitous deployment. Generically, place is a human-readable labeling of positions. Current approaches require manual definition of places. I must, by hand, delineate and label my neighborhood, property, rooms, furniture, and service areas of my devices. Manual definition does not scale. Instead, ubiquitous deployment requires automatically learning significant regions and semantically labeling them as places. The challenge is to augment maps of physical features with the dynamic data to, over time, suggest geometric regions which are good candidates to label as places. Label directly represents the places demographic, environmental, historic, personal, or commercial significance and is the desired abstraction for emerging proactive applications. The interface should be capable of answering both What place labels are associated with my current coordinates? and What is the probability I am currently is in a place P?}, Author = {Jeffrey Hightower}, Booktitle = {Proceedings of The 2003 Workshop on Location-Aware Computing}, Date-Added = {2006-12-29 14:42:24 +0100}, Date-Modified = {2006-12-29 14:45:43 +0100}, Keywords = {location-awareness}, Local-Url = {file://localhost/Users/fabien/Documents/papers/hightower2003position.pdf}, Month = {October}, Note = {part of the 2003 Ubiquitous Computing Conference}, Pages = {10-12}, Title = {From Position to Place}, Year = {2003}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECMuLi9wYXBlcnMvaGlnaHRvd2VyMjAwM3Bvc2l0aW9uLnBkZtIbDxwdV05TLmRhdGFPEQG2AAAAAAG2AAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYZaGlnaHRvd2VyMjAwM3Bvc2l0aW9uLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeXu8G62mUAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMG6zFUAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIARE1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpoaWdodG93ZXIyMDAzcG9zaXRpb24ucGRmAA4ANAAZAGgAaQBnAGgAdABvAHcAZQByADIAMAAwADMAcABvAHMAaQB0AGkAbwBuAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgA3VXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvaGlnaHRvd2VyMjAwM3Bvc2l0aW9uLnBkZgAAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoA0ADVAN0ClwKZAp4CpwKyArYCxALLAtQC2QLcAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAuk=}} @article{Benford:2005a, Abstract = {A new generation of entertainment technology takes computer games to the streets---and ultimately beyond.}, Address = {New York, NY, USA}, Annote = {http://www.girardin.org/fabien/blog/2005/03/14/bridging-the-physical-and-digital-in-pervasive-gaming/ In Bridging the Physical and Digital in Pervasive Gaming, Benford, Margerkurth and Ljungstrand talk (once again) about the new challenges given to pervasive gaming. Namely: * Dealing with uncertainty Uncertainties associated with sensing and wireless communication. Both are constrainted by limited coverage, especially in congested urban areas, so that players may often be unable to obtain fix on their position or communicate with others. * Hybrid architectures. Reconciling client-server and peer-to-peer architecture. Whereas client-server architectures enable players to share a consistent game experience, peer-to-peer support highly localized and ad-hoc game play during encounters on the streets. * Hefting domains Designs requires careful consideration of which elements to represent virtually, physically, or as a blend of both * Configuration A pervasive game may need to be configured to work at many different locations * Orchestration Real time management of live game from behind the scenes In this article, they also mention the various forms of pervasive games (mapping classic computer games onto real-world setting, focus on social interaction, touring artistic games, educational games). They mention the three core technologies that pervasive games are built upon (displays, wireless communication, sensing technologies). It is actually the blend of technoloies combined with the location-based and often public nature of game play, gives pervasive games their distinctive identity. }, Author = {Steve Benford and Carsten Magerkurth and Peter Ljungstrand}, Date-Added = {2006-12-29 14:33:49 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Doi = {http://doi.acm.org/10.1145/1047671.1047704}, Issn = {0001-0782}, Journal = {Commun. ACM}, Keywords = {ubicomp, uncertainty}, Local-Url = {file://localhost/Users/fabien/Documents/papers/p54-benford.pdf}, Number = {3}, Pages = {54--57}, Publisher = {ACM Press}, Title = {Bridging the physical and digital in pervasive gaming}, Volume = {48}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBkuLi9wYXBlcnMvcDU0LWJlbmZvcmQucGRm0hsPHB1XTlMuZGF0YU8RAY4AAAAAAY4AAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1g9wNTQtYmVuZm9yZC5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5fxwbrYcFBERiBwcnZ3AAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwbrKYAAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA6TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOnA1NC1iZW5mb3JkLnBkZgAOACAADwBwADUANAAtAGIAZQBuAGYAbwByAGQALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASAC1Vc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9wNTQtYmVuZm9yZC5wZGYAABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMYAywDTAmUCZwJsAnUCgAKEApICmQKiAqcCqgAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAK3}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1047671.1047704}} @inproceedings{Lin:2002, Abstract = {Traditionally, location systems have been built bottom-up beginning with low-level sensors and adding layers up to high-level context. Consequently, they have focused on a single location-detection technology. With sharing of user location in mind, we created Personal Location Agent for Communicating Entities (PLACE), an infrastructure that incorporates multiple location technologies for the purpose of establishing user location with better coverage, at varying granularities, and with better accuracy. PLACE supports sensor fusion and access control using a common versatile language to describe user locations in a common universe. Its design provides an alternative approach towards location systems and insight into the general problem of sharing user location information.}, Address = {London, UK}, Annote = {http://www.girardin.org/fabien/blog/2005/04/03/reason-locations-as-semantic-places-rather-than-coordinates/ Personal Location Agent for Communicating Entities (PLACE), developped in 2003 at the MIT Artificial Intelligence Laboraroty, is an infrastructure that incorporates multiple location technologies for the purpose of establishing user location with better coverage, at varying granularities, and with better accuracy. The paper provide insight into an approach toward bulind an infrastructure with location-sharing in mind from its conception. They promote a mixed used of location systems. Each location system enerally has both unique feature and limitations in term of technology, accuracy, scalibility, and cost. In the past there have been attempt to create common spaltion location data sets condisting in geodetic latitude, longitude and altitude, accuracy and time of measurement, speed, direction, course, and orientation. PLACE's approach is to reason about locations as semantic places rather than coordinates. The problem is that there can be many different representations for the same location and having syntatically identical representations for different locations. There is also the problem of relational information. Notions like ``near'' show the contextual complexity we face.}, Author = {Justin Lin and Robert Laddaga and Hirohisa Naito}, Booktitle = {Mobile HCI '02: Proceedings of the 4th International Symposium on Mobile Human-Computer Interaction}, Date-Added = {2006-12-29 14:26:50 +0100}, Date-Modified = {2006-12-29 14:30:17 +0100}, Isbn = {3-540-44189-1}, Keywords = {location-awareness, human-computer interaction}, Local-Url = {file://localhost/Users/fabien/Documents/papers/mobilechi02.pdf}, Pages = {45--59}, Publisher = {Springer-Verlag}, Title = {Personal Location Agent for Communicating Entities (PLACE)}, Year = {2002}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBkuLi9wYXBlcnMvbW9iaWxlY2hpMDIucGRm0hsPHB1XTlMuZGF0YU8RAY4AAAAAAY4AAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1g9tb2JpbGVjaGkwMi5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5fawbrWjgAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwbrIfgAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA6TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOm1vYmlsZWNoaTAyLnBkZgAOACAADwBtAG8AYgBpAGwAZQBjAGgAaQAwADIALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASAC1Vc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9tb2JpbGVjaGkwMi5wZGYAABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMYAywDTAmUCZwJsAnUCgAKEApICmQKiAqcCqgAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAK3}} @phdthesis{Hansen:2005, Abstract = {This report discusses and summarises the results of the first part of my Ph.D. studies. The report is entitled ``Context-Aware, Mobile Hypermedia Systems'' which reflects the research topics of my work. My main concern has been to explore and develop techniques to extend hypermedia beyond the desktop and into the physical environments we live and work in. I have taken an experimental approach to research and have therefore been working at both an empirical and theoretical level. These two levels are of course deeply intertwined: the empirical work being the development of basic technologies and systems which can be tested in practice. Evaluation leads to the development of new theories and ideas which can be feed into the improved version of the software systems and give rise to new systems. Theories and conclusions are thus developed along side the practical, empirical work. However, the theoretical constructions are not based on my own experiences alone, but also on other results from the research literature. In the remainder of the report I will describe my efforts in investigating and developing context-aware, mobile hypermedia systems. The work takes its outset in the hypermedia field and tries to combine this with mobile and context-aware computing techniques. Based on earlier empirical studies conducted in the InteractiveSpaces research lab on mobile support for project work in Danish primary schools I will present prototypes of hypermedia systems developed for and tested in this use context. Before elaborating the concrete results of my work, I will in this section motivate why I think it is a worthwhile and even necessary to apply context-awareness to hypermedia applications as these move away from the desktop and into mobile devices and mobile work practices.}, Annote = { Context-Aware Mobile Hypermedia Systems is a PhD Progress report written by Frank Allan Hansen on context-aware mobile hypermedia system (context aware browsing, search, annotations and linking). I was more interested in the way he did his work than the output itslef. He describes the different approaches to prototyping (exploratory, experimental and evolutionary) and the actual architecture and model of his HyCon service. He mentions having to drop the use of SVG and web service on the J2Me edition. He finishes by envision ways to empower the user for such context-aware systems. Finding the right balance between user controallble applications and automatically adapting systems.}, Author = {Frank Allan Hansen}, Date-Added = {2006-12-29 14:16:42 +0100}, Date-Modified = {2006-12-29 14:21:14 +0100}, Keywords = {context-awareness}, Local-Url = {file://localhost/Users/fabien/Documents/papers/fah-phd-progressreport-screen.pdf}, Month = {February}, School = {University of Aarhus}, Title = {Context-Aware Mobile Hypermedia Systems}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECsuLi9wYXBlcnMvZmFoLXBoZC1wcm9ncmVzc3JlcG9ydC1zY3JlZW4ucGRm0hsPHB1XTlMuZGF0YU8RAdQAAAAAAdQAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1h9mYWgtcGhkLXByb2dyZXNzcmVwb3IjNzk3N0MucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5d8wbrUNgAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwbrGJgAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgBKTWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOmZhaC1waGQtcHJvZ3Jlc3NyZXBvciM3OTc3Qy5wZGYADgBEACEAZgBhAGgALQBwAGgAZAAtAHAAcgBvAGcAcgBlAHMAcwByAGUAcABvAHIAdAAtAHMAYwByAGUAZQBuAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgA/VXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvZmFoLXBoZC1wcm9ncmVzc3JlcG9ydC1zY3JlZW4ucGRmAAATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDYAN0A5QK9Ar8CxALNAtgC3ALqAvEC+gL/AwIAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAADDw==}} @inproceedings{Cheng:2005, Abstract = {Location systems have long been identified as an important component of emerging mobile applications. Most research on location systems has focused on precise location in indoor environments. However, many location applications (for example, location-aware web search) become interesting only when the underlying location system is available ubiquitously and is not limited to a single office environment. Unfortunately, the installation and calibration overhead involved for most of the existing research systems is too prohibitive to imagine deploying them across, say, an entire city. In this work, we evaluate the feasibility of building a wide-area 802.11 Wi-Fi-based positioning system. We compare a suite of wireless-radio-based positioning algorithms to understand how they can be adapted for such ubiquitous deployment with minimal calibration. In particular, we study the impact of this limited calibration on the accuracy of the positioning algorithms. Our experiments show that we can estimate a user's position with a median positioning error of 13--40 meters (depending upon the characteristics of the environment). Although this accuracy is lower than existing positioning systems, it requires substantially lower calibration overhead than existing indoor positioning systems and provides easy deployment and coverage across large metropolitan areas. Moreover, unlike GPS, it does not require line of sight to the sky and consequently works in areas where GPS does not (indoors and in dense urban environments).}, Address = {New York, NY, USA}, Annote = {http://www.girardin.org/fabien/blog/2005/07/08/john-krumm-on-wifi-positioning/ John Krumm of Microsoft Research gives an interview on Wi-Fi positioning, based on the paper he co-wrote Accuracy Characterization for Metropolitan-Scale Wi-Fi Localization with other Place Lab members. He goes exactly in the same direction I took for developing CatchBob!. That is WiFi positioning is of 13-40 meters in an uncontrolled urban and residential environment, measuring the signal strength is almost useless, and complicated algorithms are not more accurate. Using Wi-Fi to Make Your Device Find Where You Are interview of John Krumm by Rob Knies. We learned that we can estimate the location of a mobile Wi-Fi device to an accuracy of 13-40 meters, depending on the environment, using just the access points that are already deployed in urban and residential neighborhoods. We found that measuring the signal strength of Wi-Fi access points really doesn't help that much in estimating position. One of the pleasant conclusions from our study is that, for this task, a simple algorithm worked almost as well as a much more complicated one. *** Yet another excellent Place Lab publication. Accuracy Charaterization for Metropolitan-scale Wi-Fi Localization talks about the feasibility of building and the accuracy of a wede-area 802.11 Wi-Fi-based positioning system with very little calibration overhead. Their experiment show that the can estimate a user's position with a median positioning error of 13-40 meters (depending upon the characteristics of the environment). They point out that building and deploying location-aware application that are usable by a wide variety of people in everyday situations is arguably no easier now than it was ten year ago. Moreover, most current location systems do not work where people spend much of their time. GPS does not work indoors and works poorly in many cities where the so called ``urban canyons'' form by building prevent GPS units from seeing enough satellites to get a position lock. They prone a mix approach to positioning to reach ubiquitous availability of location information. }, Author = {Yu-Chung Cheng and Yatin Chawathe and Anthony LaMarca and John Krumm}, Booktitle = {MobiSys '05: Proceedings of the 3rd international conference on Mobile systems, applications, and services}, Date-Added = {2006-12-29 14:11:20 +0100}, Date-Modified = {2006-12-29 14:41:18 +0100}, Doi = {http://doi.acm.org/10.1145/1067170.1067195}, Isbn = {1-931971-31-5}, Keywords = {location techniques}, Local-Url = {file://localhost/Users/fabien/Documents/papers/IRS-TR-05-003.pdf}, Location = {Seattle, Washington}, Pages = {233--245}, Publisher = {ACM Press}, Title = {Accuracy characterization for metropolitan-scale Wi-Fi localization}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBsuLi9wYXBlcnMvSVJTLVRSLTA1LTAwMy5wZGbSGw8cHVdOUy5kYXRhTxEBlgAAAAABlgACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWEUlSUy1UUi0wNS0wMDMucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl8bButLfAAAAAAAAAAAAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAADBusTPAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACADxNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6SVJTLVRSLTA1LTAwMy5wZGYADgAkABEASQBSAFMALQBUAFIALQAwADUALQAwADAAMwAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIAL1VzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL0lSUy1UUi0wNS0wMDMucGRmAAATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDIAM0A1QJvAnECdgJ/AooCjgKcAqMCrAKxArQAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAACwQ==}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1067170.1067195}} @inproceedings{Iachello:2005, Abstract = {We report on a two-week deployment of a peer-to-peer, mobile, location-enhanced messaging service. This study is specifically aimed at investigating the need for and effectiveness of automatic location disclosure mechanisms, the emerging strategies to achieve plausible deniability, and at understanding how place and activity are used to communicate plans, intentions and provide awareness. We outline the research that motivated this study, briefly describe the application we designed, and provide details of the evaluation process. The results show a lack of value of automatic messaging functions, confirm the need for supporting plausible deniability in communications, and highlight the prominent use of activity instead of place to indicate one's location. Finally, we offer suggestions for the development of social mobile applications.}, Annote = {http://www.girardin.org/fabien/blog/2005/09/09/control-deception-and-communication-evalutatin-the-deployment-of-a-location-enhanced-messaging-service/ Control, Deception, and Communication: Evalutatin the Deployment of a Location-Enhanced Messaging Service, Giovanni Iachello, Ian Smith, Sunny Consolvo, Gregory Abowd, Jeff Hughes, James Howard, Fred Potter, James Scott, Timothy Sohn, Jeffrey Hightower and Anthony LaMarca. This study is specifically aimed at investigating the need for and effectiveness of automatic location disclosure mechanisms, the emerging strategies to achieve plausible deniability, and at understanding how place and activity are used to communicate plans, intentions and provide awareness. The results show a lack of value of automatic messaging functions, confirm the need for supporting plausible deniability in communications, and highlight the prominent use of activity instead of place to indicate one's location. The authors are particularly interested in location-enhanced applications, because location plays a fundamental role in accomplishing everyday communication and coordination tasks. For example, studies agree that one of the most frequent uses of SMS is to coordinate and schedule meetings, for which location plays a significant role. They have developed Reno, a location-enhanced messaging application for Nokia Series 60 phones (GSM positioning) that allows the user to request the location of other users and tell his/her location to them. Reno uses SMS messages to communicate. The outcomes are: - The participants did not want automatic features. When asked about the amount of messages sent and received daily, no participants mentioned being overwhelmed by the number of requests. When ask for the reason about the reasons for not configuring automatic features, some participants mentioned that they were not confident of how the features would work in practice. There was also a lack of trust ``I felt like sometimes it would be wrong'', and loss of control ``it's just like, y'know, the phone is taking over''. - All participants viewed Reno as an enhanced messaging application, rather than strictly a location-enhanced service. - People want to deceive, or deny replies, from time to time, for purpose that are important to them. People decide whether to disclose information about their activities and location based on the indentity of the requester more than on the situation in which this happens. - In Reno, imprecision and ambiguity afford a space of privacy }, Author = {Giovanni Iachello and Ian Smith and Sunny Consolvo and Gregory Abowd and Jeff Hughes and James Howard and Fred Potter and James Scott and Tim Sohn and Jeffrey Hightower and Anthony LaMarca}, Booktitle = {Proceedings of the Seventh International Conference on Ubiquitous Computing (Ubicomp 2005)}, Date-Added = {2006-12-29 13:50:34 +0100}, Date-Modified = {2006-12-29 13:54:40 +0100}, Keywords = {location-awareness, field studies}, Local-Url = {file://localhost/Users/fabien/Documents/papers/control2005-placelab.pdf}, Month = {September}, Pages = {213-231}, Publisher = {Springer-Verlag}, Series = {Lecture Notes in Computer Science}, Title = {Control, Deception, and Communication: Evaluating the Deployment of a Location-Enhanced Messaging Service}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECIuLi9wYXBlcnMvY29udHJvbDIwMDUtcGxhY2VsYWIucGRm0hsPHB1XTlMuZGF0YU8RAbIAAAAAAbIAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1hhjb250cm9sMjAwNS1wbGFjZWxhYi5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5drvv4OfAAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAvv3yXAAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgBDTWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOmNvbnRyb2wyMDA1LXBsYWNlbGFiLnBkZgAADgAyABgAYwBvAG4AdAByAG8AbAAyADAAMAA1AC0AcABsAGEAYwBlAGwAYQBiAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgA2VXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvY29udHJvbDIwMDUtcGxhY2VsYWIucGRmABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAM8A1ADcApIClAKZAqICrQKxAr8CxgLPAtQC1wAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAALk}} @inproceedings{Look:2005, Abstract = {An expressive representation for location is an important component in many applications. However, while many location-aware applications can reason about space at the level of coordinates and containment relationships, they have no way to express the semantics that define how a particular space is used. We present Lair, an ontology that addresses this problem by modeling both the geographical relationships between spaces as well as the functional purpose of a given space. We describe how Lair was used to create an application that produces walking directions comparable to those given by a person, and a pilot study that evaluated the quality of these directions. We also describe how Lair can be used to evaluate other intelligent user interfaces.}, Address = {New York, NY, USA}, Annote = {http://www.girardin.org/fabien/blog/2005/09/09/a-location-representation-for-generating-descriptive-walking-directions/ A Location Representation for Generating Descriptive Walking Directions, Gary Look, Buddhika Kottahachchi, Robert Laddaga, Howard Shrobe In this study, the authors argue that while many location-aware applications can reason about space at the level of coordinates and containment relationships, these applications have no way to express the semantics that define how a particular space is used. They developed LAIR that generates walking directions that are similar to those a person would give. It is based on an ontology to model both the geographical relationships between spaces as well as the functional purpose of a given space. Their examination of the directions revealed a useful list of characteristics. As a result of this analysis, their walking guide produce walking directions with the following properties: - Directions do no use metric distance or cardinal directions. - Directions are more complex than a sequence of ``go-to'' and ``turn'' directives - Use landmarks to identify places to turn - Use landmarks to verify travel in the right direction - Describe the physical spaces a route passes by, or passes through - Doors are useful landmarks - Describe hallway intersections }, Author = {Gary Look and Buddhika Kottahachchi and Robert Laddaga and Howard Shrobe}, Booktitle = {IUI '05: Proceedings of the 10th international conference on Intelligent user interfaces}, Date-Added = {2006-12-29 13:46:17 +0100}, Date-Modified = {2006-12-29 13:49:01 +0100}, Doi = {http://doi.acm.org/10.1145/1040830.1040862}, Isbn = {1-58113-894-6}, Keywords = {location-awareness, human-computer interaction, wayfinding}, Local-Url = {file://localhost/Users/fabien/Documents/papers/p122-look.pdf}, Location = {San Diego, California, USA}, Pages = {122--129}, Publisher = {ACM Press}, Title = {A location representation for generating descriptive walking directions}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBcuLi9wYXBlcnMvcDEyMi1sb29rLnBkZtIbDxwdV05TLmRhdGFPEQGGAAAAAAGGAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYNcDEyMi1sb29rLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeX474JmHMAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAL4JimMAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAOE1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpwMTIyLWxvb2sucGRmAA4AHAANAHAAMQAyADIALQBsAG8AbwBrAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgArVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvcDEyMi1sb29rLnBkZgAAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAxADJANECWwJdAmICawJ2AnoCiAKPApgCnQKgAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAq0=}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1040830.1040862}} @inproceedings{LaMarca:2005, Abstract = {Location systems that are based on scanning for nearby radio sources can estimate the position of a mobile device with reasonable accuracy and high coverage. These systems require a calibration step in which a map is built from radio-readings taken on a location-aware device. War driving, for example, calibrates the positions of WiFi access points using a GPS-equipped laptop. In this paper we introduce an algorithm for self-mapping that minimizes or even eliminates explicit calibration by allowing the location system to build this radio map as the system is used. Using nearly 100 days of trace data, we evaluate self-mapping's accuracy when the map is seeded by three realistic data sources: public war-driving databases, WiFi hotspot finders, and sporadic GPS connectivity. On average, accuracy and coverage are shown to be comparable to those achieved with an explicit war-driven radio map.}, Annote = {http://www.girardin.org/fabien/blog/2005/09/15/self-mapping-in-80211-location-systems/ Self-Mapping in 802.11 Location Systems, Anthony LaMarca, Jeffrey Hightower, Ian Smith and Sunny Consolvo. The authors propose a self-mapping algorithm that can reduce or even eliminate the overhead of mapping. With self mapping, only a small amount of initial map data (seed data) is needed to deploy the system. They present a graph-based algorithm for mapping radio beacons: * Nodes in the graph represent radio beacons and weighted edges represent the nearness of the two beacons * Edge weights are determined by using the radio scans to infer which beacons are near wich other beacons. * By anchoring the beacons in the seed set at their known locations, we can treat the graph as a constraint problem and compute likely locations for the unknown beacons by minimizing constaint violations. The results show that self-mapping works well in practice and is a viable alternative to explicit mapping. }, Author = {Anthony LaMarca and Jeffrey Hightower and Ian Smith and Sunny Consolvo}, Booktitle = {Proceedings of the Seventh International Conference on Ubiquitous Computing (Ubicomp 2005)}, Date-Added = {2006-12-29 13:36:37 +0100}, Date-Modified = {2006-12-29 13:44:13 +0100}, Keywords = {location techniques}, Local-Url = {file://localhost/Users/fabien/Documents/papers/selfmapping2005-placelab.pdf}, Month = {September}, Pages = {87-104}, Publisher = {Springer-Verlag}, Series = {Lecture Notes in Computer Science}, Title = {Self-Mapping in 802.11 Location Systems}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECYuLi9wYXBlcnMvc2VsZm1hcHBpbmcyMDA1LXBsYWNlbGFiLnBkZtIbDxwdV05TLmRhdGFPEQHCAAAAAAHCAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYcc2VsZm1hcHBpbmcyMDA1LXBsYWNlbGFiLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeYDMG6yroAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMG6vKoAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAR01hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpzZWxmbWFwcGluZzIwMDUtcGxhY2VsYWIucGRmAAAOADoAHABzAGUAbABmAG0AYQBwAHAAaQBuAGcAMgAwADAANQAtAHAAbABhAGMAZQBsAGEAYgAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIAOlVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL3NlbGZtYXBwaW5nMjAwNS1wbGFjZWxhYi5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoA0wDYAOACpgKoAq0CtgLBAsUC0wLaAuMC6ALrAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAvg=}} @inproceedings{Hightower:2005, Abstract = {Location-enhanced mobile devices are becoming common, but applications built for these devices find themselves suffering a mismatch between the latitude and longitude that location sensors provide and the colloquial place label that applications need. Conveying my location to my spouse, for example as (48.13641N, 11.57471E), is less informative than saying ``at home.''We introduce an algorithm called Beacon-Print that uses WiFi and GSM radio fingerprints collected by someone's personal mobile device to automatically learn the places they go and then detect when they return to those places. BeaconPrint does not automatically assign names or semantics to places. Rather, it provides the technological foundation to support this task. We compare BeaconPrint to three existing algorithms using month-long trace logs from each of three people. Algorithmic results are supplemented with a survey study about the places people go. BeaconPrint is over 90% accurate in learning and recognizing places. Additionally, it improves accuracy in recognizing places visited infrequently or for short durations---a category where previous approaches have fared poorly. BeaconPrint demonstrates 63% accuracy for places someone returns to only once or visits for less than 10 minutes, increasing to 80% accuracy for places visited twice.}, Annote = {http://www.girardin.org/fabien/blog/2005/09/15/learning-and-recognizing-the-places-we-go/ Learning and Recognizing the Places We Go, Jeffrey Hightower, Sunny Consolvo, Anthony LaMarca, Ian Smith and Jeff Hughes. The authors present their work on the problem of moving from location to place (i.e. geocoding, translate a coordinate into a corresponding name). The problem is that geocoded information, like a raw coordinate, does not correspond to someone's mental model of their personal routine nor to the terminology they use when discussing the places they go. The application ``Beacon-Print'' uses WiFi and GSM radio fingerprints collected by someone's personal mobile device to automatically learn the places they go and then detect when they return to those places. BeaconPrint does not automatically assign names or semantics to places. Rather, it provides the technological foundation to support this task. Place learning algorithms take as input a sensor log gathered from a mobile device and produce as output a list of the places the device went. The sensor information collected about each of these places is called a waypoint. Their place learning algorithm is based on fingerprints. Fingerprint waypoints are a ``signature'' of each place which allows the device to detect when it returns to the place, but provides no direct information about where that place is geographically located. }, Author = {Jeffrey Hightower and Sunny Consolvo and Anthony LaMarca and Ian Smith and Jeff Hughes}, Booktitle = {Proceedings of the Seventh International Conference on Ubiquitous Computing (Ubicomp 2005)}, Date-Added = {2006-12-29 13:24:10 +0100}, Date-Modified = {2006-12-29 13:39:36 +0100}, Keywords = {location techniques}, Local-Url = {file://localhost/Users/fabien/Documents/papers/hightower2005beaconprint.pdf}, Month = {September}, Pages = {159-176}, Publisher = {Springer-Verlag}, Series = {Lecture Notes in Computer Science}, Title = {Learning and Recognizing the Places We Go}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECYuLi9wYXBlcnMvaGlnaHRvd2VyMjAwNWJlYWNvbnByaW50LnBkZtIbDxwdV05TLmRhdGFPEQHCAAAAAAHCAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYcaGlnaHRvd2VyMjAwNWJlYWNvbnByaW50LnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeXvMG6x9YAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMG6ucYAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAR01hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpoaWdodG93ZXIyMDA1YmVhY29ucHJpbnQucGRmAAAOADoAHABoAGkAZwBoAHQAbwB3AGUAcgAyADAAMAA1AGIAZQBhAGMAbwBuAHAAcgBpAG4AdAAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIAOlVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL2hpZ2h0b3dlcjIwMDViZWFjb25wcmludC5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoA0wDYAOACpgKoAq0CtgLBAsUC0wLaAuMC6ALrAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAvg=}} @article{Reitmayr:2005, Abstract = {Paper-based cartographic maps provide highly detailed information visualisation with unrivalled fidelity and information density. Moreover, the physical properties of paper afford simple interactions for browsing a map or focusing on individual details, managing concurrent access for multiple users and general malleability. However, printed maps are static displays and while computer-based map displays can support dynamic information, they lack the nice properties of real maps identified above. We address these short-comings by presenting a system to augment printed maps with digital graphical information and user interface components. These augmentations complement the properties of the printed information in that they are dynamic, permit layer selection and provide complex computer mediated interactions with geographically embedded information and user interface controls. Two methods are presented which exploit the benefits of using tangible artifacts for such interactions.}, Address = {Los Alamitos, CA, USA}, Annote = {Localisation and Interaction for Augmented Maps by Gerhard Reitmayr, Ethan Eade and Tom Drummond explains an experiment based on augmented maps. In the simulation areas of flooding are superimposed onto a map of Cambridge along with live images captured by a camera in the city's centre. An operator can see the image and assess the local situation immediately. An emergency unit represented as a helicopter is visible on the map as well. Now, the researchers want to move out from their labs and build a deployable and mobile system.}, Author = {Gerhard Reitmayr and Ethan Eade and Tom Drummond}, Date-Added = {2006-12-29 13:05:49 +0100}, Date-Modified = {2006-12-29 13:14:07 +0100}, Doi = {http://doi.ieeecomputersociety.org/10.1109/ISMAR.2005.39}, Isbn = {0-7695-2459-1}, Journal = {ismar}, Keywords = {information visualization, maps}, Local-Url = {file://localhost/Users/fabien/Documents/papers/ReitmayrIsmar05.pdf}, Pages = {120-129}, Publisher = {IEEE Computer Society}, Title = {Localisation and Interaction for Augmented Maps}, Volume = {0}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEB0uLi9wYXBlcnMvUmVpdG1heXJJc21hcjA1LnBkZtIbDxwdV05TLmRhdGFPEQGeAAAAAAGeAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYTUmVpdG1heXJJc21hcjA1LnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeYBsG6xMgAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMG6trgAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAPk1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpSZWl0bWF5cklzbWFyMDUucGRmAA4AKAATAFIAZQBpAHQAbQBhAHkAcgBJAHMAbQBhAHIAMAA1AC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgAxVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvUmVpdG1heXJJc21hcjA1LnBkZgAAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAygDPANcCeQJ7AoACiQKUApgCpgKtArYCuwK+AAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAss=}, Bdsk-Url-1 = {http://doi.ieeecomputersociety.org/10.1109/ISMAR.2005.39}} @inproceedings{Truong:2004, Abstract = {As ubiquitous computing technology migrates into the home environment, there has been a concurrent effort to allow users to build and customize such technologies to suit their own specific needs. Many tools have been built to enable users with little or no programming knowledge to build such applications. Despite the de-emphasis on programming, however, these tools are often device-centric, rather than user-centric. In this paper, we investigate how people describe and conceptualize ubiquitous computing applications and technology. We examine how people naturally express ideas for novel applications to build conceptual models upon which to base future interfaces for creating ubiquitous computing applications.}, Address = {New York, NY, USA}, Annote = {http://www.girardin.org/fabien/blog/2005/12/11/how-do-users-think-about-ubiquitous-computing/ In How Do Users Think about Ubiquitous Computing, Kai N Truong, Elaiine M. Huang, Molly M. Stevens and Gregory D. Avowd investigate how people describe and conceptualize ubiquitous computing applications and technology. Current systems that allow end-users to create ubicomp applications generally embody a technology-centered perspective. There is a need to bridge the needs-technology gap in such systems. By surveying 45 participants, the authors examine how users express their ideas about ubicomp applications, specifically for the purpose of capturing event and information in the home of the future. Ideas are grouped in three categories of applications: * provide peace of mind: to help users feel secure by allowing them to monitor their home and children * collect records of everyday tasks or objects: keep track of objects (such as car keys) * preserve sentimental memories from experiences: the house should capture memories of people during special events instead of people having to manually capture them Not surprisingly people tend to conceptualize ubicomp in terms of human needs, situations, and tasks rather than devices and interactions between devices. There was a general lack of reference to devices of any kind. Participants rarely mentioned cameras, microphones, digital displays, sensors, or any other type of device in their responses. }, Author = {Khai N. Truong and Elaine M. Huang and Molly M. Stevens and Gregory D. Abowd}, Booktitle = {CHI '04: CHI '04 extended abstracts on Human factors in computing systems}, Date-Added = {2006-12-29 12:48:16 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Doi = {http://doi.acm.org/10.1145/985921.986053}, Isbn = {1-58113-703-6}, Keywords = {human-computer interaction, ubicomp}, Local-Url = {file://localhost/Users/fabien/Documents/papers/p1317-truong.pdf}, Location = {Vienna, Austria}, Pages = {1317--1320}, Publisher = {ACM Press}, Title = {How do users think about ubiquitous computing?}, Year = {2004}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBouLi9wYXBlcnMvcDEzMTctdHJ1b25nLnBkZtIbDxwdV05TLmRhdGFPEQGSAAAAAAGSAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYQcDEzMTctdHJ1b25nLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeX5L9pimVQREYgQ0FSTwABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAL9pbkUAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAO01hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpwMTMxNy10cnVvbmcucGRmAAAOACIAEABwADEAMwAxADcALQB0AHIAdQBvAG4AZwAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIALlVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL3AxMzE3LXRydW9uZy5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAxwDMANQCagJsAnECegKFAokClwKeAqcCrAKvAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAArw=}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/985921.986053}} @inproceedings{Hakkila:2005, Abstract = {Context-aware applications are expected to become a remarkable application area within future mobile computing. As mobile phones form a natural tool for interaction between people, the influence of the current context on collaboration is desirable to take into account to enhance the efficiency and quality of the interaction. This paper presents role of context information in improving the collaboration of mobile communication by supplying relevant information to the cooperating parties, one being a mobile terminal user and the other either another person, group of people, or a mobile service provider.}, Address = {Washington, DC, USA}, Annote = {http://www.girardin.org/fabien/blog/2005/12/11/collaboration-in-context-aware-mobile-phone-applications/ In Collaboration in Context-Aware Mobile Phone Applications by Jonna H{\"a}kkil{\"a} and Jani M{\"a}ntyj{\"a}rvi examine collaboration in relation to context-aware mobile terminals and discuss possibilities on enhancing the collaboration and improving usability of mobile applications if these two technologies are combined. Dey and Abowd (Towards a Better Understanding of Context and Context-awareness) describe context-awareness to be any information that can be used to characterize the situation of an entity. An entity is a person, place, or object that is considered relevant to the interaction between a user and an application including the user and applications themselves. Context-aware mobile devices have so far been investigated mainly from the technological point of view, examining context-recognition and sensor technologies. Location is probably the most commonly used context attribute. Computer supported collaboration scenarios divide according to the simultaneousness, and location in time and space (Groupware: some issues and experiences). Mobility is divided into three different forms: locational, operational and interactional mobilities. There is an interesting reference to conducting the collaborative task and the importance of the infrastructure: While executing the collaboration task, the contextual questions related to infrastructure become important. Sufficient and stabile network connection is crucial especially in time consuimg tasks. Network coverage may have an effect on communication and delays may occur. A context-aware system can try to prevent unwanted situations by switching appropriate settings or warning the user of critical fluctuations. Moreover: When the collaborative task is in process, the infrastructure becomes to play a bigger role, and the system can help the user by being aware and able to respond to crucial changes in network connection, data traffic and prices. Critical question with context-aware mobile collaborative systems include privacy issues and technological restrictions (small power consumption, network connections, small memory and reduced computation power. To avoid crucial mistakes in application design, the concerns and criticism as well as positive feedback from phone end-users need to be studies. }, Author = {Jonna Hakkila and Jani Mantyjarvi}, Booktitle = {HICSS '05: Proceedings of the Proceedings of the 38th Annual Hawaii International Conference on System Sciences (HICSS'05) - Track 1}, Date-Added = {2006-12-29 12:24:08 +0100}, Date-Modified = {2006-12-29 12:29:39 +0100}, Doi = {http://dx.doi.org/10.1109/HICSS.2005.145}, Isbn = {0-7695-2268-8-1}, Keywords = {context-awareness, CSCW}, Local-Url = {file://localhost/Users/fabien/Documents/papers/22680033a.pdf}, Pages = {33.1}, Publisher = {IEEE Computer Society}, Title = {Collaboration in Context-Aware Mobile Phone Applications}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBcuLi9wYXBlcnMvMjI2ODAwMzNhLnBkZtIbDxwdV05TLmRhdGFPEQGGAAAAAAGGAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYNMjI2ODAwMzNhLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeXSsG6ul1QREYgcHJ2dwABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMG6rE0AAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAOE1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczoyMjY4MDAzM2EucGRmAA4AHAANADIAMgA2ADgAMAAwADMAMwBhAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgArVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvMjI2ODAwMzNhLnBkZgAAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAxADJANECWwJdAmICawJ2AnoCiAKPApgCnQKgAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAq0=}, Bdsk-Url-1 = {http://dx.doi.org/10.1109/HICSS.2005.145}} @article{Smith:2005, Abstract = {We are developing a new multiplayer pervasive game, called The Drop, designed to be compelling to play and yet practical to deploy in real-world settings. In The Drop, two teams use mobile phones to play a version of ``capture the flag,'' where one team hides a virtual ``briefcase'' in a public place and the other team attempts to find it within a specified amount of time. If the team that is searching for the briefcase finds it within the game's time limit, they win; otherwise, the team that hid the briefcase wins. In this article we explain how the game is played, then discuss the technical, social, and business challenges we have faced while creating and implementing it.}, Address = {New York, NY, USA}, Annote = {http://www.girardin.org/fabien/blog/2005/12/11/the-drop-pragmatic-problems-in-the-design-of-a-compelling-pervasive-game/ In The Drop: Pragmatic Problems in the Design of a Compelling, Pervasive Game, Ian Smith, Sunny Consolvo, and Anthony LaMarca discuss the technical, social, and business challenges faced while creating and implementing a pervasive game. It has some similarities with my Building a mobile, locative, and collaborative application. The Drop is a capture the flag type of game. The description of its scenario is not the most interesting part of this paper. The pragramtic issues are relevant for moving pervasive game away from labs and implement them in the real world. * Player movement: prevent physical collisions between people * Location systems: do calibration only in areas where the enhances accuracy is valuable * Boundaries and maps: understand the game limites * Organizational issues and business model: what space would allow such a game }, Author = {Ian Smith and Sunny Consolvo and Anthony LaMarca}, Date-Added = {2006-12-29 12:19:59 +0100}, Date-Modified = {2006-12-29 12:22:35 +0100}, Doi = {http://doi.acm.org/10.1145/1077246.1077259}, Issn = {1544-3574}, Journal = {Comput. Entertain.}, Keywords = {pervasive game}, Local-Url = {file://localhost/Users/fabien/Documents/papers/p4c-smith.pdf}, Number = {3}, Pages = {4--4}, Publisher = {ACM Press}, Title = {The Drop: pragmatic problems in the design of a compelling, pervasive game}, Volume = {3}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBcuLi9wYXBlcnMvcDRjLXNtaXRoLnBkZtIbDxwdV05TLmRhdGFPEQGGAAAAAAGGAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYNcDRjLXNtaXRoLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeX8L9HfRQAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAL9HYPQAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAOE1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpwNGMtc21pdGgucGRmAA4AHAANAHAANABjAC0AcwBtAGkAdABoAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgArVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvcDRjLXNtaXRoLnBkZgAAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAxADJANECWwJdAmICawJ2AnoCiAKPApgCnQKgAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAq0=}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1077246.1077259}} @techreport{Chalmers:2003, Abstract = {In this paper, we question the assumption that seamless integration of computer system components is necessarily a design requirement for ubiquitous computing. We explore Mark Weiser's notions of seamlessness and `seamfulness', and apply them in discussing system design and use. The physical nature of ubicomp systems reveals itself in, for example, uncertainty in sensing and ambiguity of representations. These `seams' may be inevitable, and users perceive and appropriate them for their own uses. Users can benefit from them, and new opportunities for seamful design arise if we take fuller account of them. We offer some examples of seams and initial suggestions for seamful designs, drawing from previous work in ubiquitous computing, mixed reality systems and media spaces, but focusing on our own system that lets a visitor using a PDA in a museum exhibition co-visit with people using virtual reality and web versions of the same exhibition.}, Annote = {http://www.girardin.org/fabien/blog/2005/12/27/seamful-and-seamless-design-in-ubiquitous-computing/ Seamful and Seamless Design in Ubiquitous Computing is a technical report by Matthew Chalmers and Ian MacColl for the Equator Project. It is yet another paper suggesting more `visibility' and recalling Weiser's notion of 'seamful' interaction, with `beautiful seams', similar ideas as Seamful Design for Location-Based Mobile Games. However here the authors focus on uncertainty and even more interestingly on appropriation (positive design approaches). The notion of ``invisible computer'' is often translated into requirements for seamless integration of computer system components. Mark Weiser suggested that making things seamless amounts to making everything the same, and he advocated seamful systems as the goal. Making everything the same is easy; leeting everything be itself, with other things, is hard. Therefor seamlessness could mean sacrificing the richness of each tool in order to obtain bland compatibility. Seamful design is a pragmatic approach that lets a ubicomp systm be itself, accepting all its physical and computational characteristics (weaknesses or strenghts). The phyisical characterisitcs of ubicomp systems are often apparent as uncertainty and inaccuracy. The mention the impact of uncertainty in shared context and location awareness. Something I would like to investigate in the upcoming weeks: Spatial uncertainty is problematic for several reasons. The aim of shared spatial awareness is mutual visibility, indicating to other visitors what particular visitor might be viewing. Uncertainty about the action position of a PDA visitor showed in the spatial awareness displays by apparent jumps of up to 2m. This sometimes made difficult for trial participants to establish shared context although visitors did resolve some this uncertainty through talk. and even put forward other technical and non-technical sources of uncertainty Beyond the inaccuracy of physical sensing and the ambiguity of references, ubiquitous systems must increasingly deal with complex and dynamic technical problems related to bandwidth, power, latency, disconnection, and so forth. Non-technical aspects are also affected by uncertainty, such as awareness of others' locations and activity. These are often apparent through the patterns of social interaction more than interaction with devices and interfaces. Privacy, for example, can be seen as explicit control of the degree of certainty we permit others to have about us, e.g. by permitting others to know roughly, but not exactly, where we are. The act of permitting other to know roughly but not exactly is studies in Social Disclosure Of Place: From Location Technology to Communication Practices and Location disclosure to social relations: why, when, & what people want to share. Ubicomp as part of CSCW raises issues of appropriation. In their paper on the duality of space and place (Your Place or Mine? Learning from Long-Term Use of Audio-Video Communication), Harrison and Dourish argue that an expensive, complex system they had observed couldn't be ``owned'' by its users, inhibiting adoption and enjoyment. We should talk a view which ``emphasises emergent communicative practices, rather than looking for the transfer of face-to-face behaviours.'' Other studies of media spaces and of other collaborative technologies, consistently point out that accommodation and appropriation is key to the adoption of new technologies: users design their activity to accommodate the particular technologies we offer them. Extending the analysis of Harrison and Dourish, one approach to designing for appropriation is to aim for systems whose underlying mechanisms are ``literally visible, effectively invisible'' in that everyday interaction does not require attention to these mechanisms' representations---but one can selectively focus on and reveal them when the task is to understand or even change the tool. A next step in seamful design of ubiquitous environment is to find patterns and correlations that describe which aspects of system structure, sensing and categorization to reveal, and in what form. We may be able to find correlations, and offer recommendations, but explanations will be harder to find. The ultimate design goal here is a good tool lets users focus on their task - event when that task involves changing the tool itself. }, Author = {Matthew Chalmers and Ian MacColl}, Date-Added = {2006-12-29 12:11:17 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Institution = {Equator}, Keywords = {ubicomp, uncertainty, design, CSCW}, Local-Url = {file://localhost/Users/fabien/Documents/papers/ChalmersTech2003.pdf}, Number = {Equator-03-005}, Title = {Seamful and Seamless Design in Ubiquitous Computing}, Year = {2003}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEB4uLi9wYXBlcnMvQ2hhbG1lcnNUZWNoMjAwMy5wZGbSGw8cHVdOUy5kYXRhTxEBogAAAAABogACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWFENoYWxtZXJzVGVjaDIwMDMucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl1++GpBPAAAAAAAAAAAAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAAC+GoI/AAAAAQAQAAeU1gAHk9AAB5PDAABwhwACAD9NYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6Q2hhbG1lcnNUZWNoMjAwMy5wZGYAAA4AKgAUAEMAaABhAGwAbQBlAHIAcwBUAGUAYwBoADIAMAAwADMALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASADJVc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9DaGFsbWVyc1RlY2gyMDAzLnBkZgATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDLANAA2AJ+AoAChQKOApkCnQKrArICuwLAAsMAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAAC0A==}} @article{Kaasinen:2003, Abstract = {Mobile contexts of use vary a lot, and may even be continuously changing during use. The context is much more than location, but its other elements are still difficult to identify or measure. Location information is becoming an integral part of different mobile devices. Current mobile services can be enhanced with location-aware features, thus providing the user with a smooth transition towards context-aware services. Potential application fields can be found in areas such as travel information, shopping, entertainment, event information and different mobile professions. This paper studies location-aware mobile services from the user's point of view. The paper draws conclusions about key issues related to user needs, based on user interviews, laboratory and field evaluations with users, and expert evaluations of location-aware services. The user needs are presented under five main themes: topical and comprehensive contents, smooth user interaction, personal and user-generated contents, seamless service entities and privacy issues.}, Address = {London, UK}, Annote = {http://www.girardin.org/fabien/blog/2005/12/29/user-needs-for-location-aware-mobile-services/ Eija Kaasinen, User needs for location-aware mobile services, Personal and Ubiquitous Computing, Volume 7, Issue 1, May 2003, Pages 70 - 79 is a paper that studies location-aware mobile services from the user's point of view. It draws high-level and non-ground breaking conclusions about key issues related to user needs, based on user interviews, laboratory and field evaluations with users, and experts evaluations of location-aware services. Even if the author acknowledges that context cannot be easily identified or measured, there is no mention to how users adapt their needs to these issues. This leads to the advocation for seamless services which is far from the current real-world constraints of context and location-aware systems. However there are interesting findings in terms of user perception of location-aware applications. * Users want to remain in control. One of the scenarios created a feeling of haste; the servant becomes a master that starts to give commands to the user. * Location-aware information was expected to be especially useful in special situations, e.g. in unfamiliar environments, when looking for a specific service or in emergency situations (spontaneous and occasional use). * Most users thought that they would use location-aware services occasionally and mainly in unfamiliar environments or in emergency situations. These needs indicate that the services should be easily available when the spontaneous need for them arise. * Interviewees did not accept the rational and purpose-oriented attitude to life that they identified in the scenarios. The scenarios were seen as going too far beyond the real needs of people. * It is not wise to restrict the available information only to the current location and time: the users may also need to plan their next activities or to return to previous activities. * In practice, people may not be willing to spend their time on something from which they do not get immediate benefit. * Most users did not accept the idea of being contacted by strangers (cultural bias?) * Ideally the user should see all the necessary information for a given task in a single view. * Need to be able to use the mobile system both on and off line. * It did not occur to most users that they could be located when using location-aware services. This article was first dug out by Nicolas (Paper about user's expectations when using LBS). }, Author = {Eija Kaasinen}, Date-Added = {2006-12-29 12:03:08 +0100}, Date-Modified = {2006-12-29 12:06:50 +0100}, Doi = {http://dx.doi.org/10.1007/s00779-002-0214-7}, Issn = {1617-4909}, Journal = {Personal Ubiquitous Computing}, Keywords = {location-awareness, human-computer interaction}, Local-Url = {file://localhost/Users/fabien/Documents/papers/user_need_for_location_mobile_svcs.pdf}, Number = {1}, Pages = {70--79}, Publisher = {Springer-Verlag}, Title = {User needs for location-aware mobile services}, Volume = {7}, Year = {2003}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEDAuLi9wYXBlcnMvdXNlcl9uZWVkX2Zvcl9sb2NhdGlvbl9tb2JpbGVfc3Zjcy5wZGbSGw8cHVdOUy5kYXRhTxEB4gAAAAAB4gACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWH3VzZXJfbmVlZF9mb3JfbG9jYXRpbyM3OTg0MC5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHmEC9C2gKAAAAAAAAAAAAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAAC9C0vqAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACAEpNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6dXNlcl9uZWVkX2Zvcl9sb2NhdGlvIzc5ODQwLnBkZgAOAE4AJgB1AHMAZQByAF8AbgBlAGUAZABfAGYAbwByAF8AbABvAGMAYQB0AGkAbwBuAF8AbQBvAGIAaQBsAGUAXwBzAHYAYwBzAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgBEVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvdXNlcl9uZWVkX2Zvcl9sb2NhdGlvbl9tb2JpbGVfc3Zjcy5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoA3QDiAOoC0ALSAtcC4ALrAu8C/QMEAw0DEgMVAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAyI=}, Bdsk-Url-1 = {http://dx.doi.org/10.1007/s00779-002-0214-7}} @phdthesis{Kray:2003, Abstract = {In this thesis, we present a model and an implementation to handle situational interactions on spatial topics as well as several adaptation strategies to cope with common problems in real-world applications. The model is designed to incorporate situational factors in spatial reasoning processes at the basic level and to facilitate its use in a wide range of applications. The implementation realizing the model corresponds very closely to the structure of the model, and was put to test in a scenario of a mobile tourist guide. The adaptation strategies address the lack of information, resource restrictions as well as the problem of varying availability and quality of positional information.}, Annote = {http://www.girardin.org/fabien/blog/2006/01/06/situated-interaction-on-spatial-topics/ In his PhD thesis (Situated Interaction on Spatial Topics. Christian Kray (2003). PhD. thesis, DISKI series vol. 274, AKA Verlag, Berlin), Christian Kray presents a model and an implementation to handle situational interactions on spatial topics as well as several adaptation strategies to cope with common problems in real-world applications. The interaction on spatial topics is highly important no only in the context of mobile and situated systems but also in other fields such as natural language access to maps or user interfaces. Therefore, one goal of this thesis is to develop a generic model for situated interaction on spatial topics that can be used to build real world applications. [{\ldots}] In addition, we analyze typical problems that arise in the context of mobile real world applications, and point out strategies for coping with them. [{\ldots}] The implementation realizing the model corresponds very closely to the structure of the model, and was put to test in a scenario of a mobile tourist guide. [{\ldots}] From a user's perspective, a mobile assistance system is not very useful, if it fails when faced with less than expected information quality. It is an interesting work for my thesis because its seeks adaptive strategies for real world applications for spatial interaction on spatial topics: Since the world that we live in is not a perfect one, it is quite possible that information needed in the reasoning process is simply not available, or at a lower precision than what the model requires. Consequently, building a truly helpful system for real world use means to take these issues into account. Therefore, we designed several adaptation strategies for common problems in spatial interaction on spatial topics. [{\ldots}] A frequent problem arising in the context of human-computer interaction is the unreliability of information sources: often, sensors will not return sufficiently precise information or no information at all, network connections will fail disabling access to remote databases, and some information may be immeasurable and can only be derived over time (e. g. the user's interests). In addition to resource restrictions on the cognitive level (e.g. driving a car), we have seen that technical resources may also be restricted. On an abstract level, the lack of lack of information ca be addressed in several general ways: * ignoring missing information * accessing alternative sources * using default values * inferring missing information * adapting computation * requesting information from the user A dead recknoning algorithm can be used in case of inferring missing positioning information, The result is a set of potential positions under the assumption that the user did not change his speed and direction. Dead Reckoning Determination of the user's current position can be a mix of measurements, inferences and user inputs: Determine User Position Chris Kray also addresses two topics of interests: self positioning and positional information visualization: Self positioning In case of self localization task, the user's goal is to learn about her current location in such a way that she is able to position herself within her current model of the world. Frequently, this is achieved by means of a you-are-here map [Richter, 2001], on which not only the user's current position is marked (by an arrow and/or a cross) but also familiar landmarks. Position visualization When the precision of the positional information decreases, one way to compensate is to use other graphical means to mark the user's position such as circles that grow with the imprecision instead of crosses (see, for example, LoL@ and REAL in 3.6 and 3.7). The choice of implementing a real world mobile tourist guide is explained as follow: The way we selected for our model was to build a system that realizes the theories underlying our model. This has the advantage of proving the practical relevance of our approach while allowing for a later empirical evaluation of selected parts of the system in a real-world setting. A further reason why we favored an implementation over a purely empirical or mathematical validation was the breadth of the model. Instead of just analyzing a small subset of situated interaction on spatial topics, our goal was to design a model that covers most tasks in this realm. }, Author = {Christian Kray}, Date-Added = {2006-12-29 11:46:47 +0100}, Date-Modified = {2006-12-29 11:54:17 +0100}, Keywords = {interaction design, location-awareness}, Local-Url = {file://localhost/Users/fabien/Documents/papers/2003_sisto.pdf}, School = {Naturwissenschaftlich-Technischen Fakultat I der Universitat des Saarlandes}, Title = {Situated Interaction on Spatial Topics}, Year = {2003}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBguLi9wYXBlcnMvMjAwM19zaXN0by5wZGbSGw8cHVdOUy5kYXRhTxEBigAAAAABigACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWDjIwMDNfc2lzdG8ucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl0m/40fOUERGIENBUk8AAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAAC/4zm+AAAAAQAQAAeU1gAHk9AAB5PDAABwhwACADlNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6MjAwM19zaXN0by5wZGYAAA4AHgAOADIAMAAwADMAXwBzAGkAcwB0AG8ALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASACxVc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy8yMDAzX3Npc3RvLnBkZgATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDFAMoA0gJgAmICZwJwAnsCfwKNApQCnQKiAqUAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAACsg==}} @inproceedings{Harrison:1996, Abstract = {Many collaborative and communicative environments use notions of ``space'' and spatial organisation to facilitate and structure interaction. We argue that a focus on spatial models is misplaced. Drawing on understandings from architecture and urban design, as well as from our own research findings, we highlight the critical distinction between ``space'' and ``place''. While designers use spatial models to support interaction, we show how it is actually a notion of ``place'' which frames interactive behaviour. This leads us to re-evaluate spatial systems, and discuss how ``place'', rather than ``space'', can support CSCW design.}, Address = {New York, NY, USA}, Annote = {http://www.girardin.org/fabien/blog/2006/01/12/re-place-ing-space-the-roles-of-place-and-space-in-collaborative-systems/ Harrison, S. and Dourish, P. (1996). Re-Place-ing Space: The Roles of Place and Space in Collaborative Systems. Proceedings of the ACM Conference on Computer-Supported Cooperative Work CSCW'96 (Boston, MA), 67-76. New York: ACM. In this paper, Harrison and Dourish make the distinction between ``space'' and ``place'' to facilitate and structure interaction in collaborative environments. We are all highly skilled at structuring and interpreting space for our individual or interactive purpose. The implied rational is that if we design collaborative systems around notions of space which mimic the spatial organiszation of the real world, then we can support the emergent patterns of human behavior and interaction which our everyday actions in the physical world exhibit. The authors argue that it is too simplicitc. In everyday action, appropriate behavioral framing comes not from a sense of space, but from the sense of place. Space is the opportunity; place is the understood reality A place is general a space with something added - social meaning, convention, cultural understandings about role, function and nature and so on. From their experiments in Making a Place in Media Space, the authors believe that one critical factor contributing to the very different patterns of use is this ability to participate, adapt and appropriate. }, Author = {Steve Harrison and Paul Dourish}, Booktitle = {CSCW '96: Proceedings of the 1996 ACM conference on Computer supported cooperative work}, Date-Added = {2006-12-29 11:34:27 +0100}, Date-Modified = {2006-12-29 11:37:30 +0100}, Doi = {http://doi.acm.org/10.1145/240080.240193}, Isbn = {0-89791-765-0}, Keywords = {CSCW, theory}, Local-Url = {file://localhost/Users/fabien/Documents/papers/cscw96-place.pdf}, Location = {Boston, Massachusetts, United States}, Pages = {67--76}, Publisher = {ACM Press}, Title = {Re-place-ing space: the roles of place and space in collaborative systems}, Year = {1996}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBouLi9wYXBlcnMvY3Njdzk2LXBsYWNlLnBkZtIbDxwdV05TLmRhdGFPEQGSAAAAAAGSAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYQY3Njdzk2LXBsYWNlLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeXbr/qp/5QREYgQ0FSTwABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAL/qme4AAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAO01hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpjc2N3OTYtcGxhY2UucGRmAAAOACIAEABjAHMAYwB3ADkANgAtAHAAbABhAGMAZQAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIALlVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL2NzY3c5Ni1wbGFjZS5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAxwDMANQCagJsAnECegKFAokClwKeAqcCrAKvAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAArw=}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/240080.240193}} @inproceedings{Dearman:2005, Abstract = {This paper presents an exploratory field study investigating the behavioral effects of mobile location-aware computing on rendezvousing. Participants took part in one of three mobile device conditions (a mobile phone, a location-aware handheld or both a mobile phone and a location-aware handheld) and completed different rendezvousing scenarios. We present one of the scenarios in depth and discuss the effect of location-awareness on rendezvous behaviour.}, Address = {New York, NY, USA}, Annote = {http://www.girardin.org/fabien/blog/2006/01/12/effect-of-location-awareness-on-rendezvous-behavior/ Effect of Location-Awareness on Rendezvous Behaviour by David Dearman, Kirstie Hawkey, Kori Inkpen, Dalhousie University, Canada. Short paper at CHI 2005. This paper presents an exploratory field study investigating the behavioral effects of mobile location-aware computing on rendezvousing. Pariticipants took part in one of the three technology conditions: mobile phone condition, location-aware handeld condition and mobile phone and location-aware handheld condition. Data was collected via field notes, audio recording, data logging, questionnaires, and semi-structured interviews. The results of this study clearly demonstrates that the participants exhibited very different behaviors depending on the technology used. Interesting to me is the location-aware handled condition in which half of the participants chose to leave the rendezvous location to attempt to meet their partners: Participants who chose to leave seemed confused about their partner's actions or believed they were lost. [{\ldots}] it was very disconcerting to the waiting partner because they did not have enough contextual information to determine what the problem was. This uncertainty was strong enough in some cases to actually draw the waiting partner away from the rendezvous location. Uncertainty raising from the lack of contextual information is something that should also appear in our CatchBob! experiments. Location is difficult to convey accurately through dialogue, resulting in ambiguity and misunderstandings. Automating location-awareness raises other issues, because contextual information are not often conveyed by positioning systems. Users must deduct the context which can lead to increased mental load (to be proven), confusion and frustration. }, Author = {David Dearman and Kirstie Hawkey and Kori M. Inkpen}, Booktitle = {CHI '05: CHI '05 extended abstracts on Human factors in computing systems}, Date-Added = {2006-12-29 11:26:31 +0100}, Date-Modified = {2006-12-29 11:32:58 +0100}, Doi = {http://doi.acm.org/10.1145/1056808.1057059}, Isbn = {1-59593-002-7}, Keywords = {human-computer interaction, location-awareness, field studies}, Local-Url = {file://localhost/Users/fabien/Documents/papers/dearman_rend_CHI2005.pdf}, Location = {Portland, OR, USA}, Pages = {1929--1932}, Publisher = {ACM Press}, Title = {Effect of location-awareness on rendezvous behaviour}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECIuLi9wYXBlcnMvZGVhcm1hbl9yZW5kX0NISTIwMDUucGRm0hsPHB1XTlMuZGF0YU8RAbIAAAAAAbIAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1hhkZWFybWFuX3JlbmRfQ0hJMjAwNS5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5dwwbqtAAAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwbqe8AAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgBDTWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOmRlYXJtYW5fcmVuZF9DSEkyMDA1LnBkZgAADgAyABgAZABlAGEAcgBtAGEAbgBfAHIAZQBuAGQAXwBDAEgASQAyADAAMAA1AC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgA2VXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvZGVhcm1hbl9yZW5kX0NISTIwMDUucGRmABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAM8A1ADcApIClAKZAqICrQKxAr8CxgLPAtQC1wAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAALk}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1056808.1057059}} @inproceedings{Kellar:2005, Abstract = {An essential aspect of mobile and ubiquitous computing research is evaluation within the expected usage context, including environment. When that environment is an urban center, it can be dynamic, expansive, and unpredictable. Methodologies that focus on genuine use in the environment can uncover valuable insights, although they may also limit measurement and control. In this paper, we present our experiences applying traditional experimental techniques for field research in two separate projects set in urban environments. We argue that although traditional methods may be difficult to apply in cities, the challenges are surmountable, and this kind of field research can be a crucial component of evaluation.}, Address = {New York, NY, USA}, Annote = {http://www.girardin.org/fabien/blog/2006/01/13/its-a-jungle-out-there-practical-considerations-for-evaluation-in-the-city/ Kellar, M. , Reilly, D., Hawkey, K., Rodgers, M., MacKay, B., Dearman, D., Ha, V., MacInnes, W.J., Nunes, M., Parker, K., Whalen, T. & Inkpen, K.M. (2005). It's a Jungle Out There: Practical Considerations for Evaluation in the City. In Proceedings of the CHI 2005 Extended Abstracts, Portland, OR. 1533 - 1536. [poster] This paper that although traditional methods of evaluation of mobile and ubiquitous computing research my be difficult to apply in dynamic and unpredictable environments like cities, the challenges are surmountable and field research can be crucial component of evaluation. I am interested by the range of issues that the experimental control and the ability to observer behaviors, because they highlight the external factors that impact both research and adoption of mobile, ubiquitous computing technologies: * Software: interrupted session due to bad Bluetooth connectivity, software failures prevented one participant pair from using the handheld at one point * Material: battery power had to be carefully managed during the long study days. * Weather: Bright sunlight made it difficult at times to view the handheld displays * Audio and video: it was difficult to capture quality audio recordings due to background noise, which was in general far worse than that encountered during feasibility testing and pilots. }, Author = {Melanie Kellar and Derek Reilly and Kirstie Hawkey and Malcolm Rodgers and Bonnie MacKay and David Dearman and Vicki Ha and W. Joseph MacInnes and Michael Nunes and Karen Parker and Tara Whalen and Kori M. Inkpen}, Booktitle = {CHI '05: CHI '05 extended abstracts on Human factors in computing systems}, Date-Added = {2006-12-29 11:22:35 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Doi = {http://doi.acm.org/10.1145/1056808.1056959}, Isbn = {1-59593-002-7}, Keywords = {human-computer interaction, field studies, qualitative research methods, ubicomp}, Local-Url = {file://localhost/Users/fabien/Documents/papers/p1533-kellar.pdf}, Location = {Portland, OR, USA}, Pages = {1533--1536}, Publisher = {ACM Press}, Title = {It's a jungle out there: practical considerations for evaluation in the city}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBouLi9wYXBlcnMvcDE1MzMta2VsbGFyLnBkZtIbDxwdV05TLmRhdGFPEQGSAAAAAAGSAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYQcDE1MzMta2VsbGFyLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeX6L5288wAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAL5216wAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAO01hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpwMTUzMy1rZWxsYXIucGRmAAAOACIAEABwADEANQAzADMALQBrAGUAbABsAGEAcgAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIALlVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL3AxNTMzLWtlbGxhci5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAxwDMANQCagJsAnECegKFAokClwKeAqcCrAKvAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAArw=}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1056808.1056959}} @inproceedings{Bellotti:1996, Abstract = {A study of a spatially distributed product design team shows that most members are rarely at their individual desks. Mobility is essential for the use of shared resources and for communication. It facilitates informal interactions and awareness unavailable to colleagues at remote sites. Implications for technology design include portable and distributed computing resources, in particular, moving beyond individual workstation-centric CSCW applications.}, Address = {New York, NY, USA}, Annote = {http://www.girardin.org/fabien/blog/2006/02/12/walking-away-from-the-desktop-computer-distributed-collaboration-and-mobility-in-a-product-design-team/ Bellotti, V. and Bly, S. 1996. Walking away from the desktop computer: distributed collaboration and mobility in a product design team. In Proceedings of the 1996 ACM Conference on Computer Supported Cooperative Work (Boston, Massachusetts, United States, November 16 - 20, 1996). M. S. Ackerman, Ed. CSCW `96. ACM Press, New York, NY, 209-218 In this field study, the authors aimed to learn how collaboration was and was not supported by current technology and to seek opportunities for design innovations. It was found that work involved a lot of local mobility (instead of long distance, car, public transportation). While local mobility sets up challenges for technology to support individual work, it is even more significant for collaboration. However mobility supporting local communication and mutual awareness, makes it harder for distributed team member not only to locate remote colleague but to stay in touch more generally (lack of awareness). Lack of awareness means lack of the context and familiarity necessary for the essential, lightweight interactions and communication which are key to collaboration. The authors suggest two design goals to support mobility * To replicate for remote colleague some of the opportunities for building awareness and for informal communication and coordination that local mobility enables. * To reduce the penalties for distributed colleagues of trying to communicate, collaborate and coordinate with others who are away from their desks. Relation to my thesis: The term of ``local mobility'' is key because I am interested in instantaneous synchronous ubicomp environments supporting collaborations. That is to support real-time tasks when awareness and communication are synchronous. Not when ubiquitous applications are envisioned as workflow systems that can be accessed from work, home and 3rd places (like Making Sharing Pervasive: Ubiquitous computing for share not taking). }, Author = {Victoria Bellotti and Sara Bly}, Booktitle = {CSCW '96: Proceedings of the 1996 ACM conference on Computer supported cooperative work}, Date-Added = {2006-12-29 11:12:13 +0100}, Date-Modified = {2006-12-29 11:15:52 +0100}, Doi = {http://doi.acm.org/10.1145/240080.240256}, Isbn = {0-89791-765-0}, Keywords = {CSCW, field studies, awareness}, Local-Url = {file://localhost/Users/fabien/Documents/papers/p209-bellotti.pdf}, Location = {Boston, Massachusetts, United States}, Pages = {209--218}, Publisher = {ACM Press}, Title = {Walking away from the desktop computer: distributed collaboration and mobility in a product design team}, Year = {1996}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBsuLi9wYXBlcnMvcDIwOS1iZWxsb3R0aS5wZGbSGw8cHVdOUy5kYXRhTxEBlgAAAAABlgACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWEXAyMDktYmVsbG90dGkucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl+q/7WvjUERGIENBUk8AAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAAC/7V3TAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACADxNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6cDIwOS1iZWxsb3R0aS5wZGYADgAkABEAcAAyADAAOQAtAGIAZQBsAGwAbwB0AHQAaQAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIAL1VzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL3AyMDktYmVsbG90dGkucGRmAAATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDIAM0A1QJvAnECdgJ/AooCjgKcAqMCrAKxArQAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAACwQ==}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/240080.240256}} @inproceedings{Dourish:2006, Abstract = {Although ethnography has become a common approach in HCI research and design, considerable confusion still attends both ethnographic practice and the metrics by which it should be evaluated in HCI. Often, ethnography is seen as an approach to field investigation that can generate requirements for systems development; by that token, the major evaluative criterion for an ethnographic studies is the implications it can provide for design. Exploring the nature of ethnographic inquiry, this paper suggests that ``implications for design'' may not be the best metric for evaluation and may, indeed, fail to capture the value of ethnographic investigations.}, Annote = {http://www.girardin.org/fabien/blog/2006/02/13/implications-for-design/ Dourish, P. 2006. Implications for Design. Proc. ACM Conf. Human Factors in Computing Systems CHI 2006 (Montreal, Canada). Often ethnography is seen as an approach to field investigation that can generate requirements for systems developments. Dourish suggests that ``implication for design'' may not be the best metric for evaluation and may fail to capture the value of ethnographic investigations. The term ``ethnography,'' indeed, is often used as shorthand for investigations that are, to some extent, in situ, qualitative, or open-ended. Similarly, the term is often used to encompass particular formulations of qualitative research methods such as Contextual Inquiry (Beyer, H. and Holtzblatt, K. 1997. Contextual Design: Defining Customer-Centered Systems. Morgan Kaufman.). This view of ethnography as purely methodological and instrumental supports the idea that ``implications for design'' are the sole output of ethnographic investigation. and argues this way In this way, the domain of technology and the domain of everyday experience cannot be separated from each other; they are mutually constitutive. The role of ethnography, then, cannot be to mediate between these two domains, because ethnography does not accept their conceptual separation in the first place. What I have tried to argue here is that a bullet list of design implications formulated by an ethnographer is not the most effective or appropriate method. Ethnography provides insight into the organization of social settings, but its goal is not simply to save the reader a trip; rather, it provides models for thinking about those settings and the work that goes on there. More than the discussion on ethnology I got really interested on the discussion of the social-techical gap introduced by Ackerman, M. 2000. The Intellectual Challenge of CSCW: The Gap Between Social Requirements and Technical Feasibility. Human-Computer Interaction, 15, 179-203. and how people adapt to technologies. Ackerman critiques the intuition that people adopt and adapt technologies because the technologies are poorly designed, and that better designed technologies would obviate the need for such adaptation and appropriation. Certainly, though, what it does is to refigure ``users'' not as passive recipients of predefined technologies but as actors who collectively create the circumstances, contexts, and consequences of technology use. HCI research has, of course, long had an interest in aspects of the ways in which people might configure, adapt, and customize technologies Reference to read: Ackerman, M. 2000. The Intellectual Challenge of CSCW: The Gap Between Social Requirements and Technical Feasibility. Human-Computer Interaction, 15, 179-203. Relation to my thesis: I am trying to understand in what ways ethnology can be applied (or not!) in my research and how I can make the output of my thesis go beyond a bullet list of implication for design of ubicomp environements. I discovered Ackermann's vision of people adapting to technologies and that technologies can be badly designed in order to be adapted and then appropriated. This goes in the direction I see the relation between technology and people. Imperfect, non-flat, anti-seemless technology can be good for appropriation. The positive sides of imperfect technology. }, Author = {Paul Dourish}, Booktitle = {CHI}, Date-Added = {2006-12-29 11:03:26 +0100}, Date-Modified = {2006-12-29 11:09:10 +0100}, Keywords = {human-computer interaction, design, theory}, Local-Url = {file://localhost/Users/fabien/Documents/papers/Dourish-Implications.pdf}, Pages = {541-550}, Title = {Implications for design}, Year = {2006}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECIuLi9wYXBlcnMvRG91cmlzaC1JbXBsaWNhdGlvbnMucGRm0hsPHB1XTlMuZGF0YU8RAbIAAAAAAbIAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1hhEb3VyaXNoLUltcGxpY2F0aW9ucy5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5dzwbqnZwAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwbqZVwAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgBDTWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOkRvdXJpc2gtSW1wbGljYXRpb25zLnBkZgAADgAyABgARABvAHUAcgBpAHMAaAAtAEkAbQBwAGwAaQBjAGEAdABpAG8AbgBzAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgA2VXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvRG91cmlzaC1JbXBsaWNhdGlvbnMucGRmABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAM8A1ADcApIClAKZAqICrQKxAr8CxgLPAtQC1wAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAALk}} @inproceedings{Dourish:1992, Abstract = {Awareness of individual and group activities is critical to successful collaboration and is commonly supported in CSCW systems by active, information generation mechanisms separate from the shared workspace. These mechanisms penalise information providers, presuppose relevance to the recipient, and make access difficult. We discuss a study of shared editor use which suggests that awareness information provided and exploited passively through the shared workspace, allows users to move smoothly between close and loose collaboration, and to assign and coordinate work dynamically. Passive awareness mechanisms promise effective support for collaboration requiring this sort of behaviour, whilst avoiding problems with active approaches.}, Address = {New York, NY, USA}, Annote = {http://www.girardin.org/fabien/blog/2006/02/16/awareness-and-coordination-in-shared-workspace/ Dourish, P. and Bellotti, V. (1992). Awareness and Coordination in Shared Workspaces. Proceedings of the ACM Conference on Computer-Supported Cooperative Work CSCW'92 (Toronto, Ontario), 107-114. New York: ACM. Awareness is an understanding of the activities of others, which provides a context for your own activity. This context is used to ensure that individual contributions are relevant to the group's activity as a whole, and to evaluate individual actions with respect to group goals and progress. Awareness information can be explicitly generated, directed and separate from the shared work object or passively collected and distributed, and presented in the same shared work space as the object of collaboration. Dourish and Bellotti suggest that awareness information provided and exploited passively through the shared workspace, allows users to move smoothly between close and loose collaboration. Most awareness systems embody an assumption that a simple awareness of other's activity needs to be augmented with other explicit, or restrictive mechanisms for ensuring an easy collaboration. However there are 3 potential problems: * The price of heightened awareness for the group is clearly restriction in the potential activities of individuals * Individuals will receive what the initiator of the information deems to be appropriate. However appropriateness can only be determined in the context of the other individuals' activities * Delivery is controlled more by the sender than by the recipient Relation to my thesis: I am interested in explicitly generated and passively collected information about uncertainty and uncertainty-awareness in collaborative environments in general. }, Author = {Paul Dourish and Victoria Bellotti}, Booktitle = {CSCW '92: Proceedings of the 1992 ACM conference on Computer-supported cooperative work}, Date-Added = {2006-12-29 10:27:53 +0100}, Date-Modified = {2006-12-29 10:30:40 +0100}, Doi = {http://doi.acm.org/10.1145/143457.143468}, Isbn = {0-89791-542-9}, Keywords = {CSCW, awareness}, Local-Url = {file://localhost/Users/fabien/Documents/papers/cscw92-awareness.pdf}, Location = {Toronto, Ontario, Canada}, Pages = {107--114}, Publisher = {ACM Press}, Title = {Awareness and coordination in shared workspaces}, Year = {1992}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEB4uLi9wYXBlcnMvY3NjdzkyLWF3YXJlbmVzcy5wZGbSGw8cHVdOUy5kYXRhTxEBogAAAAABogACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWFGNzY3c5Mi1hd2FyZW5lc3MucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl23AE2fsUERGIENBUk8AAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAADAE1ncAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACAD9NYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6Y3NjdzkyLWF3YXJlbmVzcy5wZGYAAA4AKgAUAGMAcwBjAHcAOQAyAC0AYQB3AGEAcgBlAG4AZQBzAHMALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASADJVc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9jc2N3OTItYXdhcmVuZXNzLnBkZgATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDLANAA2AJ+AoAChQKOApkCnQKrArICuwLAAsMAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAAC0A==}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/143457.143468}} @phdthesis{Barkhuus:2004a, Abstract = {The research contributes to both researchers and practitioners by addressing the context gap as it appears in the user situations of context-aware computing. I provide suggestions for several changes within the area. I propose a new perspective that takes characteristics from both approaches to context-aware computing. Instead of viewing context-aware computing as applications that adapt or take autonomous actions, I suggest that it should inform the users of contextual factors represented by a limited scope of context information. Secondly, I supply the first building blocks to a conceptual framework for designing and approaching context-aware computing. These components consist of a clear distinction between sensor information and context information and four general rules for design of context-aware applications. These rules suggest firstly, that users should describe their own context, secondly, that users should define the actions that the application takes; thirdly, designers should inform users of the implications of the use of specific technology and finally that context-aware applications should be reevaluated in the real environments after some time of use. I conclude by emphasizing that the context gap is found to be an inevitable challenge to context-aware computing, which needs to be addressed in order to continue the goal towards supplying users with a smooth and appropriate interaction by way of context-aware computing.}, Annote = {http://www.girardin.org/fabien/blog/2006/03/20/the-context-gap-an-essential-challenge-to-context-aware-computing/ The Context Gap: An Essential Challenge to Context-Aware Computing is title of the Ph.D. dissertation of Louise Barkhuus (december 2004). She proposes that one of the problems of context-aware computing is the `context gap,' the gap between a sensor-derived technical representation of a context, and the social perception of a context. The context gap is inevitable and inherent in that it cannot be bridged; human context can only be represented technologically to a limited extent. I set out to explore not only whether the context gap exists but also what contributes to it and what consequences this might have. She conducted 3 case studies to examine the context gap (with embodied interaction as theoretical framework). The first case study identifies four types of context information that are important to users, and analyzes how the context gap is manifested in this situation. The second study investigates the context gap through three levels of interaction: personalization, passive context-aware computing and active context-aware computing. The third study explores the premises and social structures in the environment and traced the context gap from both the human and the technology side. 4 design rules can be drawn from the case studies: * Let users describe their context * Let users define the actions from given sensor information * Inform users of the implication of their use of the technology * Reevaluate the applications after some time of use Louise concludes by emphasizing that the context gap is found to be an inevitable challenge to context-aware computing, which needs to be addressed in order to continue the goal towards supplying users with a smooth and appropriate interaction by way of context-aware computing. Relation to my thesis: I aim at analyzing the discrepancy between what a group of users need and what technology is capable of in collaborative context. Louis shows that this type of discrepancies is one of the cause of the context gap described by this thesis. The consequences of the context gap created by discrepancies between how the users lead their lives and the functioning of the potential technology, the users simply did not use the service. Another consequence of the context gap is the lack of perceived usefulness by the systems Unless it (the context gap) is acknowledged, in the early stages of design, we run the risk of developing inappropriate context-aware computing as seen throughout this dissertation. }, Author = {Louise Barkhuus}, Date-Added = {2006-12-29 10:06:14 +0100}, Date-Modified = {2006-12-29 10:11:56 +0100}, Keywords = {CSCW, context-awareness}, Local-Url = {file://localhost/Users/fabien/Documents/papers/lou_thesis04.pdf}, Month = {December}, School = {IT University of Copenhagen}, Title = {The Context Gap: An Essential Challenge to Context-Aware Computing}, Year = {2004}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBouLi9wYXBlcnMvbG91X3RoZXNpczA0LnBkZtIbDxwdV05TLmRhdGFPEQGSAAAAAAGSAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYQbG91X3RoZXNpczA0LnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeX0r2R04EAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAL2Rt2EAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAO01hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpsb3VfdGhlc2lzMDQucGRmAAAOACIAEABsAG8AdQBfAHQAaABlAHMAaQBzADAANAAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIALlVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL2xvdV90aGVzaXMwNC5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAxwDMANQCagJsAnECegKFAokClwKeAqcCrAKvAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAArw=}} @article{Abowd:2000, Abstract = {The proliferation of computing into the physical world promises more than the ubiquitous availability of computing infrastructure; it suggests new paradigms of interaction inspired by constant access to information and computational capabilities. For the past decade, application-driven research in ubiquitous computing (ubicomp) has pushed three interaction themes: natural interfaces, context-aware applications, and automated capture and access. To chart a course for future research in ubiquitous computing, we review the accomplishments of these efforts and point to remaining research challenges. Research in ubiquitous computing implicitly requires addressing some notion of scale, whether in the number and type of devices, the physical space of distributed computing, or the number of people using a system. We posit a new area of applications research, everyday computing, focussed on scaling interaction with respect to time. Just as pushing the availability of computing away from the traditional desktop fundamentally changes the relationship between humans and computers, providing continuous interaction moves computing from a localized tool to a constant companion. Designing for continuous interaction requires addressing interruption and resumption of interaction, representing passages of time and providing associative storage models. Inherent in all of these interaction themes are difficult issues in the social implications of ubiquitous computing and the challenges of evaluating ubiquitous computing research. Although cumulative experience points to lessons in privacy, security, visibility, and control, there are no simple guidelines for steering research efforts. Akin to any efforts involving new technologies, evaluation strategies form a spectrum from technology feasibility efforts to long-term use studies--- but a user-centric perspective is always possible and necessary. }, Annote = {http://www.girardin.org/fabien/blog/2006/03/25/charting-past-present-and-future-research-in-ubiquitous-computing/ This is Abowd et al. seminal paper that addresses the challenges of HCI in ubicomp and presents the notion of ``everyday computing'' that requires to design for continuous interaction by addressing the needs of interruption and resumption of interaction. Everyday computing focusses on scaling interaction with respect to time. Requirements for critical-mass acceptance and collaboration imply scaling with respect to people. A final dimension, time, presents new challenges for scaling a system. It promotes informal and unstructured activities typical of much of our everyday lives. The objective is to understand how everyday tasks can be better supported, and how they are altered by the introduction of ubiquitous technologies. The real goal for ubicomp is to provide many single-activity interactions that together promote a unified and continuous interaction between humans and computational services. Ubicomp research implicit goal in the context of HCI has been to assist everyday life and not overwhelming it. Current accomplishments range in scale and in size from ``inch-scale'' personal devices to ``yard-scale'' shared devices. 3 themes of challenges remain: * Natural interfaces that faciliate a richer variety of communications capabilities between humans and computation. Current interfaces still do not robustly handle the errors that naturally occur with these systems. * Context-aware applications adapting their behavior based on information sensed form the physical and computational environment. * Applications that capture of live experience. Tools to remove the burden of doing something humans are not good at (i.e. recording) so that they can focus attention on activities they are good at (i.e. indicating relationships, summarizing, and interpreting) These three themes moves ubicomp more into the realm of everyday computing characterized by continuously present, integrative and unobtrusive interaction. Natural interfaces come with the problem of new type of user input mistakes. Systems must assume that errors will occur and provide ways to handle it. Error handling is nothing new. Research areas include error reduction (elimination of errors is probably not achievable), error discovery (techniques include thresholding of confidence measures, historical statistics, and explicit rules specification) and reusable infrastructure for error correction. Sensing technologies are not 100% reliable and deterministic. However Combining measure from multiple sources could increase the confidence value for a particular interpretation. Designing for everyday computing requires addressing these feature of informal, daily actvities: * They rarely have a clear beginning or end * Interruption is expected * Multiple activities operate concurrently * Time is an important discriminator * Associative models of information are need Some HCI research directions in everyday computing include * Design a confinuously present computer interface * Presenting information at different levels of the peryphery of human attention * Connecting event in the physical and virtual worlds * Modifying traditional HCI methods to support designing for informal peripheral, and opportunistic behavior We are still in the early premises of evaluating ubicomp systems and the coevolution with us. Social implications of technologies will often come after people invent new, unforeseen, uses of these technologies. In order to understand the impact of ubiquitous computing on everyday life, we navigate a delicate balance between prediction of how novel technologies will serve a real human need and observation of authentic use and subsequent coevolution of human activitie and novel technologies. Carroll, J. M., and M. B. Rosson. ``Deliberated Evolution: Stalking the View Matcher in Design Space``. Human-Computer Interaction, Vol. 6, 281-318, 1991 Main evaluation challenges include: * Finding a human need (the why? question{\ldots}) * Evaluating in the context of authentic use * Task-centric {\S} techniques are inappropriate Other more recent article on that subject from the same authors: The Human Experience in Ubicomp A ppt presentation summarizing this article. Relation to my thesis: Addressing the need to scale in space, the number of devices and people using a system. Scale is implicit in the definiton of ubicomp research. Mention to the errors of human inputs to the system and how it is close to impossible to avoid them. I guess that part of the uncertainty in collaboration supported by ubicomp system does not uniquely come from technical limitations and failure but also bad user inputs. Errors must be assumed. A high-level goal of my thesis is to understand how everyday tasks can be better supported, and how they are altered by the introduction of ubiquitous technologies. I am aware that in the evaluation of my experiment platforms, there is a need to build a compelling story, form the end-users' perspective (finding a human need). I plan to deploy the platform in authentic settings according to the scaling dimensions that characterize ubicomp systems, that is device, space, people and time. }, Author = {Gregory D. Abowd and Elizabeth D. Mynatt}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2006-12-27 15:08:02 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Ee = {http://doi.acm.org/10.1145/344949.344988}, Journal = {ACM Trans. Comput.-Hum. Interact.}, Keywords = {ubicomp, human-computer interaction}, Local-Url = {file://localhost/Users/fabien/Documents/papers/p29-abowd.pdf}, Number = {1}, Pages = {29-58}, Title = {Charting past, present, and future research in ubiquitous computing.}, Volume = {7}, Year = {2000}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBcuLi9wYXBlcnMvcDI5LWFib3dkLnBkZtIbDxwdV05TLmRhdGFPEQGGAAAAAAGGAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYNcDI5LWFib3dkLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeX68A0dzcAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMA0aScAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAOE1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpwMjktYWJvd2QucGRmAA4AHAANAHAAMgA5AC0AYQBiAG8AdwBkAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgArVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvcDI5LWFib3dkLnBkZgAAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAxADJANECWwJdAmICawJ2AnoCiAKPApgCnQKgAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAq0=}} @inproceedings{Bellotti:2002, Abstract = {This paper borrows ideas from social science to inform the design of novel ``sensing'' user-interfaces for computing technology. Specifically, we present five design challenges inspired by analysis of human-human communication that are mundanely addressed by traditional graphical user interface designs (GUIs). Although classic GUI conventions allow us to finesse these questions, recent research into innovative interaction techniques such as `Ubiquitous Computing' and `Tangible Interfaces' has begun to expose the interaction challenges and problems they pose. By making them explicit we open a discourse on how an approach similar to that used by social scientists in studying human-human interaction might inform the design of novel interaction mechanisms that can be used to handle human-computer communication accomplishments.}, Annote = {http://www.girardin.org/fabien/blog/2006/04/20/making-sense-of-sensing-systems-five-questions-for-designers-and-researchers-2/ Bellotti et al. inspire themselves from human-human interaction (HHI) studies to inform the design of interaction in sensing systems (ubiquitous environment). Their claim is that since we are moving away from the standard graphical user interfaces, we must reframe interaction. Norman's gulfs of execution and evaluation must be tackled again in ubiquitous computing. Based on a communication rather than cognition emphasis of Norman's seven stages of execution present five questions for designing interaction with sensing systems: Bellotti Five Questions Each question as a relevant aspect for my interest in spatial uncertainty (and more specifically on uncertainty generated by the sensed context), * Address: how to disambiguate intended target system that are triggered by location * Attention: Provide relevant feedback about the system attention (i.e. its accuracy, update rate, {\ldots}). Keep users aware of what their peers are learning about them (their location, its accuracy, {\ldots}) * Action: diminishing uncertainty about likely and acceptable actions * Alignment: determining and provide a relevant locations to the users * Accident: Without a GUI, ambiguity is a serious problem Relation to my thesis: Ubiquitous computing suffers from a contradiction. Ubicomp designer attempt to create ``invisible interface'' in which the UI ``disappears'' into the environment while still maintaining strong communication conventions. The challenge is to develop location-aware ubiquitous systems that can communicate more naturally and effectively with people and that even when they reach states of uncertainty. That is avoiding Norman's gulf of execution and evaluation. Getting inspiration from HHI is relevant to find clues on how manage and repair the communications between humans and sensing (such as dealing with ambiguity and uncertainty). Reblogged from my own Making Sense of Sensing Systems: Five Questions for Designers and }, Author = {Victoria Bellotti and Maribeth Back and W. Keith Edwards and Rebecca E. Grinter and D. Austin Henderson Jr. and Cristina Videira Lopes}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {CHI}, Date-Added = {2006-12-27 14:22:35 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Ee = {http://doi.acm.org/10.1145/503376.503450}, Keywords = {ubicomp, human-computer interaction}, Local-Url = {file://localhost/Users/fabien/Documents/papers/BellottiETAL02.pdf}, Pages = {415-422}, Title = {Making sense of sensing systems: five questions for designers and researchers.}, Year = {2002}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBwuLi9wYXBlcnMvQmVsbG90dGlFVEFMMDIucGRm0hsPHB1XTlMuZGF0YU8RAZoAAAAAAZoAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1hJCZWxsb3R0aUVUQUwwMi5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5dVu4PDkAAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAu4OncAAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA9TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOkJlbGxvdHRpRVRBTDAyLnBkZgAADgAmABIAQgBlAGwAbABvAHQAdABpAEUAVABBAEwAMAAyAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgAwVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvQmVsbG90dGlFVEFMMDIucGRmABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMkAzgDWAnQCdgJ7AoQCjwKTAqECqAKxArYCuQAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAALG}} @inproceedings{Gaver:2003, Abstract = {Ambiguity is usually considered anathema in Human Computer Interaction. We argue, in contrast, that it is a resource for design that can be used to encourage close personal engagement with systems. We illustrate this with examples from contemporary arts and design practice, and distinguish three broad classes of ambiguity according to where they are located in the interpretative relationship linking person and artefact. Ambiguity of information finds its source in the artefact itself, ambiguity of context in the sociocultural discourses that are used to interpret it, and ambiguity of relationship in the interpretative and evaluative stance of the individual. For each of these categories, we describe tactics for emphasising ambiguity that may help designers and other practitioners understand and craft its use.}, Annote = {In HCI ambiguity is often perceived as the nemesis of usefulness and usability. Instead of regarding ambiguity as a problem, the authors suggest that it can be sees as an opportunity in the context of emerging application for everyday life (alternatives to task-oriented forms of ubiquitous computing). Indeed, ambiguity can make a virtue out of technical limitations by providing the grounds for peoples interpretations to supplement them. Ambiguity is an attribute of the interpretation of fuzziness or inconsistency. Things themselves are not inherently ambiguous. However, they may give rise to multiple interpretations depending on their precision, consistency and accuracy on the one hand, and the identity, motivations, and expectations of an interpreter on the other. The authors distinguish three principal kinds of ambiguity: ambiguity of information, of context and of relationship. Ambiguity of information is of prior interest with my focus on spatial uncertainty. Gaver et al. provide an example of Bystander, a mixed reality game in which mobile player's location is tracked using GPS data, which is prone to errors: Thus the issue is not `What does this display mean?' but `Do I trust it?' -- that is, how does the display correspond with reality? The traditional response to ambiguity of information in interactive systems like Bystander is to improve the technology, use statistical methods to set certainty thresholds, or ignore it and hope for the best. Bystander, in contrast, passes the ambiguity directly to players in the form of fuzzy avatars that hint at locations without specifying them. Rather than seeing uncertain GPS information (in this instance) as a flaw, Bystander treats this ambiguous information as a challenge to users, forcing them to join their knowledge of people and cities to the clues offered by the system to play the game. There a different tactics to use ambiguity and compel people to join in the work of making sense of a system and its context: * Use of imprecise representation to emphasize uncertainty: display information that is physically or conceptually blurred. * Over-interpret data to encourage speculation: draw attention to possible truths rather than simple untruths * Cast doubt on sources to provoke independent assessment: Over-interpretation and inconsistency are special cases of increasing ambiguity by casting doubt on sources of information. * Expose inconsistencies to create a space of interpretation: the juxtaposition of incompatible elements require viewers to build their own meanings form the display. Exposing inconsistency between sources of information (e.g. external sensors) can also be a powerful alternative to trying to resolve or hide it. For instance, just as the uncertainties of GPS tracking in Bystander are shown to participants, so are inconsistencies revealed between GPS and spoken information. By crafting the inherent limitations of the technology into the user experience, they become a means to heighten narrative intrigue by opening a space of possibilities that participants must navigate. Relation to my thesis: The traditional response to ambiguity of information is to improve the technology. Enhancing ambiguity of information is a design tactic is a step beyond seamful design, because it challenges the users to participate in making meaning. It focuses on creating or reflecting uncertainties about information that are noticeable to people. In my context, I try to understand how uses can cope with inaccurate sensors, inexact mappings and low-resolution displays. Encouraging them to supplement uncertainties with their own interpretations and beliefs raises questions on in what context and how much workload can we transfer to the users. How much transfer can be imposed and how much can be suggested? Nevertheless, I share the approach of using ambiguity to leverage immersion in the task while keeping a certain independence (doubt) to the system. }, Author = {William W. Gaver and Jacob Beaver and Steve Benford}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {CHI}, Crossref = {DBLP:conf/chi/2003}, Date-Added = {2006-12-27 14:17:35 +0100}, Date-Modified = {2006-12-29 12:31:08 +0100}, Editor = {Gilbert Cockton and Panu Korhonen}, Ee = {http://doi.acm.org/10.1145/642611.642653}, Keywords = {human-computer interaction, uncertainty, theory}, Local-Url = {file://localhost/Users/fabien/Documents/papers/2002-gaver-0.pdf}, Pages = {233-240}, Publisher = {ACM}, Title = {Ambiguity as a resource for design.}, Year = {2003}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBouLi9wYXBlcnMvMjAwMi1nYXZlci0wLnBkZtIbDxwdV05TLmRhdGFPEQGSAAAAAAGSAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYQMjAwMi1nYXZlci0wLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeXSMCBLRsAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMCBEPsAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAO01hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczoyMDAyLWdhdmVyLTAucGRmAAAOACIAEAAyADAAMAAyAC0AZwBhAHYAZQByAC0AMAAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIALlVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzLzIwMDItZ2F2ZXItMC5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAxwDMANQCagJsAnECegKFAokClwKeAqcCrAKvAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAArw=}} @inproceedings{Sohn:2005, Abstract = {Context-awareness can improve the usefulness of automated reminders. However, context-aware reminder applications have yet to be evaluated throughout a person's daily life. Mobile phones provide a potentially convenient and truly ubiquitous platform for the detection of personal context such as location, as well as the delivery of reminders. We designed Place-Its, a location-based reminder application that runs on mobile phones, to study people using location-aware reminders throughout their daily lives. We describe the design of Place-Its and a two-week exploratory user study. The study reveals that location-based reminders are useful, in large part because people use location in nuanced ways.}, Annote = {Place-Its is a location-based reminder application that runs on mobile phones. The aim is to find how location-based reminders are used when available throughout a person's day as well as how important is positional accuracy and timelines to the usefulness of location-based reminders. This study reveals that location-based reminders are useful. In large because people use location in nuances ways. The study participants found location-based reminders to be useful, despite relatively low accuracy. More significantly, the other six participants said the location algorithm used by Place-Its was sometimes not accurate enough for their reminders. The participants would get the reminder, but not necessarily at the right location. This degree of this perception lessened over time as the participants adapted their behaviors. Due to the way location-based reminders were used and the relative inaccuracy of location-sensing in Place-Its, we cannot claim location itself is essential context, even as we find it to be useful for triggering reminders. More than anything, its ready availability admits opportunistic use by those who can map their relevant (but un-sensed) context to anticipated, coarse, location cues. Relation to my thesis: Even with coarse location-sensing capabilities, the application was found useful. However, location was widely used as a cue for other contextual information. Did the users adapted their reminders to the limitations of the location-sensing application?}, Author = {Timothy Sohn and Kevin A. Li and Gunny Lee and Ian E. Smith and James Scott and William G. Griswold}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Ubicomp}, Crossref = {DBLP:conf/huc/2005}, Date-Added = {2006-12-27 14:14:11 +0100}, Date-Modified = {2006-12-28 17:23:58 +0100}, Editor = {Michael Beigl and Stephen S. Intille and Jun Rekimoto and Hideyuki Tokuda}, Ee = {http://dx.doi.org/10.1007/11551201_14}, Keywords = {location-awareness, field studies}, Local-Url = {file://localhost/Users/fabien/Documents/papers/tsohn-placeits-ubicomp05-final.pdf}, Pages = {232-250}, Publisher = {Springer}, Series = {Lecture Notes in Computer Science}, Title = {Place-Its: A Study of Location-Based Reminders on Mobile Phones.}, Volume = {3660}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECwuLi9wYXBlcnMvdHNvaG4tcGxhY2VpdHMtdWJpY29tcDA1LWZpbmFsLnBkZtIbDxwdV05TLmRhdGFPEQHWAAAAAAHWAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYfdHNvaG4tcGxhY2VpdHMtdWJpY29tIzc5ODM4LnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeYOL7ydC0AAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAL7yWA0AAAABABAAB5TWAAeT0AAHk8MAAHCHAAIASk1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczp0c29obi1wbGFjZWl0cy11Ymljb20jNzk4MzgucGRmAA4ARgAiAHQAcwBvAGgAbgAtAHAAbABhAGMAZQBpAHQAcwAtAHUAYgBpAGMAbwBtAHAAMAA1AC0AZgBpAG4AYQBsAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgBAVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvdHNvaG4tcGxhY2VpdHMtdWJpY29tcDA1LWZpbmFsLnBkZgATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDZAN4A5gLAAsICxwLQAtsC3wLtAvQC/QMCAwUAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAADEg==}} @inproceedings{Schwabe:2005, Abstract = {The paper reports on the experiences of designing the interface of a mobile learning game. Three system versions were presented to discuss design issues and the results of three trials (the largest with more than 100 users). Eight design implications resulted from those trials: 1. Base the navigation interface on maps designed for walking. 2. Precise zooming is adequate for standing use only; button based coarse zooming is adequate for walking. 3. Good navigation support does not only cover the current situation, but also captures the past and supports planning. 4. Visualise imprecision of location information appropriately. 5. Chat-based communication is inadequate for many game situations. Carefully designed oral communication would be more appropriate in many situations. 6. Embed competitive awareness into the other channels. 7. Design explicitly for standing and walking use. 8. Design systems for user pairs. The design approaches discussed in this paper can also be applied to other mobile applications such as mobile learning in museums, emergency support or tourism.}, Annote = {This paper focuses on the design of a mobile learning game to experience immersion. It discusses height implications resulted from three trials performed in 2004 and 2005. Mobile Game Schwabe Design recommendation 4 deals with visual imprecision of location information appropriately. Dealing with imprecise location information: Indoor navigation requires a higher precision than outdoor navigation. The Ekahau system provides positioning information with a reliable accuracy of 3-5m. The effect of the limited accuracy is amplified by information delays. [{\ldots}] Thus there is an important design issue how to present the imprecise location information to the user. For physical reasons, the location error of the Ekahau engine is not linear. Design solutions depend on activities: 1. Navigation to another location: Here it is most important to indicate the precision of the location information to the users. 2. Solving a task: An appropriate design answer is an automatic or manual locking of location information while a participant is solving a task. If a task requires local movements beyond the precision of the W-LAN positioning system, changing to a Personal Area Location Information system with active digital objects is advisable. Relation to my thesis: Valuable implications for design for location-based application (beyond games) and how to deal with imprecise location information in the context of mobility.}, Author = {Gerhard Schwabe and Christoph G{\"o}th}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {WMTE}, Crossref = {DBLP:conf/wmte/2005}, Date-Added = {2006-12-27 14:10:32 +0100}, Date-Modified = {2006-12-28 17:19:54 +0100}, Ee = {http://doi.ieeecomputersociety.org/10.1109/WMTE.2005.47}, Keywords = {location-awareness, field studies, design, Interaction design, uncertainty}, Local-Url = {file://localhost/Users/fabien/Documents/papers/Navigating%20and%20interacting%20indoors%20with%20a%20mobile%20learning%20game.pdf}, Pages = {192-199}, Publisher = {IEEE Computer Society}, Title = {Navigating and interacting indoors with a mobile learning game.}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEEwuLi9wYXBlcnMvTmF2aWdhdGluZyBhbmQgaW50ZXJhY3RpbmcgaW5kb29ycyB3aXRoIGEgbW9iaWxlIGxlYXJuaW5nIGdhbWUucGRm0hsPHB1XTlMuZGF0YU8RAjYAAAAAAjYAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1h9OYXZpZ2F0aW5nIGFuZCBpbnRlcmEjNzk3REQucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5fdv9Bi7QAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAv9BU3QAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgBKTWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOk5hdmlnYXRpbmcgYW5kIGludGVyYSM3OTdERC5wZGYADgCGAEIATgBhAHYAaQBnAGEAdABpAG4AZwAgAGEAbgBkACAAaQBuAHQAZQByAGEAYwB0AGkAbgBnACAAaQBuAGQAbwBvAHIAcwAgAHcAaQB0AGgAIABhACAAbQBvAGIAaQBsAGUAIABsAGUAYQByAG4AaQBuAGcAIABnAGEAbQBlAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgBgVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvTmF2aWdhdGluZyBhbmQgaW50ZXJhY3RpbmcgaW5kb29ycyB3aXRoIGEgbW9iaWxlIGxlYXJuaW5nIGdhbWUucGRmABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAPkA/gEGA0ADQgNHA1ADWwNfA20DdAN9A4IDhQAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAOS}} @article{Leonhardi:2001, Abstract = {Detailed location information of mobile objects, for example that of a user with a mobile computer or phone, is an important input for many location-aware applications. However, constantly updating the location information for thousands of mobile objects is not feasible. Therefore, special update protocols for location information are required that transmit the information as efficiently as possible, that is requiring only few update messages, while still being effective in returning the location information with the desired accuracy. Different classes of such update protocols are described in this paper and a new combined protocol is proposed. To be able to compare their effectiveness and efficiency, we present an analysis for the minimum and average resulting accuracy of the location information in comparison with the number of messages transmitted. We also present the results of simulations that we have performed to back up our analysis.}, Annote = {http://www.girardin.org/fabien/blog/2006/05/09/a-comparison-of-protocols-for-updating-location-information/ The location of information may be acquired by different types of sensor systems and therefore has different degree of accuracy. The transmission of location information can use different update protocols: In case of a querying protocol the information is pulled by the receiver, while with a reporting protocol it is pushed by the sender. A combined protocol is also possible, where an optimal ratio between the number of updates and the number of queries has to be found. The different types of querying protocols are: Simple: the location information is queried from the source each time it is queried by the an application Cached: the server stores a cached copy of the last transmitted location information Periodic: the server queries the location information periodically from the source with a certain time interval D The different types of reporting protocols are (the initiative is on the side of the source): Simple: the source sends the location information each time the value has changed Time-based: The location information is transmitted periodically after a certain interval of time T has elapsed Distance-based: sends an update of the location information whenever the geographic distance between the current location and the last reported location becomes greater than a given threshold D. Location and uncertainty model A location sighting can have a temporal as well as a spatial accuracy. The temporal accuracy is given by the time that has elapsed since the location sighting has been acquired, while the spatial accuracy is de ned by the maximum distance between the position reported by the sighting and the actual position of the mobile object. For many location-aware applications the spatial accuracy of a sighting is more important, because the applications are concerned with the spatial relationship between (mobile) objects. The uncertainty ul(t) of a certain location sighting l describes the spatial accuracy at a given time t > tl. At the time of the sighting the uncertainty is determined by the accuracy up of the sensor system. The uncertainty at a later time t can be estimated by the distance the mobile object may have traveled during the time t - tl. If a maximum bound for the velocity of the mobile object (vmax) exists, the maximum uncertainty of the location sighting can be calculated by adding the distance the object can have traveled to the uncertainty of the sensor system (see Figure 4). This is described by the following equation: Uncertainty Model Ecuation Uncertainty Of Location Figure Tracking systems vs. positioning systems The location information for a mobile object can be determined through various types of positioning systems. A basic distinction can be made between tracking systems, where a system of stationary sensors determines the location of a mobile object, and positioning systems, where the location information is determined by a sensor on the mobile object itself. Disconnection and uncertainty A common characteristic of these wireless networks is that a connection can be temporarily lost while the device is at an unfavorable location (e.g., inside of a tunnel), a state which is called a disconnection. In most cases a wireless network can also not o er as good a bandwidth and latency as a fixed networks (see [Sat96]). In the following paragraphs we discuss the properties of the basic protocols with regard to disconnections, namely how long it takes to detect a disconnection and the maximum uncertainty of the location information returned during that time. Location service functionalities The location service shall provide the following functionality: It will support range queries, that is finding all mobile objects inside a given area, as well as position queries, which request the current location of a certain mobile object. Relation to my thesis: Update protocols for location information can be used to reduce (or at least scope) uncertainty on the location timeliness. Catchbob! uses a time-based reporting protocol. On idea is to mix this protocols with others and have an adaptive approach depending on the connectivity and the stage of the game. I could also let the users choose their update algorithms and see their needs to change them. My try to contextualize update protocols in spatial uncertainty:}, Author = {Alexander Leonhardi and Kurt Rothermel}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2006-12-27 11:57:21 +0100}, Date-Modified = {2006-12-28 16:37:46 +0100}, Journal = {Cluster Computing}, Keywords = {location-awareness, uncertainty, theory, networking}, Local-Url = {file://localhost/Users/fabien/Documents/papers/update_location_protocols.pdf}, Number = {4}, Pages = {355-367}, Title = {A Comparison of Protocols for Updating Location Information.}, Volume = {4}, Year = {2001}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECcuLi9wYXBlcnMvdXBkYXRlX2xvY2F0aW9uX3Byb3RvY29scy5wZGbSGw8cHVdOUy5kYXRhTxEBxgAAAAABxgACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWHXVwZGF0ZV9sb2NhdGlvbl9wcm90b2NvbHMucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHmD/BuBFfAAAAAAAAAAAAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAADBuANPAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACAEhNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6dXBkYXRlX2xvY2F0aW9uX3Byb3RvY29scy5wZGYADgA8AB0AdQBwAGQAYQB0AGUAXwBsAG8AYwBhAHQAaQBvAG4AXwBwAHIAbwB0AG8AYwBvAGwAcwAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIAO1VzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL3VwZGF0ZV9sb2NhdGlvbl9wcm90b2NvbHMucGRmAAATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDUANkA4QKrAq0CsgK7AsYCygLYAt8C6ALtAvAAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAAC/Q==}} @article{Benford:2005, Abstract = {Movements of interfaces can be analyzed in terms of whether they are expected, sensed, and desired. Expected movements are those that users naturally perform; sensed are those that can be measured by a computer; and desired movements are those that are required by a given application. We show how a systematic comparison of expected, sensed, and desired movements, especially with regard to how they do not precisely overlap, can reveal potential problems with an interface and also inspire new features. We describe how this approach has been applied to the design of three interfaces: pointing flashlights at walls and posters in order to play sounds; the Augurscope II, a mobile augmented reality interface for outdoors; and the Drift Table, an item of furniture that uses load sensing to control the display of aerial photographs. We propose that this approach can help to build a bridge between the analytic and inspirational approaches to design and can help designers meet the challenges raised by a diversification of sensing technologies and interface forms, increased mobility, and an emerging focus on technologies for everyday life. }, Annote = {http://www.girardin.org/fabien/blog/2006/07/03/expected-sensed-and-desired-a-framework-for-designing-sensing-based-interaction/ Nowadays, there are 4 trends/challenges that drive interfaces, namely the growth of sensor-based interaction, the diversification of physical forms, increasing mobility, and focus on playful engaging and creative application. The authors believe that interface designer will increasingly have to wrestle with matching physical form to the capabilities of sensors and the shifting requirements of applications. The introduce a framework inspired by their initial experiences to encourage designer to tackle this issue by analyzing expected, sensed and desired movements. Expected Sensed Desired Example of sensed and not expected: GPS can sense when a PDA is raised several hundreds of meters above the ground (e.g. if the user is hang-gliding) or is moving faster than walking speed (running of in a vehicle). Not sensed but desired would be indoor positioning. Sensed and not expected/desired could be jitters in positioning. Relation to my thesis: I am interested on how users react and interact with sensing systems. Sensors are no longer separate components of a pervasive system, they form an integral part. However, they often suffer from considerable inaccuracy over space and time (GPS, video tracking) and lead to a much higher level of uncertainty in the interaction (unlike traditional devices for direct interaction such as the mouse or keyboard). I tend to have a holistic approach to design location-aware, ubiquitous systems (linking the core, to the interface, to the user, and the core to the user with a machine learning perspective). The framework proposed by Benford et al. can help moving towards more detailed design specification of location-aware systems. }, Author = {Steve Benford and Holger Schn{\"a}delbach and Boriana Koleva and Rob Anastasi and Chris Greenhalgh and Tom Rodden and Jonathan Green and Ahmed Ghali and Tony P. Pridmore and Bill Gaver and Andy Boucher and Brendan Walker and Sarah Pennington and Albrecht Schmidt and Hans Gellersen and Anthony Steed}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2006-12-27 11:51:19 +0100}, Date-Modified = {2006-12-28 12:29:55 +0100}, Ee = {http://doi.acm.org/10.1145/1057237.1057239}, Journal = {ACM Trans. Comput.-Hum. Interact.}, Keywords = {uncertainty, interaction design, theory}, Local-Url = {file://localhost/Users/fabien/Documents/papers/p3-benford.pdf}, Number = {1}, Pages = {3-30}, Title = {Expected, sensed, and desired: A framework for designing sensing-based interaction.}, Volume = {12}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBguLi9wYXBlcnMvcDMtYmVuZm9yZC5wZGbSGw8cHVdOUy5kYXRhTxEBigAAAAABigACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWDnAzLWJlbmZvcmQucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl+y+eE9LAAAAAAAAAAAAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAAC+eDMrAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACADlNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6cDMtYmVuZm9yZC5wZGYAAA4AHgAOAHAAMwAtAGIAZQBuAGYAbwByAGQALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASACxVc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9wMy1iZW5mb3JkLnBkZgATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDFAMoA0gJgAmICZwJwAnsCfwKNApQCnQKiAqUAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAACsg==}} @inproceedings{Tarumi:2006, Abstract = {We have developed a location-aware sightseeing support system for visitors to KOTOHIRAGU Shrine, using only popular mobile phones employing the gpsOne system. Its design is not a map-based navigation system, but a shared virtual world system like multi-player online role-playing games. We conducted an experiment recruiting 29 subjects from real tourists visiting the shrine, who had their own compatible GPS-phones. From the survey, we have found that location-aware sightseeing support system using mobile phones can be accepted by young people, but the generation gap is wider than expected.}, Annote = {http://www.girardin.org/fabien/blog/2006/07/03/kotohiragu-navigator-an-open-experiment-of-location-aware-service-for-popular-mobile-phones/ A fuzzy paper on the design and deployment of a mobile location-based sightseeing system that mixed the real environment with virtual creatures. The outcome that this system is better accepted by young people and that there is a generation gap towards it is not really convincing (I see a strong bias on the interface). Anyway, the authors mention at several occasions the impact of location accuracy on their system and the users: Another problem was the GPS inaccuracies. As we just used the raw location data obtained from the gpsOne system, we sometimes had GPS errors of more than 10m, which confused users to find agents or buildings in the virtual world. Therefore they design a GPS error compensation (unfortunately not described in details) After the January's experiment, we conducted another experiment recruiting ten student subjects. We developed five location compensation algorithms and input real location data obtained by popular GPS-phones to each algorithm. Using modified location data output from each algorithm, simulated virtual scenes were computed and shown to the subjects. The algorithms were map-matching, moving-average, avoiding big jumps, etc. We have found that we need the strongest algorithm, map-matching, for our purpose of virtual world navigation. [{\ldots}] Despite the imperfectness of compensation, we can still say that the service quality has been much improved compared to the January's system. On of their outcome is to suggest that ``Subjects are always requiring more accurate location-based system''. However: In order to understand the bad effects of GPS inaccuracy on the service, we have calculated correlation coefficients of the evaluation data. All absolute values of coefficients are less than 0.4. This shows that subjects recognized the GPS inaccuracy as an independent problem from the system's value. On a light note, the authors provide a picture of the ``worst place for GPS'' Worst Gps Place Relation to my thesis: GPS inaccuracy remained a problem even after the integration of a GPS error compensation mechanism. The user recognized it as a different problem, not part of the information service quality. }, Author = {Hiroyuki Tarumi and Yuko Tsurumi and Kazuya Matsubara and Yusuke Hayashi and Yuki Mizukubo and Makoto Yoshida and Fusako Kusunoki}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {LoCA}, Crossref = {DBLP:conf/loca/2006}, Date-Added = {2006-12-27 11:45:54 +0100}, Date-Modified = {2006-12-28 17:27:52 +0100}, Editor = {Mike Hazas and John Krumm and Thomas Strang}, Ee = {http://dx.doi.org/10.1007/11752967_4}, Keywords = {location-awareness, field studies}, Local-Url = {file://localhost/Users/fabien/Documents/papers/LoCA2006.pdf}, Pages = {48-63}, Series = {Lecture Notes in Computer Science}, Title = {KOTOHIRAGU NAVIGATOR: An Open Experiment of Location-Aware Service for Popular Mobile Phones.}, Volume = {3987}, Year = {2006}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBYuLi9wYXBlcnMvTG9DQTIwMDYucGRm0hsPHB1XTlMuZGF0YU8RAYIAAAAAAYIAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1gxMb0NBMjAwNi5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5fPwGJ/bwAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwGJjTwAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA3TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOkxvQ0EyMDA2LnBkZgAADgAaAAwATABvAEMAQQAyADAAMAA2AC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgAqVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvTG9DQTIwMDYucGRmABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMMAyADQAlYCWAJdAmYCcQJ1AoMCigKTApgCmwAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAKo}} @inproceedings{Claypool:2005, Abstract = {The growth in computer games and wireless networks has catalyzed the production of a new generation of hand-held game consoles that support multi-player gaming over IEEE 802.11 networks. Understanding the traffic characteristics of network games running on these new hand-helds is important for building traffic models and adequately planning wireless network infrastructures to meet future demand. This paper examines the traffic characteristics of IEEE 802.11 network games on the Nintendo DS and the Sony PSP. Analysis of a variety of games from several different genres shows that despite some overall similarities, most of the games have significantly different network characteristics. In addition, the games and hand-held platforms differ in their ability to handle degraded wireless network conditions and in the amount of broadcast traffic sent. The results should be a useful beginning to building effective traffic models for this new generation of network games.}, Address = {New York, NY, USA}, Annote = {http://www.girardin.org/fabien/blog/2006/07/17/on-the-80211-turbulence-of-nintendo-ds-and-sony-psp-hand-held-network-games/ With the growth hand-held game consoles that support multi-player gaming over IEEE 802.11 networks, it has become important to understand the traffic chearacteristics of network games in order to build traffic models and adequately planning wireless network infrastructures to meet future demand. This study provides early answers to the following questions: * What is the network turbulence for hand-held network games?: Answer: Hand-held network games make frequent sends of small frames of data, typical of network games on other platforms. * Does the network turbulence for different hand-helds (such as the PSP and the DS) differ from each other?: The characteristics of Nintendo DS game traffic is different than that of the Sony PSP game traffic. * Does the network turbulence for different games (such as Ridge Racer and Super Mario on the same handheld differ from each other?: Games on the Nintendo DS have network characteristics fairly similar to each other, while games on the Sony PSP vary considerably from game to game. * Does the network turbulence for hand-held games differ from PC games?: The hand-helds send game data in sizes comparable to that of PC or console games, but hand-helds send data more frequently. Does hand-held game traffic interfere with traditional Internet traffic on the same wireless channel?: In some cases, hand-held games can have adverse affects on the throughput for applications sharing the same WLAN channel. Relation to my thesis: A very engineering-based study of wireless networks turbulence to build traffic models. It has some similarities with User-perceived Quality of Service in Wireless Data Networks. In distributed location-aware applications, Wireless network quality has a direct impact on location timeliness. This study suggests that wireless applications have different network characteristics. I could imagine changing the application traffic models to change according to the environment and the user's activity in order to understand how people cope with turbulences impacting location timeliness. }, Author = {Mark Claypool}, Booktitle = {NetGames '05: Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games}, Date-Added = {2006-12-27 11:34:10 +0100}, Date-Modified = {2006-12-28 14:41:38 +0100}, Doi = {http://doi.acm.org/10.1145/1103599.1103618}, Isbn = {1-59593-156-2}, Keywords = {networking, uncertainty}, Local-Url = {file://localhost/Users/fabien/Documents/papers/p14-claypool.pdf}, Location = {Hawthorne, NY}, Pages = {1--9}, Publisher = {ACM Press}, Title = {On the 802.11 turbulence of nintendo DS and sony PSP hand-held network games}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBouLi9wYXBlcnMvcDE0LWNsYXlwb29sLnBkZtIbDxwdV05TLmRhdGFPEQGSAAAAAAGSAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYQcDE0LWNsYXlwb29sLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeX5b+8qfUAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAL+8m+UAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAO01hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpwMTQtY2xheXBvb2wucGRmAAAOACIAEABwADEANAAtAGMAbABhAHkAcABvAG8AbAAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIALlVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL3AxNC1jbGF5cG9vbC5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAxwDMANQCagJsAnECegKFAokClwKeAqcCrAKvAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAArw=}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1103599.1103618}} @article{Carter:2005, Abstract = {Evaluations of three ubicomp systems at multiple design stages provide a better understanding of how ubicomp evaluation techniques should evolve.}, Address = {Piscataway, NJ, USA}, Annote = {http://www.girardin.org/fabien/blog/2006/07/17/prototypes-in-the-wild-lessons-from-three-ubicomp-systems/ Ubicomp research tends now to explore evaluation techniques including field studies that drive invention, early stage requirements gathering, and prototyping iteration. The authors evaluated three ubicomp systems at multiple design stages to provide a better understanding of how ubicomp evaluation technique should evolve. The designer must understand how to meet the user needs (what is evaluated) with the limits of feasibility depending on the availability of network connectivity and data, of sensors and algorithm for interpreting the data they produce, and of tolls with with to ease the building of applications. The author's suggested implication for evaluating interactive prototypes is: Based on our experiences, we feel that field-based interactive prototypes provide invaluable feedback on a system's use and co-evolution. However, they're difficult and time consuming to deploy, and maintaining them unobtrusively is challenging. Designing for remote updates and using local champions and participatory design might mitigate these issues. Relation to my thesis: I am considering evaluating my design (e.g. intelligible system to cope with spatial uncertainty) and in a field study to determine how well it performs. Based on my experience with CatchBob! I am concidering writing an article on the ``Lessons learned from the design and deployment of a pervasive game''. }, Author = {Scott Carter and Jennifer Mankoff}, Date-Added = {2006-12-27 11:31:54 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Doi = {http://dx.doi.org/10.1109/MPRV.2005.84}, Issn = {1536-1268}, Journal = {IEEE Pervasive Computing}, Keywords = {ubicomp, case studies, human-computer interaction}, Local-Url = {file://localhost/Users/fabien/Documents/papers/ieee_pervasive_prototypes.pdf}, Number = {4}, Pages = {51--57}, Publisher = {IEEE Educational Activities Department}, Title = {Prototypes in the Wild: Lessons from Three Ubicomp Systems}, Volume = {4}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECcuLi9wYXBlcnMvaWVlZV9wZXJ2YXNpdmVfcHJvdG90eXBlcy5wZGbSGw8cHVdOUy5kYXRhTxEBxgAAAAABxgACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWHWllZWVfcGVydmFzaXZlX3Byb3RvdHlwZXMucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl8K/zA7fAAAAAAAAAAAAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAAC/zADPAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACAEhNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6aWVlZV9wZXJ2YXNpdmVfcHJvdG90eXBlcy5wZGYADgA8AB0AaQBlAGUAZQBfAHAAZQByAHYAYQBzAGkAdgBlAF8AcAByAG8AdABvAHQAeQBwAGUAcwAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIAO1VzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL2llZWVfcGVydmFzaXZlX3Byb3RvdHlwZXMucGRmAAATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDUANkA4QKrAq0CsgK7AsYCygLYAt8C6ALtAvAAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAAC/Q==}, Bdsk-Url-1 = {http://dx.doi.org/10.1109/MPRV.2005.84}} @inproceedings{Marmasse:2000, Abstract = {comMotion is a location-aware computing environment which links personal information to locations in its user's life; for example, comMotion reminds one of her shopping list when she nears a grocery store. Using satellite-based GPS position sensing, comMotion gradually learns about the locations in its user's daily life based on travel patterns. The full set of comMotion functionality, including map display, requires a graphical user interface. However, because it is intended primarily for mobile use, including driving, the core set of reminder creation and retrieval can be managed completely by speech.}, Address = {London, UK}, Annote = {http://www.girardin.org/fabien/blog/2006/07/23/location-aware-information-delivery-with-commotion/ ComMotion is a location-aware computing environment which links personal information to locations. Its uses GPS position sensing to gradually learn about the locations of the users' daily life based on travel patterns. The authors use a simple learning algorithm to exploit the GPS signals loss to detect building. When the GPS signal was lost and then later re--acquired within a certain radius, comMotion considered this to be indicative of a building. This approach avoided false detection of buildings when passing through urban canyons or suffering from hardware issues such as battery loss. Unfortuantally, the evalutation of the system was only done with 4 people. Therefore the feedback on location precision is rather weak: Precision and Alert Timing. GPS data is intentionally imprecise --when the user evaluation was done, accuracy was within 100 metres. For this application, exact position information is not required. When two different virtual locations are physically within meters of each other, however, due to the inaccuracy of the position data, one location is identified and not the other --that is, location shadowing. This can be solved by clustering the virtual locations and providing alerts for all the locations within the cluster. The lack of precision of position data also strongly affects the alert timing and auditory cues were sometimes given too late. Loss of GPS signal due to shadowing by tall buildings was also experienced. Relation to my thesis: The authors acknowledge that location accuracy and reliability must be taken into account for the design of location-aware application. They integrate the signal loses to make sense of the space. They also mention the importance of the granularity of the location information. However, the feedback of only 4 people is really limiting to evaluate if the learning algorithm and the design. This work is very much related to Learning Significant Locations and Predicting User Movement with GPS.}, Author = {Natalia Marmasse and Chris Schmandt}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {HUC}, Crossref = {DBLP:conf/huc/2000}, Date-Added = {2006-12-27 11:23:28 +0100}, Date-Modified = {2006-12-28 16:45:47 +0100}, Ee = {http://link.springer.de/link/service/series/0558/bibs/1927/19270157.htm}, Keywords = {location-awareness, field studies}, Local-Url = {file://localhost/Users/fabien/Documents/papers/marmasse_HUC00_commotion.pdf}, Pages = {157-171}, Publisher = {Springer}, Series = {Lecture Notes in Computer Science}, Title = {Location-Aware Information Delivery with ComMotion.}, Volume = {1927}, Year = {2000}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECYuLi9wYXBlcnMvbWFybWFzc2VfSFVDMDBfY29tbW90aW9uLnBkZtIbDxwdV05TLmRhdGFPEQHCAAAAAAHCAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYcbWFybWFzc2VfSFVDMDBfY29tbW90aW9uLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeX1cC/cWoAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMC/VUoAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAR01hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczptYXJtYXNzZV9IVUMwMF9jb21tb3Rpb24ucGRmAAAOADoAHABtAGEAcgBtAGEAcwBzAGUAXwBIAFUAQwAwADAAXwBjAG8AbQBtAG8AdABpAG8AbgAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIAOlVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL21hcm1hc3NlX0hVQzAwX2NvbW1vdGlvbi5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoA0wDYAOACpgKoAq0CtgLBAsUC0wLaAuMC6ALrAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAvg=}} @inproceedings{Schindler:2006, Abstract = {We present a novel method for mapping and localization in indoor environments using a wearable gesture interface. The ear-mounted FreeDigiter device consists of an infrared proximity sensor and a dual axis accelerometer. A user builds a topological map of a new environment by walking through the environment wearing our device. The accelerometer is used to identify footsteps while the proximity sensor detects doorways. While mapping an environment, finger gestures are used to label detected doorways. Once a map is constructed, a particle filter is employed to track a user walking through the mapped environment while wearing the device. In this tracking mode, the device can be used as a context-aware gesture interface by responding to finger gestures differently according to which room the user occupies. We present experimental results for both mapping and localization in a home environment.}, Annote = {http://www.girardin.org/fabien/blog/2006/08/11/a-wearable-interface-for-topological-mapping-and-localization-in-indoor-environments/ G. Schindler, T. Starner, and C. Metzger. A Wearable Interface for Topological Mapping and Localization in Indoor Environments. 2nd International Workshop on Location and Context-Awareness (LoCA), 2006. The authors present a method for mapping and localization in indoor environments using FreeDigiter, an ear-mounted gesture interface equipped with an infrared proximity sensor (to detect footsteps, doorways and finger gesture) and a dual axis accelerometer. The mobile robotics community has studied the automatic mapping of unknown indoor environments. Normally, in location-recognition works with wearable accelerometers a dead reckoning approach is used. The accelerometers data are integrated over time to build a metric map of a user's path through an environment. FreeDigiter also takes the user's steps, but also captures the connectivity of an indoor environment composed of multiple rooms. It builds and tracks a topological map. In robotics literature focuses on Simultaneous Location And Mapping (SLAM). In their projects, the authors propose a cheap, lightweight device requiring minimal user intervention. In the building, the proximity sensor is used to detect and measure doorways and use an accelerometer to determine the distance between doorways. Once the map is constructed, the autors used a particle filter to track the user's movements accross the edges of the graphs. With an experience FreeDigit user tracking accuracy reach 100%. This means a user has to be able to maintain a constant speed and be a consistent walker. Relation to my thesis: A lab experiment using mapping and localization for person tracking in unknown indoor settings. The authors the knowledge in robotics to person tracking. It is not a surprise to see that somehow the users must behave like robots (keep pace and consistent) for the system to be performant (adding more sensors can alleviate the problem). However, I find interesting that the user takes part of the mapping and trains the location application. The user helps disambiguates. I was not aware of SLAM and might find there some relations between robot and person localization and it provides good reference in robotics localization: On partical filtering: S. Thrun, D. Fox, F. Dellaert, and W. Burgard. Particle filters for mobile robot localization. In Arnaud Doucet, Nando de Freitas, and Neil Gordon, editors, Sequential Monte Carlo Methods in Practice. Springer-Verlag, New York, January 2001. On Voronoi tracking L.Liao, D.Fox, J.Hightower, H.Kautz, and D.Schulz. Voronoi tracking: Location estimation using sparse and noisy sensor data. In IROS, 2003. }, Author = {Grant Schindler and Christian Metzger and Thad Starner}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {LoCA}, Crossref = {DBLP:conf/loca/2006}, Date-Added = {2006-12-27 11:02:09 +0100}, Date-Modified = {2006-12-28 17:16:06 +0100}, Editor = {Mike Hazas and John Krumm and Thomas Strang}, Ee = {http://dx.doi.org/10.1007/11752967_5}, Keywords = {location techniques, lab studies}, Local-Url = {file://localhost/Users/fabien/Documents/papers/schindler06loca.pdf}, Pages = {64-73}, Publisher = {Springer}, Series = {Lecture Notes in Computer Science}, Title = {A Wearable Interface for Topological Mapping and Localization in Indoor Environments.}, Year = {2006}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEB0uLi9wYXBlcnMvc2NoaW5kbGVyMDZsb2NhLnBkZtIbDxwdV05TLmRhdGFPEQGeAAAAAAGeAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYTc2NoaW5kbGVyMDZsb2NhLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeYCsCPOQkAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMCPHOkAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAPk1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpzY2hpbmRsZXIwNmxvY2EucGRmAA4AKAATAHMAYwBoAGkAbgBkAGwAZQByADAANgBsAG8AYwBhAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgAxVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvc2NoaW5kbGVyMDZsb2NhLnBkZgAAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAygDPANcCeQJ7AoACiQKUApgCpgKtArYCuwK+AAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAss=}} @inproceedings{Welbourne:2005, Abstract = {In this paper, we introduce a compact system for fusing location data with data from simple, low-cost, non-location sensors to infer a user's place and situational context. Specifically, the system senses location with a GSM cell phone and a WiFi-enabled mobile device (each running Place Lab), and collects additional sensor data using a 2'' x 1'' sensor board that contains a set of common sensors (e.g. accelerometers, barometric pressure sensors) and is attached to the mobile device. Our chief contribution is a multi-sensor system design that provides indoor-outdoor location information, and which models the capabilities and form factor of future cell phones. With two basic examples, we demonstrate that even using fairly primitive sensor processing and fusion algorithms we can leverage the synergy between our location and non-location sensors to unlock new possibilities for mobile context inference. We conclude by discussing directions for future work. }, Annote = {http://www.girardin.org/fabien/blog/2006/08/11/mobile-context-inference-using-low-cost-sensors/ This paper reports on the fusion of location and non-location sensors data to leverage the synergy between them to enable a wider variety of high-level mobile context inference. The system senses location with a GSM cell phone and a Wi-Fi enabled mobile device (each running Place Lab), and collects additional sensor data using a sensor board that contains an 3-axis digital accelerometers, barometric pressure, analog visible light phototransistor, digital barometer/temperature, relative humidity, 2-axis digital compass, analog electric microphone. The authors show that like previous systems, their system can classify a mode of transit and extract significant places within a user's daily movements. However, their can do it without the use of GPS (unlike other experiments) and can classify places based on the activity that occurs there. In Section 3, the authors mention the ``experience sampling method'' (ESM). After checking Context-Aware Experience Sampling Tool, it appears that in ESM: Subjects are asked to carry a beeper device that signals on a time-based protocol determined by the researcher. Each time the beeper activates, subjects fill out a survey that typically includes questions asking what the subject was doing and how the subject was feeling at the time of the alarm. With a sufficient number of subjects and samples, a statistical model of activities can be generated. ESM is less susceptible to subject recall errors than other self-report feedback elicitation methods. Future work in the fuse of location and activity and in mobile context inference include: * infer the mode of transit to select an appropriate motion model for a location particle filter and improve the location accuracy * work with place and indoor activity (e.g. mobile place such as bus and train) * Collect users daily life data and annoted them with the ESM. It could be used to study the effects of place and activity on interruptability and prompting. Relation to my thesis: It is an example of the fusion of location and non-location sensors to frame the activity of users. I am involved in a project using ESM and might inspire from it for my second experiment.}, Author = {Evan Welbourne and Jonathan Lester and Anthony LaMarca and Gaetano Borriello}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {LoCA}, Crossref = {DBLP:conf/loca/2005}, Date-Added = {2006-12-27 10:57:57 +0100}, Date-Modified = {2006-12-28 17:44:59 +0100}, Editor = {Thomas Strang and Claudia Linnhoff-Popien}, Ee = {http://dx.doi.org/10.1007/11426646_24}, Keywords = {location techniques, field studies, context intepretation}, Local-Url = {file://localhost/Users/fabien/Documents/papers/context-loca2005.pdf}, Pages = {254-263}, Publisher = {Springer}, Series = {Lecture Notes in Computer Science}, Title = {Mobile Context Inference Using Low-Cost Sensors.}, Volume = {3479}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEB4uLi9wYXBlcnMvY29udGV4dC1sb2NhMjAwNS5wZGbSGw8cHVdOUy5kYXRhTxEBogAAAAABogACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWFGNvbnRleHQtbG9jYTIwMDUucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl2nAqmnOAAAAAAAAAAAAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAADAqk2uAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACAD9NYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6Y29udGV4dC1sb2NhMjAwNS5wZGYAAA4AKgAUAGMAbwBuAHQAZQB4AHQALQBsAG8AYwBhADIAMAAwADUALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASADJVc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9jb250ZXh0LWxvY2EyMDA1LnBkZgATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDLANAA2AJ+AoAChQKOApkCnQKrArICuwLAAsMAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAAC0A==}} @inproceedings{Randall:2005, Abstract = {Navigation for and tracking of humans within a building usually implies significant infrastructure investment and devices are usually too high in weight and volume to be integrated into garments. We propose a system that relies on existing infrastructure (so requires little infrastructure investment) and is based on a sensor that is low cost, low weight, low volume and can be manufactured to have similar characteristics to everyday clothing (flexible, range of colours). This proposed solution is based on solar modules. This paper investigates their theoretical and practical characteristics in a simplified scenario. Two models based on theory and on experimental results (empirical model) are developed and validated. First distance estimations indicate that an empirical model for a particular scenario achieves an accuracy of 18cm with a confidence of 83%.}, Annote = {http://www.girardin.org/fabien/blog/2006/08/11/towards-luxtrace-using-solar-cells-to-measure-distance-indoors/ A paper on a location system that is based on solar modules for navigation and tracking of humans within a building. The concept, LuxTrace, relies on existing infrastructure and proves to be low cost, low weight, low volume and manufactured to have similar characteristics to everyday clothing. The solar modules are used only to track the intensity of indoor lights as a form of context information. Luxtrace Irradiance The authors provide an interesting theoretical framework with 2 papers that were not my radar yet: On Markov localization: Fox, D.: Markov Localization: A Probabilistic Framework for Mobile Robot Localization and Navigation. PhD thesis, Institute of Computer Science TU Dreseden Germany (1998) and some early Hightower work providing a taxonomy of location systems: Hightower, J., Borriello, G.: A survey and taxonomy of location systems for ubiquitous computing. IEEE Computer, 34(8) (2001) 57--66 Relation to my thesis: One type of alternative location technique (as opposed to the mainstream GPS, RF-based) that could very much fit to very specific environments and scenarios. A must be aware on the way the compute their average distance estimation error (less than 18cm with a confidence of 83%)}, Author = {Julian Randall and Oliver Amft and Gerhard Tr{\"o}ster}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {LoCA}, Crossref = {DBLP:conf/loca/2005}, Date-Added = {2006-12-26 18:00:42 +0100}, Date-Modified = {2006-12-28 17:08:28 +0100}, Ee = {http://dx.doi.org/10.1007/11426646_5}, Keywords = {location techniques}, Local-Url = {file://localhost/Users/fabien/Documents/papers/Randall2005-P_LOCA.pdf}, Pages = {40-51}, Title = {Towards LuxTrace: Using Solar Cells to Measure Distance Indoors.}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECAuLi9wYXBlcnMvUmFuZGFsbDIwMDUtUF9MT0NBLnBkZtIbDxwdV05TLmRhdGFPEQGqAAAAAAGqAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYWUmFuZGFsbDIwMDUtUF9MT0NBLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeYA8ECRDJQREYgQ0FSTwABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMECKBIAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAQU1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpSYW5kYWxsMjAwNS1QX0xPQ0EucGRmAAAOAC4AFgBSAGEAbgBkAGEAbABsADIAMAAwADUALQBQAF8ATABPAEMAQQAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIANFVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL1JhbmRhbGwyMDA1LVBfTE9DQS5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAzQDSANoCiAKKAo8CmAKjAqcCtQK8AsUCygLNAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAto=}} @article{Jones:2005, Annote = {This is a full paper Comments on the poster: http://www.girardin.org/fabien/blog/2006/08/23/putting-systems-into-place-a-study-of-design-requirements-for-location-aware-community-systems/ A poster to present a conceptual framework on how socially-defined places influence people's information sharing and communication needs. The authors argue that system design must factor in userrs' activities and social networks, alongside place. They present the P3-Systems conceptual framework organizes the design space and location-aware systems into mainly People-Centered and Place-Centered systems. People-Centered systems employ user location to support awareness, while Place-Centered systems link virtual spaces to physical locations. Karam Putting Systems Into Place From the findings of the study some implication for design can be extracted: * Place alone does not determine information needs; user routines and social relationships must be integrated * While people are willing, to share their location information with others, for a seamless user experience the relationships between users, places, and their social networks will have to be simultaneously taken into account. }, Author = {Quentin Jones and Sukeshini A. Grandhi}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2006-12-26 17:57:16 +0100}, Date-Modified = {2006-12-28 16:26:02 +0100}, Ee = {http://doi.ieeecomputersociety.org/10.1109/MIC.2005.105}, Journal = {IEEE Internet Computing}, Keywords = {CSCW, field studies}, Local-Url = {file://localhost/Users/fabien/Documents/papers/karam.pdf}, Number = {5}, Pages = {38-46}, Title = {P3 Systems: Putting the Place Back into Social Networks.}, Volume = {9}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBMuLi9wYXBlcnMva2FyYW0ucGRm0hsPHB1XTlMuZGF0YU8RAXYAAAAAAXYAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1glrYXJhbS5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5fJvT5aCAAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAvT496AAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA0TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOmthcmFtLnBkZgAOABQACQBrAGEAcgBhAG0ALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASACdVc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9rYXJhbS5wZGYAABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMAAxQDNAkcCSQJOAlcCYgJmAnQCewKEAokCjAAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAKZ}} @inproceedings{Williams:2005, Abstract = {When computation moves off the desktop, how will it transform the new spaces that it comes to occupy? How will people encounter and understand these spaces, and how will they interact with each other through the augmented capabilities of such spaces? We have been exploring these questions through a prototype system in which augmented objects are used to control a complex audio 'soundscape.' The system involves a range of objects distributed through a space, supporting simultaneous use by many participants. We have deployed this system at a number of settings in which groups of people have explored it collaboratively. Our initial explorations of the use of this system reveal a number of important considerations for how we design for the interrelationships between people, objects, and spaces.}, Annote = {This paper explores the question of how will people encounter and understand ubiquitous environments (new space), and how will they interact with each each other through the augmented capabilities of ubicomp technologies of such environments (i.e. the reconfiguration of the relationship between people, objects and space). The fundamental concern is with the ways in which we encounter space not simply as a container for our actions, but as a setting within which we act (embodied nature of activity). The spatial organization of activities goes beyond simply space and action. Rather, it speaks to first the mutual configuration of arrangements of bodies, artifacts and activities, and second, the social and cultural practices by which actions are both produced and interpreted. Traditional focus of HCI is on how people might interact with technologies. The author take an other approach on looking at how people engage with space and with each other through the technologies that are provided to them. Rather than focusing on the interaction, they focus on the participation. In the same time, we think and talk about ubiquitous computing systems with a primer focus on technologies and less on the space that those technology occupy. From their experience, the authors notes some broad observations: * People sought to understand the system not as a whole but in terms of the individual actions of different components * We currently lack of good design approaches for understanding the temporal aspects of technologies. * Ubiquitous computing technologies are ones through which people encounter and come to understand infrastructures. The presence or absence of infrastructure, or difference in its availability, become one of the way in which spaces are understood and navigated (e.g. the strength of a cellular telephone signal becomes an important aspect of how space is assessed and used). Relation to my thesis: My thesis may contain a phenomenological perspective of how will people be able to make sense of computationally enhances spaces, and how will people be able to make sense of each other in the spaces. So far, I have noticed in Catchbob! the impact of a fluctuant link between the infrastructure based on ubicomp technologies and the activities due to the fluctuant network coverage and consistency (hurting (changing?) the communication) and spatial uncertainty. The infrastructure has an impact on the way we encounter space. This is Dourish's ``embodies interaction'' paradigm. That is how technologies and artifacts take on meaning for their users through their embedding into systems of practice. Well, I shall read Where The Action Is: The Foundations of Embodied Interaction to really grasp what embodied interaction really is. }, Author = {Amanda Williams and Eric Kabisch and Paul Dourish}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Ubicomp}, Crossref = {DBLP:conf/huc/2005}, Date-Added = {2006-12-26 17:53:46 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Ee = {http://dx.doi.org/10.1007/11551201_17}, Keywords = {Interaction design, ubicomp, lab studies}, Local-Url = {file://localhost/Users/fabien/Documents/papers/WilliamsKabischDourish-InteractionParticipation-Ubicomp2005.pdf}, Pages = {287-304}, Title = {From Interaction to Participation: Configuring Space Through Embodied Interaction.}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEEkuLi9wYXBlcnMvV2lsbGlhbXNLYWJpc2NoRG91cmlzaC1JbnRlcmFjdGlvblBhcnRpY2lwYXRpb24tVWJpY29tcDIwMDUucGRm0hsPHB1XTlMuZGF0YU8RAi4AAAAAAi4AAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1h9XaWxsaWFtc0thYmlzY2hEb3VyaXMjNzk4NDUucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5hFvt9XqQAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAvt87iQAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgBKTWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOldpbGxpYW1zS2FiaXNjaERvdXJpcyM3OTg0NS5wZGYADgCAAD8AVwBpAGwAbABpAGEAbQBzAEsAYQBiAGkAcwBjAGgARABvAHUAcgBpAHMAaAAtAEkAbgB0AGUAcgBhAGMAdABpAG8AbgBQAGEAcgB0AGkAYwBpAHAAYQB0AGkAbwBuAC0AVQBiAGkAYwBvAG0AcAAyADAAMAA1AC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgBdVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvV2lsbGlhbXNLYWJpc2NoRG91cmlzaC1JbnRlcmFjdGlvblBhcnRpY2lwYXRpb24tVWJpY29tcDIwMDUucGRmAAATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgD2APsBAwM1AzcDPANFA1ADVANiA2kDcgN3A3oAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAADhw==}} @inproceedings{Leonhardi:2002, Abstract = {Location-aware services are a promising way of exploiting the special possibilities created by ubiquitous mobile devices and wireless communication. Advanced locationaware applications will require highly accurate information about the geographic location of mobile objects and functionality that goes beyond simply querying the user's position, for example determining all mobile objects inside a certain geographic area. In this paper, we propose a generic large-scale location service, which has been designed with the goal of managing the highly dynamic location information for a large number of mobile objects, thus providing a common infrastructure that can be employed by location-aware applications. We propose a hierarchical distributed architecture, which can efficiently process these queries in a scalable way. To be able to deal with the frequent updates and queries resulting from highly dynamic location information, we propose a data storage component, which makes use of a main memory database.}, Annote = {This paper proposes a a generic location service (LS) to manage highly dynamic location information for a large number of mobile objects. It suggests the support of multiple types of queries such as position query, range query and nearest neighborhood query, and take into consideration the accuracy of the location information. It should also hide the heterogeneity of data generated by sensor systems. In its architecture and to ensure scalability, the LS are organized in a hierarchical manner (similar to the GSM-1900). The LS is configured to cover a certain geographic area called the service area. Basic Algorithm Ls Relation to my thesis: A quick and easy paper that covers an IEEE approach to scalable location-aware systems. Generic location service are about heterogeneity in the sensed data, types of query, scalability (service areas), accuracy, and frequency of update message. On a similar subject (update protocols) there is A Comparison of Protocols for Updating Location Information.}, Author = {Alexander Leonhardi and Kurt Rothermel}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {ICDCS}, Date-Added = {2006-12-26 17:50:16 +0100}, Date-Modified = {2006-12-28 16:37:35 +0100}, Ee = {http://computer.org/proceedings/icdcs/1585/15850465.pdf}, Keywords = {location-awareness, theory, networking}, Local-Url = {file://localhost/Users/fabien/Documents/papers/15850465.pdf}, Pages = {465-466}, Title = {Architecture of a Large-Scale Location Service.}, Year = {2002}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBYuLi9wYXBlcnMvMTU4NTA0NjUucGRm0hsPHB1XTlMuZGF0YU8RAYIAAAAAAYIAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1gwxNTg1MDQ2NS5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5dFuVUa4QAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAuVT+wQAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA3TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOjE1ODUwNDY1LnBkZgAADgAaAAwAMQA1ADgANQAwADQANgA1AC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgAqVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvMTU4NTA0NjUucGRmABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMMAyADQAlYCWAJdAmYCcQJ1AoMCigKTApgCmwAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAKo}} @inproceedings{Barkhuus:2004, Abstract = {As ubiquitous computing technologies mature, they must move out of laboratory settings and into the everyday world. In the process, they will increasingly be used by heterogeneous groups, made up of individuals with different attitudes and social roles. We have been studying an example of this in a campus setting. Our field work highlights the complex relationships between technology use and institutional arrangements -- the roles, relationships, and responsibilities that characterize social settings. In heterogeneous groups, concerns such as location, infrastructure, access, and mobility can take on quite different forms, with very different implications for technology design and use.}, Annote = {This paper report on a field work which highlights that in heterogeneous groups, concerns such as location infrastructure, access and mobility can take on quite different forms, with very different implications for technology design and use. Context-aware computing attemps to make the context in which technologies are deployed and used into a configuration parameter for those technologies. In this paper, the authors consider context of a rather different sort - the social, organizational, and institutional contexts into which context-aware and ubiquitous technologies are deployed. They take the ``embodied interaction'' approach of ubicomp, that is moving the focus from the technology itself to the settings within which that technology will be employed. In their empirical investigation of the use of ubiquitous computing blending mobile and location-based technologies to create augmented experiences for university students (UCSD Active Campus project), they focuses on how the technology fits into broader social context of student life. They examined the factors that influence adoption and use of ubiquitous computing technologies and studies the emergent practices of ubiquitous computing (i.e. collective practices that emerge when a technology is put into the hands of an active user community) The study revealed five concerns for the design of effective ubiquitous computing experiences at a large-scale: * Technology design must be sensitive to the variability of institutional arrangements. That is that technology use is systematically related to people's roles and relationships. * Different temporal dynamics apply to laboratory settings and real-world settings. In real-world setting, new technologies must live along side old ones * We must be attentive to infrastructure of all sorts (both technological and procedural infrastructures). * Look at the relationship between technology and local cultural practices. * Technologies are a means by which relationships between social groups are enacted. Relation to my thesis: the move of ubiquitous computing from laboratory settings into the everyday world (in the trend of Abowd's everyday computing). Barkhuus and Dourish show an example how observational and qualitative methods can offer a set of concepts to help for the design of ubiquitous environments. The five concerns mention are an inspiration for a paper on the design and deployment of CatchBob! Valuable references include: W. K. Edwards, V. Bellotti, A. K. Dey, and M. W. Newman. The challenges of user-centered design and evaluation for infrastructure. In Proceedings of CHI 2003, pages 297--304. ACM Press, 2003. J. Scott and M. Hazas. User-friendly surveying techniques for location-aware systems. In Proceedings of UbiComp 2003, pages 44--53. Springer, 2003. }, Author = {Louise Barkhuus and Paul Dourish}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Ubicomp}, Crossref = {DBLP:conf/huc/2004}, Date-Added = {2006-12-26 16:55:30 +0100}, Date-Modified = {2006-12-28 11:14:58 +0100}, Ee = {http://springerlink.metapress.com/openurl.asp?genre=article{\&}issn=0302-9743{\&}volume=3205{\&}spage=232}, Keywords = {context-awareness, field studies}, Local-Url = {file://localhost/Users/fabien/Documents/papers/ubicomp2004-campus.pdf}, Pages = {232-249}, Title = {Everyday Encounters with Context-Aware Computing in a Campus Environment.}, Year = {2004}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECAuLi9wYXBlcnMvdWJpY29tcDIwMDQtY2FtcHVzLnBkZtIbDxwdV05TLmRhdGFPEQGqAAAAAAGqAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYWdWJpY29tcDIwMDQtY2FtcHVzLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeYPMC8XV5QREYgQ0FSTwABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMC8QT4AAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAQU1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczp1Ymljb21wMjAwNC1jYW1wdXMucGRmAAAOAC4AFgB1AGIAaQBjAG8AbQBwADIAMAAwADQALQBjAGEAbQBwAHUAcwAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIANFVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL3ViaWNvbXAyMDA0LWNhbXB1cy5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAzQDSANoCiAKKAo8CmAKjAqcCtQK8AsUCygLNAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAto=}} @article{Pang:1997, Abstract = {Visualized data often have dubious origins and quality Different forms of uncertainty and errors are also introduced as the data are derived transformed interpolated and finally rendered In the absence of integrated presentation of data and uncertainty the analysis of the visualization is incomplete at best and often leads to inaccurate or incorrect conclusions This paper surveys techniques for presenting data together with uncertainty These uncertainty visualization techniques present data in such a manner that users are made aware of the locations and degree of uncertainties in their data so as to make more informed analyses and decisions The techniques include adding glyphs adding geometry modifying geometry modifying attributes animation sonification and psychovisual approaches We present our results in uncertainty visualization for environmental visualization surface interpolation global illumination with radiosity flow visualization and figure animation We also present a classi cation of the possibilities in uncertainty visualization and locate our contributions within this classification.}, Annote = {http://www.girardin.org/fabien/blog/2006/09/10/approaches-to-uncertainty-visualization/ This paper surveys techniques for presenting data together with uncertainty introduces as the data are derived, transformed, interpolated, and rendered. These uncertainty visualization techniques present data in such a manner that users are made aware of the locations and degree of uncertainty in their data so as to make more informed analyses and decision. This research lies in the lack of methods that present uncertainty and data. The common underlying problem is visually mapping data and uncertainty together into a holistic view. The ultimate goal of uncertainty visualization is to provide users with visualizations that incorporate and reflect uncertainty information to aid in data analysis and decisions making. The authors define uncertainty to include statistical variation or spread, error and differences, minimum-mamixum range values, noise, or missing data. In this paper, 3 types of uncertainty are considered: statistical, error and range. The sources of uncertainty, errors and ranges within data include: * Uncertainty in acquisition: With instruments, there is an experimental variability whether the measurements are taken by a machine or by a scientist. The more times the measurements is taken, the more confident the measurement. But there will be a statistical variation in these measurements. * Uncertainty in transformation: Data are rescaled, resampled, quantized prior or as part of the visualization stage. These transformations alter the data from its original form, and have the potential of introducing some uncertainty. * Uncertainty in visualization: The rendering process introduces uncertainty arising form the data collecting process, algorithmic errors, and computational accuracy and precision. ~Kpotter Library Uncertainvis Pang1997 Pang 1997 Image 1 The authors create a classification of uncertainty visualization techniques with five characteristics: 1. Value of datum and its associated value uncertainty (scalar, vector, tensor, multivariate) 2. Location of datum and its associated positional uncertainty (0D, 1D, 2D, 3D, time) 3. Extent of datum location and value (discrete or continuous) 4. Visualization extent (discrete or continuous) 5. Axes mapping defines visualization mapping (experimental or abstract) The authors developed a variety of new uncertainty visualization methods. They are organized into a table showing general approach versus applications domain. ~Kpotter Library Uncertainvis Pang1997 Pang 1997 Image 4 * Add glyphs: a glyph is a geometrically plotted specifier that encodes data values * Add geometry: While glyphs do add geometry, they are placed at discrete locations. Adding geometry is used to denote a more continuous representation of data. Techniques include contour lines, isosurfaces, streamlines, and swept surfaces and volumes. * Modify geometry: Geometry may be translated, scaled, rotated, or generally warped or distorted. They may also be displace, subdivided or refined. * Modify attributes: uncertainty can be visualized by modifying attributes of geometrey in the rendered scene. * Animation: Application to most applications, including comparison of animation data and techniques. Uncertainty information can be visualized by mapping them to animation parameters such as: speed or duration, motion blur, range or extend of motion. * Sonification: Mapping uncertainty to sound. * Psycho-visual approaches: stereo-pairs and subliminal messages ~Kpotter Library Uncertainvis Pang1997 Pang 1997 Image 7 From the author's exploration of uncertainty visualization techniques, they have found that continuous visualization extents are more challenging than discrete visualization techniques. This is based on a basic methodology that uses visual tests where users examine visualizations and decode the information within the graphics. The amount of errors between the user interpretation and the encoding is statistically evaluated to determine if the visualization is effective. Similar papers include: Visualizing Geospatial Information Uncertainty: What We Know and What We Need to Know and Visualizing Uncertainty in Geo-Spatial Data. Relation to my thesis: the pipeline of the sources of uncertainty has similarities with my current categorization. The methodology to evaluate infoviz is based on visual tests in during which the user interpretation is evaluated. Interesting reference is the report which identifies four ways of expressing uncertainty: Barry N Taylor and Chris E Kuyatt. Guidelines for evaluating and expressing the uncertainty of NIST measurement results. Technical report National Institute of Standards and Technology Technical Note. Gaithersburg MD January }, Author = {Alex Pang and Craig M. Wittenbrink and Suresh K. Lodha}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2006-12-26 16:46:35 +0100}, Date-Modified = {2006-12-29 16:57:08 +0100}, Ee = {http://link.springer.de/link/service/journals/00371/bibs/7013008/70130370.htm}, Journal = {The Visual Computer}, Keywords = {uncertainty, information visualization}, Local-Url = {file://localhost/Users/fabien/Documents/papers/pang1997.pdf}, Number = {8}, Pages = {370-390}, Title = {Approaches to uncertainty visualization.}, Volume = {13}, Year = {1997}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBYuLi9wYXBlcnMvcGFuZzE5OTcucGRm0hsPHB1XTlMuZGF0YU8RAYIAAAAAAYIAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1gxwYW5nMTk5Ny5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5f6wMq6GgAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwMqd+gAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA3TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOnBhbmcxOTk3LnBkZgAADgAaAAwAcABhAG4AZwAxADkAOQA3AC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgAqVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvcGFuZzE5OTcucGRmABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMMAyADQAlYCWAJdAmYCcQJ1AoMCigKTApgCmwAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAKo}} @article{Chalmers:2004a, Abstract = {Context has many aspects, which may vary widely, such as the device, environment and user. The perception of data in different contexts also varies widely. We present a new, flexible approach to meeting needs and limits arising from context: contextual mediation. In this paper limits are defined as goals over managed system resources. These can be met by the selection of data, taking into account preferences over its semantic and syntactic properties. The specification of this selection is presented in detail and the supporting framework is described. We illustrate our description with examples from a context-aware map application and present experimental results and experiences which demonstrate that contextual mediation enhances the usability of the application in restrictive contexts of use.}, Annote = {http://www.girardin.org/fabien/blog/2006/09/10/a-framework-for-contextual-mediation-in-mobile-and-ubiquitous-computing-applied-to-the-context-aware-adaptation-of-maps/ The authors present ``contextual mediation'' as an approach to meeting needs and limits arising from context. They illustrate it with a context-aware map application and present experimental results and experiences which demonstrate that contextual mediation enhances the usability of the application in restrictive contexts of use. Contextual mediation operates by selecting the most appropriate subset of the offered data in order to satisfy a request. This is a form of application-aware adaptation. Different users, in different contexts, will have differing preferences. Mediation must be able to differentiate between useful and unwanted data and use this differentiation to meet goals, such as timely delivery, screen space availability and price limits. Contextual Mediation Dan Chalmers The data to mediate are categorized as follow: A response to a request is called a document. It may be an area of a map, a Web page, etc. The semantic structure of a document is described by elements. In a map a feature would be described as an element, e.g. the river Thames, the M1, which would take types of river and road. The data realizing the document are referred to as variants. Contextual Mediation Map Metada Utility functions are used to select amongst element to define which are useful and which variants of these elements would be the best for a specific context as well as how much degradation the alternative variants cause. A degradation path will reflect the utilities of the data, such that the least important will be offered for degradation first. User contextual cues are location, speed of movement, task (e.g. delivery, tourist), activity (e.g. passenger, driver) and screen size. The users studies was based on maps printed on cards as the map application developed had some technical, HCI and data distribution limitations. For most users the mediated maps were both faster to use and subjectively better. The authors define six uses of contextual information: * Contextual sensing: where the context is sensed, and information describing the current context * Contextual augmentation: where context is associated with data * Context triggered action: such as loading map data for the next location predicted * Contextual mediation: use of context to modify services provided or the data requested to best meet the needs of the user arising form the context of the interaction * Context aware presentation: adaptation of the user interface or the presentation of data. Relation to my thesis: Mediation helps dealing with the multiple constraints (technological, economical, physical, human) of ubiquitous systems. It is the process of highlighting the most relevant information according to the context and avoid unnecessary data visualization clutter and network dependance (e.g. managing latency). However, their network model takes does not take into consideration connectivity issues into consideration (only fluctuant throughput). Interestingly, the map application was not used for user studies as some sort of post-prototype evaluation. }, Author = {Dan Chalmers and Naranker Dulay and Morris Sloman}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2006-12-26 16:42:45 +0100}, Date-Modified = {2006-12-28 17:50:52 +0100}, Ee = {http://dx.doi.org/10.1007/s00779-003-0255-6}, Journal = {Personal and Ubiquitous Computing}, Keywords = {information visualization, theory, context-awareness, context modelling}, Local-Url = {file://localhost/Users/fabien/Documents/papers/puc-8-1.pdf}, Number = {1}, Pages = {1-18}, Title = {A framework for contextual mediation in mobile and ubiquitous computing applied to the context-aware adaptation of maps.}, Volume = {8}, Year = {2004}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBUuLi9wYXBlcnMvcHVjLTgtMS5wZGbSGw8cHVdOUy5kYXRhTxEBfgAAAAABfgACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWC3B1Yy04LTEucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHmAG/6qciUERGIENBUk8AAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAAC/6pkSAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACADZNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6cHVjLTgtMS5wZGYADgAYAAsAcAB1AGMALQA4AC0AMQAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIAKVVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL3B1Yy04LTEucGRmAAATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDCAMcAzwJRAlMCWAJhAmwCcAJ+AoUCjgKTApYAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAACow==}} @article{Davies:2006, Abstract = {Relates on the challenges of deploying an application that automatically generates up-to-date digital road maps based on the collection and processing of vehicles' location data.}, Address = {Piscataway, NJ, USA}, Annote = {With the advent of vehicles with sufficient computing power and communications capabilities, a range of new applications involving many vehicles are becoming feasible. These applications will involve the large-scale collection, processing, and dissemination of data, in which vehicles could participate as the sources, processors, and sinks. One such application is the automatic generation of up-to-date digital road maps based on the collection and processing of vehicles' location data. However, deploying such an application will involve several challenges and issues, including the choice of architecture to support it.This article is part of a special issue on Intelligent Transportation.}, Author = {Jonathan J. Davies and Alastair R. Beresford and Andy Hopper}, Date-Added = {2006-12-26 16:37:16 +0100}, Date-Modified = {2006-12-28 14:46:11 +0100}, Doi = {http://dx.doi.org/10.1109/MPRV.2006.83}, Issn = {1536-1268}, Journal = {IEEE Pervasive Computing}, Keywords = {location-awareness, transportation}, Local-Url = {file://localhost/Users/fabien/Documents/papers/01717365.pdf}, Number = {4}, Pages = {47--54}, Publisher = {IEEE Educational Activities Department}, Title = {Scalable, Distributed, Real-Time Map Generation}, Volume = {5}, Year = {2006}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBYuLi9wYXBlcnMvMDE3MTczNjUucGRm0hsPHB1XTlMuZGF0YU8RAYIAAAAAAYIAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1gwwMTcxNzM2NS5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5dCwbcAGAAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwbbyCAAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA3TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOjAxNzE3MzY1LnBkZgAADgAaAAwAMAAxADcAMQA3ADMANgA1AC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgAqVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvMDE3MTczNjUucGRmABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMMAyADQAlYCWAJdAmYCcQJ1AoMCigKTApgCmwAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAKo}, Bdsk-Url-1 = {http://dx.doi.org/10.1109/MPRV.2006.83}} @article{Joseph:2006, Abstract = {This Works in Progress department discusses 10 ongoing intelligent transportation systems projects. TIME, Sentient Transport, Electric-Vehicle Terminal, DynaChina, and TrafficView focus on traffic and vehicular data collection, transmission, and analysis. Other projects aim to provide intelligent-copilot services for drivers; focus on asset identification and data collection for railroad environments; are building application development environments for automobiles; and are designing a multimodal biometric identification system for travel documents. This department is part of a special issue on Intelligent Transportation.}, Address = {Piscataway, NJ, USA}, Annote = {Mentions 10 projects that deal with traffic and vehicular data collection, transmission, and analysis.}, Author = {Anthony D. Joseph and Alastair R. Beresford and Jean Bacon and David N. Cottingham and Jonathan J. Davies and Brian D. Jones and Haitao Guo and Wei Guan and Yong Lin and Houbing Song and Liviu Iftode and Simone Fuchs and Bernhard Lamprecht and Kyandoghere Kyamakya and Jorge Gonzalez Fernandez and Juan Carlos Yelmo Garcia and Yod Samuel Martin Garcia and Jorge de Gracia Santos and Milind Nimesh and Gang Pan and Zhaohui Wu and Qing Wu and Zhenyu Shan and Jie Sun and Jian Lu and Guoqing Yang and Muhammad Khurram Khan and Jiashu Zhang}, Date-Added = {2006-12-26 16:29:18 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Doi = {http://dx.doi.org/10.1109/MPRV.2006.77}, Issn = {1536-1268}, Journal = {IEEE Pervasive Computing}, Keywords = {transportation, ubicomp}, Local-Url = {file://localhost/Users/fabien/Documents/papers/01717367.pdf}, Number = {4}, Pages = {63--67}, Publisher = {IEEE Educational Activities Department}, Title = {Intelligent Transportation Systems}, Volume = {5}, Year = {2006}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBYuLi9wYXBlcnMvMDE3MTczNjcucGRm0hsPHB1XTlMuZGF0YU8RAYIAAAAAAYIAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1gwwMTcxNzM2Ny5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5dDwbb+xlBERiBwcnZ3AAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwbbwtgAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA3TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOjAxNzE3MzY3LnBkZgAADgAaAAwAMAAxADcAMQA3ADMANgA3AC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgAqVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvMDE3MTczNjcucGRmABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMMAyADQAlYCWAJdAmYCcQJ1AoMCigKTApgCmwAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAKo}, Bdsk-Url-1 = {http://dx.doi.org/10.1109/MPRV.2006.77}} @phdthesis{McGonigal:2006, Abstract = {This Might Be a Game examines the historical intersection of ubiquitous computing and experimental game design, circa 2001 AD. Ubiquitous computing, or ubicomp, is the emerging field of computer science that seeks to augment everyday objects and physical environments with invisible and networked computing functionality. Experimental game design is the field of interactive arts that seeks to discover new platforms and contexts for digital play. The convergence of these two fields has produced a significant body of games that challenge and expand our notions of where, when, and with whom we can play. This dissertation explores how and to what ends these playful projects reconfigure the technical, formal and social limits of games in relation to everyday life. To mark the heterogeneity of this experimental design space at the turn of the twenty-first century, I propose three distinct categories of ubiquitous play and performance. They are: ubicomp games, research prototypes that advance the scientific agenda of ubiquitous computing through game design; pervasive games, performance-based interventions that use game imagery to disrupt the normative conventions of public spaces and private technologies; and ubiquitous games, commercial entertainment projects that replicate the interactive affordances of video and computer games in the real world. I examine seminal games from each of these three categories, including Can You See Me Now? (Blast Theory/Mixed Reality Lab, 2001); the Big Urban Game (The Design Institute, 2003); and The Beast (Microsoft, 2001) respectively. My discussion draws on original gameplay media, design statements, and first-person player accounts. My critical framework is based on close readings of the play and performance values expressed in the founding ubicomp manifestos of Rich Gold and Mark Weiser. I argue that the persistent responsiveness developed by players to potential ludic interaction represents a new kind of critical gaming literacy. The gamers grow to read the real world as rich with ludic opportunity, carefully testing everyday media, objects, sites, and social situations for the positive and negative consequences of inscribing each within the magic circle of play. I conclude by outlining a course for the future study of these categories that is based in the pre-digital games theory of Johann Huizinga, Roger Caillois, and Brian Sutton-Smith. I argue that as the perceived opportunities for digitally networked play become increasingly ubiquitous, game designers and researchers must attend more carefully to the insights of philosophers, anthropologists and psychologists who historically have explored play as an embodied, social and highly consequential ritual, always already grounded in the practices of everyday life.}, Annote = {Nicolas pointed to me the now (partially) online PhD dissertation of Jane McGonigal entitled This Might Be a Game: Ubiquitous Play and Performance at the Turn of the 21st Century. In chapter 3 Colonizing Play: Citations Everywhere, or, The Ubicomp Games, she explores the role of experimental game development in producing research insights in ubicomp (in our case mutual location-awareness in physical space, technological boundaries and design strategies to be applied) and persuading that the vision of ubicomp is worth pursuing (we do that by deploying an engaging context). She discusses our work on CatchBob! with her performance studies perspective from which the ubicomp field can learn a lot, as I did while reading that chapter. I am glad she included our paper Getting real with ubiquitous computing: the impact of discrepancies on collaboration as part of the ``Are we there yet?'' (in the 2003-2005 era) discourse. Converging with my impressions of the last UbiComp conference, it has become clear that this question cannot be answered because the ``there'' (ubicomp desired state) is very ill defined and fuzzy. From the pervasive games reviews by Jane (expect the later seamful games), I do not think they were setup to stage the imperfection, but that came up as an unexpected research outcome of the first real-world runs of CYSMN and CatchBob! Even if not specifically mentioned, I think that it is understood that we used our game platform as an alibi for our research. I think that as suggested by Starner (2000) gameplay is perfectly suited to smoothing over the inevitable flaws and incompleteness of early technology deployment. However, it is true that, as underlined by Jane, we completely under-produced play. A trait of academic pervasive games is that neither the player nor the game take center stage, but rather the technological and interface aspects. The experiments stage an artificial (if not fake) world for the user to try out. Ciarletty (2005) describes this as the ``fake it'' environments and missions of so many ubicomp tests (in our case the influence of the experimental psychology approach that constraints us to defined an artificial task). The dissertation bibliography is available as well. Relation to my thesis: Happy that my work is cited outside my strict research community. As I wrote it very early in my PhD adventure (1 month), I do not consider (and was told) that the eMinds paper has of big scientific value, but this proves me that other communities (other research communities, industry, designers, artists) can profit to that type of outcomes. I intend my applied research to stay on this accessible track. I could find some references I could use such as Albert Schmid (2003 or? 2005) encouraged his HCI audience to continue aggressibely pursuing Weiser's vision, ``confronting real people in real everyay environments'' with more and more functional ubicomp prototypes. Schmid argues that ``developing complex system isn't a new problem. However when looking at ubicomp system, understanding the full complexity is often differnt and more difficult than in ares of more bounded scope. }, Author = {Jane McGonigal}, Date-Added = {2006-12-26 13:48:37 +0100}, Date-Modified = {2006-12-28 16:47:37 +0100}, Keywords = {pervasive game}, Local-Url = {file://localhost/Users/fabien/Documents/papers/mcgonigal_dissertation_chapter3.pdf}, School = {University of California, Berkeley}, Title = {This Might Be a Game: Ubiquitous Play and Performance at the Turn of the Twenty-First Century}, Year = {2006}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEC0uLi9wYXBlcnMvbWNnb25pZ2FsX2Rpc3NlcnRhdGlvbl9jaGFwdGVyMy5wZGbSGw8cHVdOUy5kYXRhTxEB2gAAAAAB2gACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWH21jZ29uaWdhbF9kaXNzZXJ0YXRpbyM3OTdENi5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl9bBZTpuUERGIENBUk8AAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAADBZR5OAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACAEpNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6bWNnb25pZ2FsX2Rpc3NlcnRhdGlvIzc5N0Q2LnBkZgAOAEgAIwBtAGMAZwBvAG4AaQBnAGEAbABfAGQAaQBzAHMAZQByAHQAYQB0AGkAbwBuAF8AYwBoAGEAcAB0AGUAcgAzAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgBBVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvbWNnb25pZ2FsX2Rpc3NlcnRhdGlvbl9jaGFwdGVyMy5wZGYAABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqANoA3wDnAsUCxwLMAtUC4ALkAvIC+QMCAwcDCgAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAMX}} @inproceedings{Hightower:2002, Abstract = {Based on five design principles extracted from a survey of location systems, we present the Location Stack, a layered software engineering model for location in ubiquitous computing. Our model is similar in spirit to the seven-layer Open System Interconnect (OSI) model for computer networks. We map two existing ubiquitous computing systems to the model to illustrate the leverage the Location Stack provides. By encouraging system designers to think of their applications in this way, we hope to drive location-based computing toward a common vocabulary and standard infrastructure, permitting members of the ubiquitous computing community to easily evaluate and build on each other's work.}, Address = {Callicoon, NY}, Annote = {http://www.girardin.org/fabien/blog/2006/11/01/luci-ubicomp-reading-list-v10/ Based on five design principles extracted from a survey of location systems, they present the Location Stack, a layered software engineering model for location in ubiquitous computing. Location Stack Hightower In the future work section, they mention the challenge of uncertainty representation: While it is clear that representing the precise nature of a sensor's measurement uncertainty is critical, a general mechanism for this remains elusive. Traditional Gaussian representations [18] suffer from problems with nonlinear transformation between coordinate frames and the scalability of particle filters to large domains remains a challenge, although scalable state estimation techniques used in mobile robotics [8] are an excellent place to start and are the approach taken by our reference implementation.}, Author = {Jeffrey Hightower and Barry Brumitt and Gaetano Borriello}, Booktitle = {Proceedings of the 4th IEEE Workshop on Mobile Computing Systems \& Applications (WMCSA 2002)}, Date-Added = {2006-12-26 13:31:38 +0100}, Date-Modified = {2006-12-28 16:11:17 +0100}, Keywords = {location techniques}, Local-Url = {file://localhost/Users/fabien/Documents/papers/Hightower-LocationStack.pdf}, Month = {June}, Pages = {22-28}, Publisher = {IEEE Computer Society Press}, Title = {The Location Stack: A Layered Model for Location in Ubiquitous Computing}, Year = {2002}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECUuLi9wYXBlcnMvSGlnaHRvd2VyLUxvY2F0aW9uU3RhY2sucGRm0hsPHB1XTlMuZGF0YU8RAb4AAAAAAb4AAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1htIaWdodG93ZXItTG9jYXRpb25TdGFjay5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5e5wW2xZgAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwW2jVgAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgBGTWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOkhpZ2h0b3dlci1Mb2NhdGlvblN0YWNrLnBkZgAOADgAGwBIAGkAZwBoAHQAbwB3AGUAcgAtAEwAbwBjAGEAdABpAG8AbgBTAHQAYQBjAGsALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASADlVc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9IaWdodG93ZXItTG9jYXRpb25TdGFjay5wZGYAABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqANIA1wDfAqECowKoArECvALAAs4C1QLeAuMC5gAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAALz}} @techreport{Hightower:2001, Abstract = {Emerging mobile computing applications often need to know where things are physically located. To meet this need, many different location systems and technologies have been developed. In this paper we present a the basic techniques used for location-sensing, describe a taxonomy of location system properties, present a survey of research and commercial location systems that define the field, show how the taxonomy can be used to evaluate location-sensing systems, and offer suggestions for future research. It is our hope that this paper is a useful reference for researchers and location-aware application builders alike for understanding and evaluating the many options in this domain. }, Address = {Seattle, WA}, Annote = {http://www.girardin.org/fabien/blog/2006/12/09/a-survey-and-taxonomy-of-location-systems-for-ubiquitous-computing/ The authors present the basic techniques used for location sensing, taxonomized location system properties (physical position vs symbolic location, absolute vs relative, location computation, accuracy, precision, scale, recognition, cost, and limitations), and surveyed research and commercial location systems that define the field. They highlight location-sensing-system accuracy as a challenge and the necessity to integrate an error factor: We therefore suggest that future quantitative evaluations of location-sensir systems include the error distribution, summarizing the system's accuracy and precision and any relevant dependences such as the density of infrastructural elements. ({\ldots}) We strongly encourage the location-sensir research and development community to investigate how best obtain and represent such error distribution. Accuracy and precision are defined as follow in location positioning: The distances denote the accuracy, or grain size of the positioning information. The percentage denote the precision or how often we can expect to get the accuracy. For example reaching 1-to-3 meter accuracies 99 percent of the time. Relation to my thesis: The limitations are defined as location system properties.}, Author = {Jeffrey Hightower and Gaetano Borriello}, Date-Added = {2006-12-26 13:26:42 +0100}, Date-Modified = {2006-12-28 16:05:58 +0100}, Institution = {University of Washington, Department of Computer Science and Engineering}, Keywords = {location techniques}, Local-Url = {file://localhost/Users/fabien/Documents/papers/hightower2001survey.pdf}, Month = {August}, Number = {01-08-03}, Title = {A Survey and Taxonomy of Location Sensing Systems for Ubiquitous Computing}, Type = {UW CSE}, Year = {2001}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECEuLi9wYXBlcnMvaGlnaHRvd2VyMjAwMXN1cnZleS5wZGbSGw8cHVdOUy5kYXRhTxEBrgAAAAABrgACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWF2hpZ2h0b3dlcjIwMDFzdXJ2ZXkucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl7q9H50YAAAAAAAAAAAAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAAC9H4D4AAAAAQAQAAeU1gAHk9AAB5PDAABwhwACAEJNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6aGlnaHRvd2VyMjAwMXN1cnZleS5wZGYADgAwABcAaABpAGcAaAB0AG8AdwBlAHIAMgAwADAAMQBzAHUAcgB2AGUAeQAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIANVVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL2hpZ2h0b3dlcjIwMDFzdXJ2ZXkucGRmAAATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDOANMA2wKNAo8ClAKdAqgCrAK6AsECygLPAtIAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAAC3w==}} @article{Jegers:2006, Abstract = {An empirical study examines to what extent the vision of pervasive gaming is becoming reality in the context of SupaFly, an everyday-world pervasive game.}, Address = {Piscataway, NJ, USA}, Annote = {http://www.girardin.org/fabien/blog/2006/05/06/pervasive-gaming-in-the-everyday-world/ Kalle Jegers, Mikael Wiberg, ``Pervasive Gaming in the Everyday World,'' IEEE Pervasive Computing, vol. 5, no. 1, pp. 78-85, Jan-Mar, 2006. SupaFly is a everyday-world pervasive game used in this empirical study that examine the reality of pervasive gaming. The intend of pervasive is to be played anytime and anywhere. However this study shows that players did not play in a mobile fashion (changing locations and contexts) but in a rather immobile way in their home. They also played the game mainly at evenings and nights at home during their leisure time. The authors plan a longitudinal, ethnographical approach to address the following question in an everyday life context: * In what situations do people choose to enter the game? * Do people play alone or when they get together? * Is there any learning effect (for example, do people internalize the SMS commands over time)? * Does the cost of sending SMS messages create a barrier to long-term playing of the game? Relation to my thesis: Pervasive games offer often advanced platforms to study how users deal with spatial uncertainty. Interestingly now pervasive game are moving away from controlled settings and entering everyday world. However players barely took advantage of the offered place-independence. Moreover, it is still unclear whether location is sufficient to successfully integrate the physical and virtual world. Location matters{\ldots} hmm well{\ldots} yes but{\ldots}. }, Author = {Kalle Jegers and Mikael Wiberg}, Date-Added = {2006-12-26 13:13:02 +0100}, Date-Modified = {2006-12-28 16:21:39 +0100}, Doi = {http://dx.doi.org/10.1109/MPRV.2006.11}, Issn = {1536-1268}, Journal = {IEEE Pervasive Computing}, Keywords = {pervasive game, field studies}, Local-Url = {file://localhost/Users/fabien/Documents/papers/01593575.pdf}, Number = {1}, Pages = {78}, Publisher = {IEEE Educational Activities Department}, Title = {Pervasive Gaming in the Everyday World}, Volume = {5}, Year = {2006}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBYuLi9wYXBlcnMvMDE1OTM1NzUucGRm0hsPHB1XTlMuZGF0YU8RAYIAAAAAAYIAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1gwwMTU5MzU3NS5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5dBwCI5IFBERiBDQVJPAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwCIrEAAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA3TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOjAxNTkzNTc1LnBkZgAADgAaAAwAMAAxADUAOQAzADUANwA1AC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgAqVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvMDE1OTM1NzUucGRmABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMMAyADQAlYCWAJdAmYCcQJ1AoMCigKTApgCmwAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAKo}, Bdsk-Url-1 = {http://dx.doi.org/10.1109/MPRV.2006.11}} @inproceedings{Truong:2005, Abstract = {Uncertainty always exists as an unavoidable factor in any pervasive context-aware applications. This is mostly caused by the imperfectness and incompleteness of data. In this paper, we propose a novel approach to model the uncertain context. Our context model is a combination of two modeling methods: probabilistic models for capturing the uncertain information and ontology for facilitating knowledge reuse and sharing. Such combination of probabilistic models and ontology facilitates the sharing and reuse over similar domains of not only the logical knowledge but also the uncertain knowledge. Besides, we also support the uncertain reasoning in context-aware applications in a flexible and adaptive manner.}, Address = {Washington, DC, USA}, Author = {Binh An Truong and Young-Koo Lee and Sung-Young Lee}, Booktitle = {ICIS '05: Proceedings of the Fourth Annual ACIS International Conference on Computer and Information Science (ICIS'05)}, Date-Added = {2006-12-26 13:09:00 +0100}, Date-Modified = {2006-12-28 17:30:01 +0100}, Doi = {http://dx.doi.org/10.1109/ICIS.2005.89}, Isbn = {0-7695-2296-3}, Keywords = {uncertainty, Modeling}, Local-Url = {file://localhost/Users/fabien/Desktop/paper_download/01515485.pdf}, Pages = {676--681}, Publisher = {IEEE Computer Society}, Title = {Modeling Uncertainty in Context-Aware Computing}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEB4uLi9wYXBlcl9kb3dubG9hZC8wMTUxNTQ4NS5wZGbSGw8cHVdOUy5kYXRhTxEBmgAAAAABmgACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TVDDAxNTE1NDg1LnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHlm7BoGFpAAAAAAAAAAAAAQACAAAJIAAAAAAAAAAAAAAAAAAAAA5wYXBlcl9kb3dubG9hZAAQAAgAAMKRu2IAAAARAAgAAMGgU1kAAAABABAAB5TVAAeT0AAHk8MAAHCHAAIAP01hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyX2Rvd25sb2FkOjAxNTE1NDg1LnBkZgAADgAaAAwAMAAxADUAMQA1ADQAOAA1AC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgAyVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcl9kb3dubG9hZC8wMTUxNTQ4NS5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAywDQANgCdgJ4An0ChgKRApUCowKqArMCuAK7AAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAsg=}, Bdsk-Url-1 = {http://dx.doi.org/10.1109/ICIS.2005.89}} @article{Saliba:2005, Abstract = {For so long, the term quality of service (QoS) has been a pursuit area for network engineers trying to dimension wireless networks to run in the most efficient way possible. Of late, there has been a trend reversal, looking at the user perceptions of the network performance to decide where dimensioning can have the greatest impact. This paper demonstrates the importance of defining the concept of user-perceived QoS and linking this to specific wireless data network parameters for some anticipated valuable applications. It has been shown that a quantitative rating can be obtained for a variety of important factors in the assessment of service quality, and mapped to specific values of multiple network parameters. We found QoS to be applicationspecific, where various applications require different levels of network performance to satisfy users. The role of physical location was also examined, investigating the influence of being indoors versus outdoors on the user perception of QoS.}, Annote = {http://www.girardin.org/fabien/blog/2005/12/28/user-perceived-quality-of-service-in-wireless-data-networks/ Anthony J. Saliba, Michael A. Beresford, Milosh Ivanovich, Paul Fitzpatrick, User-perceived quality of service in wireless data networks, Personal and Ubiquitous Computing, Volume 9, Issue 6, Dec 2005, Pages 413 - 422 is a paper that brings the computer science and a rather quantitative perspective to my research. I would classify it in the Human-Network Interaction category, because the machine is rather irrelevant in their study that illustrates the advantages of defining and assessing user-perceived quality of service (QoS) when dimensioning critical network parameters for optimized network performance. The authors are from the Telstra Research Labs. In the past the term of QoS was a way to dimension wireless networks to run in the most efficient way possible. That is assuming that optimization of performance at the lower network layers will translate directly into an improved user experience. Nowadays, there is a trend reversal, looking at the user perceptions of the network performance to decide where dimensioning can have the greatest impact. Effective network performance becomes less about network characterisitcs and efficiency and more about satisfactory of having the user experience drive the notion of QoS. However, QoS is very application and context-specific because various applications require different levels of network performance to satisfy users. The growth in the wireless data sector rests upon two critical dependencies: network capability and a positive overall user experience. Thus, by understanding the relationship between the user experience and perceived quality of the service and the associated network performance, conclusion can be drawn as the required network performance to provide the necessary service quality to users on an ongoing basis. QoS is often defined in terms of network performance or network characteristics while aspected of the user experience also need to be captured and assessed accurately using tools and metrics. A user's behavior is most accurately predicted by analysing their mental constructs, context of interaction, motivations and the tasks they perform while using the network services [Distributed Multimedia and QOS: A Survey]. Studies on network QoS usually identify four main factors: * Reliability: how important and useful it is to know in advance the level of network performance * Efficiency: a measure of how quickly the system responds to requests * Predictability: the degree to which the user experience followed the expectations of the users * Satisfaction: what degree the user was satisfied with each experience. The authors propose a wireless QoS hierarchy fitting into the open systems interconnection (OSI) layers to obtain an in-depth understanding of each layer's performance and the relationship between layers in the hierarchy. Qos Hierarchy }, Author = {Anthony Saliba and Michael Beresford and Milosh V. Ivanovich and Paul Fitzpatrick}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2006-12-26 13:02:15 +0100}, Date-Modified = {2006-12-28 17:12:54 +0100}, Ee = {http://dx.doi.org/10.1007/s00779-005-0034-7}, Journal = {Personal and Ubiquitous Computing}, Keywords = {networking, human-computer interaction, theory}, Local-Url = {file://localhost/Users/fabien/Documents/papers/user_qos.pdf}, Number = {6}, Pages = {413-422}, Title = {User-perceived quality of service in wireless data networks.}, Volume = {9}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBYuLi9wYXBlcnMvdXNlcl9xb3MucGRm0hsPHB1XTlMuZGF0YU8RAYIAAAAAAYIAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1gx1c2VyX3Fvcy5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5hBv7UMY1BERiBDQVJPAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAv7T+UwAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA3TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOnVzZXJfcW9zLnBkZgAADgAaAAwAdQBzAGUAcgBfAHEAbwBzAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgAqVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvdXNlcl9xb3MucGRmABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMMAyADQAlYCWAJdAmYCcQJ1AoMCigKTApgCmwAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAKo}} @article{Dourish:1996, Author = {Paul Dourish and Annette Adler and Victoria Bellotti and D. Austin Henderson Jr.}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2006-12-26 12:57:50 +0100}, Date-Modified = {2006-12-28 14:47:25 +0100}, Journal = {Computer Supported Cooperative Work}, Number = {1}, Pages = {33-62}, Title = {Your Place or Mine? Learning from Long-Term Use of Audio-Video Communication.}, Volume = {5}, Year = {1996}} @inproceedings{Consolvo:2005, Abstract = {Advances in location-enhanced technology are making it easier for us to be located by others. These new technologies present a difficult privacy tradeoff, as disclosing one's location to another person or service could be risky, yet valuable. To explore whether and what users are willing to disclose about their location to social relations, we conducted a three-phased formative study. Our results show that the most important factors were who was requesting, why the requester wanted the participant's location, and what level of detail would be most useful to the requester. After determining these, participants were typically willing to disclose either the most useful detail or nothing about their location. From our findings, we reflect on the decision process for location disclosure. With these results, we hope to influence the design of future location enhanced applications and services.}, Annote = {http://www.girardin.org/fabien/blog/2005/06/06/location-disculosure/ Location disclosure to social relations: why, when, & what people want to share by the Place Lab people, explores whether and what users are willing to disclose about their location to social relations. The goal wat to understand the decision process and other factors that go into their decision that could inspire the design of better location-enhances applications and services. Their most notable result is that: Participants want to disclose what they think would be useful to the requester or deny the request. We saw no evidence of participants intentionally blurring their location, i.e., disclosing something vague, to protect their privacy Other very interesting findings are: * Participants typically disclosed the most useful detail about their location (which is not necessarily the most detailed) or did not disclose their location at all. They often chose to disclose less specific information because they thought something less specific would be more useful to the requester and not because they were uncomfortable giving the requester more detailed information * Participants chose to not disclose their location rather than merely blurring, which suggests that they were using the response to reinforce or communicate social boundaries. * Who the requester was had the strongest influence on participants' willigness to discolse. * What participants were doing when they received a request appeared to have some effect on whether they would discolse something about their location }, Author = {Sunny Consolvo and Ian E. Smith and Tara Matthews and Anthony LaMarca and Jason Tabert and Pauline Powledge}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {CHI}, Crossref = {DBLP:conf/chi/2005}, Date-Added = {2006-12-26 12:51:14 +0100}, Date-Modified = {2006-12-28 14:44:42 +0100}, Ee = {http://doi.acm.org/10.1145/1054972.1054985}, Keywords = {location-awareness, field studies}, Local-Url = {file://localhost/Users/fabien/Documents/papers/p486-consolvo.pdf}, Pages = {81-90}, Title = {Location disclosure to social relations: why, when, {\&} what people want to share.}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBsuLi9wYXBlcnMvcDQ4Ni1jb25zb2x2by5wZGbSGw8cHVdOUy5kYXRhTxEBlgAAAAABlgACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWEXA0ODYtY29uc29sdm8ucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl+7BtswhAAAAAAAAAAAAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAADBtr4RAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACADxNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6cDQ4Ni1jb25zb2x2by5wZGYADgAkABEAcAA0ADgANgAtAGMAbwBuAHMAbwBsAHYAbwAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIAL1VzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL3A0ODYtY29uc29sdm8ucGRmAAATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDIAM0A1QJvAnECdgJ/AooCjgKcAqMCrAKxArQAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAACwQ==}} @article{Benford:2006, Abstract = {We present a study of a mobile mixed reality game called Can You See Me Now? in which online players are chased through a virtual model of a city by `runners' (professional performers equipped with GPS and WiFi technologies) who have to run through the actual city streets in order to catch the players. We present an ethnographic study of the game as it toured through two different cities and draws upon video recordings of online players, runners, technical support crew, and also on system logs of text communication. Our study reveals the diverse ways in which online players experienced the uncertainties inherent in GPS andWiFi, including being mostly unaware of them, but sometimes seeing them as problems, or treating the as a designed feature of the game, and even occasionally exploiting them within gameplay. In contrast, the runners and technical crew were fully aware of these uncertainties and continually battled against them through an ongoing and distributed process of orchestration. As a result, we encourage designers to deal with such uncertainties as a fundamental characteristic of location-based experiences rather than treating them as exceptions or bugs that might be ironed out in the future. We argue that designers should explicitly consider four potential states of being of a mobile participant: connected and tracked, connected but not tracked, tracked but not connected, and neither connected nor tracked. We then introduce five strategies that might be used to deal with uncertainty in these different states for different kinds of participant: remove it, hide it, manage it, reveal it, and exploit it. Finally, we present proposals for new orchestration interfaces that reveal the `seams' in the underlying technical infrastructure by visualizing the recent performance of GPS andWiFi and predicting the likely future performance of GPS.}, Address = {New York, NY, USA}, Annote = {http://www.girardin.org/fabien/blog/2005/11/24/defining-uncertainties-in-can-you-see-me-now/ Can you See Me Now? by Steve Benford, Andy Crabtree, Martin Flintham, Adam Drozd, Rob Anastasi and Mark Paxton is a journal paper to appear in ACM Transactions on Computer-Human Interaction, ACM Press. Nicolas considers it as a seminal article about ethnographical analysis of a location-based game. I see it at cornerstone of my current interest in the uncertainties inherent in pervasive environment. Projects like Can You See Me Now? are important not only to offer glimpses of potential new applications for location-based technologies, but they also provide a useful vehicle for HCI research, especially for studying how participants experience location and context sensing technologies and how they manage to coordinate distributed collaborative activities in spite of considerable technical uncertainties. Uncertainty is a complex issue that can affect users in different ways depending on their role, the extend of their technical knowledge, the context and the information available to them. Moreover, uncertainties are fundamental characteristics of location-based and mobile experiences, and they will remain so for the foreseeable future. While technology providers suggest that there are not limits to connectivity and mobility, service coverage and stability is anything but seamless in the real world. I plan to have a look at theses issues from a different perspective by investigating other methodologies like mixing quantitative data from the system logs and qualitative data from post-game interviews to compare them with a performance index on the task. That is quantifying the impact of uncertainties on the task, while the work on Can You See Me Now? is to talk about the impact of uncertainties on the experience. I think there is a gap to fill between engineers delivering ubiquitous technologies and the practitioners envisioning services and solutions and the researchers analyzing the impacts (understand and explicit the combinations of social processes and technologies). That might explain the boring state of current Location-Based Services. Providing designer of pervasive games with cues like this paper does is good but not enough. It does not change an engineer's perspective. Performance and impact indexes might do. Overview Benford et al. explicit the diverse ways in which players experienced uncertainties inherent in GPS and WiFi, including being mostly unaware of them, but sometimes seeing them as a problem, or treating them as a designed feature of the game, and even occasionally exploiting them within gameplay. They argue that designers should explicitly consider four potential states of being mobile participants - connected and tracked, connected but not tracked, tracked but not connected, and neither connected nor tracked. They then introduce five strategies that might be used to deal with uncertainty in these different states for different kinds of participants: remove it, hide it, manage it, reveal it and exploit it. Sources of uncertainties Sources of uncertainties in the game were GPS and WiFi. It proved to be a constant battle for a runner to get a GPS fix at all. Then analysis of system logs showed that reported GPS error ranged from 4m to 106m with a mean of 12.4m and a standard deviation of 5.8m. Even with a dense WiFi coverage. Both connectivity (packet losses) and latency were problems. Periods of short loss (less than 5 seconds) that account for 90.6% of loss intervals and were largely due to communication errors; 278 moderate periods of loss (between 5 seconds and 10min) that were largely due to detours out of the connectivity or interference; and finally two loss periods of about 15min and one of about 40, resulting from a major equipment failure. Although variable, there was a typical delay (latency) of six seconds or more between one participant acting and another participant seeing the actions. A final source of uncertainty was occasional technical failurs such as cables working loose and connectors being damaged as weel as ``soft'' failure such as batteries running out of charge. The Mobile Player Four State of Being * Connected and tracked * Tracked but not connected * Connected but not tracked * Neither connected nor tracked Designers need to consider how a player might end up in each of these states and should be done about it. Five General Strategies for Dealing with Uncertainties * Remove uncertainty: improving performance of existing technologies, mixing multiple sensing technologies or more pragmatically design the experience to closely fit the capabilities of the technology. * Hide uncertainty: avoid setting unrealistic expectations through metaphors that cannot be delivered by the technology (i.e. avoid creating the illusion of a seamless world) * Manage uncertainty: fall back to a downgraded but continuing experience. Uncertainty of connectivity might be dealt with by implementing baseline experiences for both street and online players that can continue when the connection between them is lost. * Reveal uncertainty: Greater dialogue between users and ubiquitous technologies rather than designing for invisibility. The experience of Can You See Me Now? suggests that runners were better able to work with the uncertainties of GPS and wireless networking once they had build up a working knowledge of their presence and characteristics, provided by some information about estimated GPS error and connectivity on their mobile interface. This approach of revealing uncertainty is familiar from everyday mobile phones where information about signal strength is routinely made available to users to help them deal with uncertainty of connectivity. Experimental evidences state that revealing uncertainty can improve user performance. However this might lead to the trade-off between revealing and mental workload. * Exploiting uncertainty: deliberately use uncertainty as a positive feature of an experience (creating engaging and provocative interfaces). Users can reflect more deeply if they are provided with a fuzzy representation that creates ambiguity. Visualization that Reveal the seams An ongoing work of Benford et al. is exploring how visualization revealing uncertainties can enable players to effectively interpret the ambituities encountered in gameplay. Their studies of gameplay show that players are already aware of seams in various ways. Cysmn Gps Availability Figure: Visualization of predicted GPS availability }, Author = {Steve Benford and Andy Crabtree and Martin Flintham and Adam Drozd and Rob Anastasi and Mark Paxton and Nick Tandavanitj and Matt Adams and Ju Row-Farr}, Date-Added = {2006-12-26 12:45:21 +0100}, Date-Modified = {2006-12-28 12:41:39 +0100}, Doi = {http://doi.acm.org/10.1145/1143518.1143522}, Issn = {1073-0516}, Journal = {ACM Trans. Comput.-Hum. Interact.}, Keywords = {field studies, uncertainty, pervasive game}, Local-Url = {file://localhost/Users/fabien/Documents/papers/p100-benford.pdf}, Number = {1}, Pages = {100--133}, Publisher = {ACM Press}, Title = {Can you see me now?}, Volume = {13}, Year = {2006}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBouLi9wYXBlcnMvcDEwMC1iZW5mb3JkLnBkZtIbDxwdV05TLmRhdGFPEQGSAAAAAAGSAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYQcDEwMC1iZW5mb3JkLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeX4cG2ycxQREYgcHJ2dwABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMG2u7wAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAO01hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpwMTAwLWJlbmZvcmQucGRmAAAOACIAEABwADEAMAAwAC0AYgBlAG4AZgBvAHIAZAAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIALlVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL3AxMDAtYmVuZm9yZC5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAxwDMANQCagJsAnECegKFAokClwKeAqcCrAKvAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAArw=}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1143518.1143522}} @inproceedings{Bell:2006, Abstract = {We introduce a location--based game called Feeding Yoshi that provides an example of seamful design, in which key characteristics of its underlying technologies---the coverage and security characteristics of WiFi---are exposed as a core element of gameplay. Feeding Yoshi is also a long--term, wide--area game, being played over a week between three different cities during an initial user study. The study, drawing on participant diaries and interviews, supported by observation and analysis of system logs, reveals players' reactions to the game. We see the different ways in which they embedded play into the patterns of their daily lives, augmenting existing practices and creating new ones, and observe the impact of varying location on both the ease and feel of play. We identify potential design extensions to Feeding Yoshi and conclude that seamful design provides a route to creating engaging experiences that are well adapted to their underlying technologies.}, Annote = {http://www.girardin.org/fabien/blog/2006/03/25/interweaving-mobile-games-with-everyday-life/ Bell, M., Chalmers, M., Barkhuus, L., Hall, M., Sherwood, S., Brown, B., Rowland, D., Benford, S., Capra, M., and Hampshire, A., ``Interweaving Mobile Games with Everyday life``. In Proceedings of CHI 2006, Montreal, Canada. Forthcoming. This paper presents a new seamful-designed location-based game called Feeding Yoshi in which the coverage and security of WiFi are integrated in the gameplay. Seamful design emerged from early ubicomp studies that raised the issues around the impact of variation or uncertainty with regard to location and network connectivity. These experiments were mainly small scaled in terms of area and duration. Feeding Yoshi plans to be large-scale and longitudinal to understand how ubiquitous computing experience actually fits with other activities. As Weiser put it, ``the unit of design should be social people, in their environment, plus your device''. We suggest that Yoshi provides an example of how this can be approached, in that many of players' action and strategies were specific to the characteristics of the wireless access points and PDA's networking users and interpreted on the basis of their experience and understanding of this wider context. There is a great quote mentioning the different capabilities of 2 similar devices or as Nicolas puts it as the The uniqueness capabilities of pervasive devices. Players also became aware of some technical features that we were only vaguely aware of ourselves. In one case, a player became aware---and angry about---the fact that his PDA's 802.11 antenna had a significantly lower sensitivity than his team--mates', even though they were using the same model of PDA. We noticed similar ``uniqueness of device'' during our CatchBob! experiments. Similar TabletPC, similar context, similar hardware and software, had different sensitive. In the end of the experiments we knew which ones behaved better than others based in their history of connectivity issues. Uniqueness of device should actually be integrated in seamful scenarios. Relation to my thesis: In the context of everyday computing, it become now important to set large-scale experiments. Time and area are the easiest scale to play with. I plan to work on these 2 scales also. People and devices scales are harder to deplay and support therefor mainly left on the side by most ubicomp field experiments. However with still a low-scale set of devices, the uniqueness of devices could be noticed. We often mention the heterogeneity of models of devices in ubicomp, while failing to precise that this heterogeneity exists in devices exiting the same factory line. }, Author = {Marek Bell and Matthew Chalmers and Louise Barkhuus and Malcolm Hall and Scott Sherwood and Paul Tennent and Barry Brown and Duncan Rowland and Steve Benford}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {CHI}, Crossref = {DBLP:conf/chi/2006}, Date-Added = {2006-12-26 12:40:57 +0100}, Date-Modified = {2006-12-28 11:24:22 +0100}, Ee = {http://doi.acm.org/10.1145/1124772.1124835}, Keywords = {pervasive game, uncertainty, field studies}, Local-Url = {file://localhost/Users/fabien/Documents/papers/CHIYoshiWithCopyright.pdf}, Pages = {417-426}, Title = {Interweaving mobile games with everyday life.}, Year = {2006}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECMuLi9wYXBlcnMvQ0hJWW9zaGlXaXRoQ29weXJpZ2h0LnBkZtIbDxwdV05TLmRhdGFPEQG2AAAAAAG2AAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYZQ0hJWW9zaGlXaXRoQ29weXJpZ2h0LnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeXY8A1+vlQREYgQ0FSTwABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMA17OkAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIARE1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpDSElZb3NoaVdpdGhDb3B5cmlnaHQucGRmAA4ANAAZAEMASABJAFkAbwBzAGgAaQBXAGkAdABoAEMAbwBwAHkAcgBpAGcAaAB0AC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgA3VXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvQ0hJWW9zaGlXaXRoQ29weXJpZ2h0LnBkZgAAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoA0ADVAN0ClwKZAp4CpwKyArYCxALLAtQC2QLcAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAuk=}} @inproceedings{Barkhuus:2005, Abstract = {This paper presents Treasure, an outdoor mobile multiplayer game inspired by Weiser's notion of seams, gaps and breaks in different media. Playing Treasure involves movement in and out of a wi-fi network, using PDAs to pick up virtual `coins' that may be scattered outside network coverage. Coins have to be uploaded to a server to gain game points, and players can collaborate with teammates to double the points given for an upload. Players can also steal coins from opponents. As they move around, players' PDAs sample network signal strength and update coverage maps. Reporting on a study of players taking part in multiple games, we discuss how their tactics and strategies developed as their experience grew with successive games. We suggest that meaningful play arises in just this way, and that repeated play is vital when evaluating such games.}, Annote = {http://www.girardin.org/fabien/blog/2005/12/11/the-development-of-tactics-and-strategies-in-a-mobile-game/ In Picking Pockets on the Lawn: The Development of Tactics and Strategies in a Mobile Game, Louise Barkhuus, Matthew Chalmers, Paul Tennent, Malcolm Hall, Market Bell, Scott Sherwood, and Barry Brown present Treasure, an outdoor mobile multiplayer game inspired by Weiser's notion of seams, gaps and breaks in different media. A seam is a break, gap or ``loss in translation'' in a number of tools or media, designed for use together as a uniformly and unproblematically experienced whole. Well, constant network connectivity is often assumed, but it is yet not always the case when mobile systems really are mobile. In urban areas it is likely that there are variations, gaps and overlaps in networks' coverage. Treasure The study and design of games has added diversity to many areas of ubicomp research. Games are not only worthy of academic attention in themselves, they introduce challenges in terms of designing enjoyable (the technical novelty can wear off very quickly) experience. The authors aimed for the game to be engaging in order to better understand the relationship between game play and the system's design. The research question would be: Understand how people use and react to a design which makes an element of ubicomp infrastructure an explicit part of an interaction design. The trial participants seemed to achieve what Salen and Zimmermann call ``meaningful play'' through their experience in that, through multiple plays, the relationships between actions and outcomes were both discernible and integrated into the larger context of the game. For example, because of the lags in GPS, the movement of a player's icon on the PDA was often delayed by several seconds - resulting in problems picking up coins. Most of the players learning this over the course of their games. Moreover, because some players realized the inconsistency of what was on their screen was not the same as what appeared on the other's screens, they played more boldly, raising their shields and attempting to steal. During the iterative development of Treasure designs often changed in response to ongoing findings, which were generally reflections from observational studies of system use. Technically they used UDP instead of TCP for the messaging subsystem because the play often takes place on the edge of the network (weakly connected). The server ``heartbeats'' the game state, broadcasting all game state information (scores, positions, etc) every second across the network. The messaging system was found to be robust, but it would not scale well to high numbers of clients creating large volumes of state information and net traffic. In the discussion section, the authors mention that their reinforced opinion that user trials of such games, and of ubicomp systems more generally, should involve repeated use and/or use over a long time than a single, short session. A recording and replaying system (lke replayer and CatchBob!'s replay tool) are of a big aid in developing tactics and strategies for future play, but may also be an important means for players to show each other how they played in the past. EA's game Burnout rely on playbacks. Weiser's narrow design focus only concentrated on transparent use. It is at odds with the findings of user studies of how people develop their use of ubicomp systems through experience of both transparent and analytic use. Transparent and analytic activity use are mutually interdependent with the former unaviodably influenced by analytic activity such as handling ``breakdown'', working on or adapting it. learning about it, teaching others how to use it, considering how to act so that it works better, and considering how to present oneself to others through it. Design that makes the system so starkly open to analysis by users may seem contradictory to the design goal of ``invisibillity'' or ``transparency'' usually associated with ubicomp, but people use past, present and potential activity involving the system in developing their understanding of it. Reference I should get my eyes on: Chalmers, M. A Historical View of Context. J. CSCW vol 13 (2004) 223-247 Salen, K, Zimmerman, E. Rules of Play: Game Design Fundamentals, MIT Press (2004) }, Author = {Louise Barkhuus and Matthew Chalmers and Paul Tennent and Malcolm Hall and Marek Bell and Scott Sherwood and Barry Brown}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Ubicomp}, Crossref = {DBLP:conf/huc/2005}, Date-Added = {2006-12-26 12:38:42 +0100}, Date-Modified = {2006-12-28 11:20:51 +0100}, Ee = {http://dx.doi.org/10.1007/11551201_21}, Keywords = {interaction design, field studies, pervasive game, uncertainty}, Local-Url = {file://localhost/Users/fabien/Documents/papers/treasureUbicomp2005.pdf}, Pages = {358-374}, Title = {Picking Pockets on the Lawn: The Development of Tactics and Strategies in a Mobile Game.}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECEuLi9wYXBlcnMvdHJlYXN1cmVVYmljb21wMjAwNS5wZGbSGw8cHVdOUy5kYXRhTxEBrgAAAAABrgACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWF3RyZWFzdXJlVWJpY29tcDIwMDUucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHmDa+/HLdAAAAAAAAAAAAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAAC+/Fa9AAAAAQAQAAeU1gAHk9AAB5PDAABwhwACAEJNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6dHJlYXN1cmVVYmljb21wMjAwNS5wZGYADgAwABcAdAByAGUAYQBzAHUAcgBlAFUAYgBpAGMAbwBtAHAAMgAwADAANQAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIANVVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL3RyZWFzdXJlVWJpY29tcDIwMDUucGRmAAATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDOANMA2wKNAo8ClAKdAqgCrAK6AsECygLPAtIAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAAC3w==}} @inproceedings{Weiser:1994a, Abstract = {For thirty years, most interface design, and most computer design, has been headed down the path of the ``dramatic'' machine. Its highest ideal is to make a computer so exciting, so wonderful so interesting, that we never want to be without it. A less-traveled path I call the ``invisible''; its highest ideal is to make a computer so imbedded, so fitting, so natural, that we use it without even thinking about it. (I have also called this notion ``Ubiquitous Computing.'') I believe that in the next twenty years the second path will come to dominate. But this will not be easy; very little of our current systems infrastructure will survive. We have been building versions of the infrastructure-to-come at PARC for the past four years, in the form of inch-, foot-, and yard-sized computers we call Tabs, Pads, and Boards. In this talk I will describe the humanistic origins of the ``invisible'' ideal in post-modernist thought. I will then describe some of our prototypes, how they succeed and fail to be invisible, and what we have learned. I will illustrate new systems issues that user interface designers will face when creating invisibility. And I will indicate some new directions we are now exploring, including the famous ``dangling string'' display.}, Author = {Mark Weiser}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {ACM Symposium on User Interface Software and Technology}, Date-Added = {2006-12-26 12:31:27 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Ee = {http://doi.acm.org/10.1145/192426.192428}, Keywords = {ubicomp, theory}, Local-Url = {file://localhost/Users/fabien/Documents/papers/p1-weiser.pdf}, Pages = {1}, Title = {Creating the Invisible Interface (invited talk).}, Year = {1994}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBcuLi9wYXBlcnMvcDEtd2Vpc2VyLnBkZtIbDxwdV05TLmRhdGFPEQGGAAAAAAGGAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYNcDEtd2Vpc2VyLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeX4MG2xzlQREYgcHJ2dwABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMG2uSkAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAOE1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpwMS13ZWlzZXIucGRmAA4AHAANAHAAMQAtAHcAZQBpAHMAZQByAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgArVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvcDEtd2Vpc2VyLnBkZgAAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAxADJANECWwJdAmICawJ2AnoCiAKPApgCnQKgAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAq0=}} @article{Chalmers:2004, Abstract = {This paper re--examines a number of the approaches, origins and ideals of context--aware systems design, looking particularly at the way that the past influences what we do in our ongoing activity. As a number of sociologists and philosophers have pointed out, past social interaction, as well as past use of the heterogeneous mix of media, tools and artifacts that we use in our everyday activity, influence our ongoing interaction with the people and media at hand. We suggest that the past is thus part of one's current context, and can be seen as combining and interweaving the temporal and subjective patterns of individuals' use of heterogeneous media as well as objectively structured representations of individual media. Based on this theoretical discussion, we present a number of critiques, examples and suggestions for systems designs that reflect this historical aspect of context, and which make good use of the past in supporting ongoing user activity. }, Annote = {http://www.girardin.org/fabien/blog/2006/01/12/a-historical-view-of-context/ In A Historical View of Context, Early draft of paper in J. CSCW 13(3), 223-247, August 2004, Matthew Chalmers a number of approaches of context-aware systems design, emphasizing on the way to reflect the historical aspect of context and how to make good use of the past to support ongoing user activity. He also pragmatically reasses of the notion of invisibility or disappearance that often characterises ubiquitous computing and opens doors to my research interest: It seems more difficult to accept Weiser's ideal of `invisible' technology as an achievable ideal, as we have to accept that a system will be, and should be, used in an more ready--to--hand way occasionally. Definition of context differ in CSCW and ubicomp, and I am stuck between both trying to make both fields bridge or even synthesis: CSCW focuses on intersubjective aspects of context, constructed in and through the dynamic of each individual's social interaction, and defends against reductionism and objectification. In contrast, context--aware and ubiquitous computing often concentrate on computational representations of context that span and combine many senses and media---rather than the social construction of context in interaction. The problem with the ubicomp perspective is that it tends to emphasize objective features that can be tracked and recorded relatively easily, and to de-emphasize or avoid aspects of the user experience such as subjectivity perceived features and the way past experience of similar contexts may influence current activity - issues which are central concerns of CSCW.[{\ldots}] One key issue has been how systems can represent work and its context without over-formalising, over-simplifying and over-objectifying it. Workflow-like representation of activity have been brought into context-aware computing (Activity-Based Comuting (Christensen 2002; Bardram 2003), ``task driven computing'' (Garlan 2002). However, such representations of activity have a potential danger of becoming too formal: ``that their design is predicated entirely by formal procedures---ignoring (and even damaging) the informal practice'' (Bardram 1997) Dourish's approach to combine CSCW and context-aware systems, the ``embodied interaction'': A contrasting approach to combining CSCW and context--aware systems emphasises socially--constructed situated action, and is also inspired by some of the foundational work of ubiquitous computing. The embodied interaction perspective on HCI (Dourish 2001) binds together CSCW and context--aware computing issues in presenting everyday human interaction as non--rationalising, intersubjective and bodily activity. [{\ldots}] More recently, however, Dourish applied this embodied interaction perspective to the notion of context and context--awareness more practically (Dourish 2004). This paper focuses on a question highly relevant to our focus here: ``how can sensor technologies allow computational systems to be sensitive to the settings in which they are used, so that, as we move from one physical or social setting to another, our computational devices can be attuned to these variations?'' Dourish suggests that the field's ideals of combining the social and the technical computing have not yet been achieved: ``turning social observation into technical design seems to be problematic'' and ``these two positions are incompatible''. This is something that I would like to investigate in my thesis. Dourish points out 3 design principle to allow forms of practice to emerge and evolve, rather than requiring users to fix their work and their information to predefined patterns: * Systems should display their own internal state and configuration to users ``to make continual determinations of the potential consequences of their actions and their opportunities to reconfigure or realign the technologies through which they are conducting their actions`` * System's internal structure becomes a resource fo the work of adaptation and contextualisation * Interfaces should offer ``direct experience of the structure by which information is organized'' The problems with these design principles is that we have to be selective to reveal details of the system (we cannot present and let manipulate every details). There is a need for a degree of reduction and objectification, due to formal representational schemes of programs and databases, and finite capacities for storage, communication and calculation: We must take a pragmatic stance if we are to design the finite and formal representation that constitute context-aware and CSCW systems. Embodied interaction is a good exemplar of research in CSCW and contet-aware computing that begins to bridge between useful practices and strong theory. Make at tool invisible or ready-to-hand (Heidegger) through accommodation and appropriation In time, this process of accommodation and appropriation lets one focus on the use of the tool, and not on the tool in itself, thus making the tool `disappear' as Weiser later discussed. [{\ldots}] Disappearance happens through the process of coupling and contextualization i.e. the circle of interpretation, action and experience that weaves together both ready--to--hand and present--at--hand uses of a tool by people over time. [{\ldots}] No tool or system can always be invisible, and perhaps should not, as there are times when one cannot ``focus on the task not the tool'' because the task is the tool. Weiser was clear that it was not the technology in itself that made for ubicomp. Instead he suggested that we should aim for and support accommodation and appropriation of computing into everyday life. One of my aims is to understand this accommodation and appropiration process in the real-world, and uncontrolled ubiquitous environments. Reference I must read: Abowd, G., Mynatt, E., and Rodden, T. (2002): The Human Experience, IEEE Pervasive Computing, Jan-Mar, 48-57. }, Author = {Matthew Chalmers}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2006-12-26 12:27:47 +0100}, Date-Modified = {2006-12-28 13:03:56 +0100}, Ee = {http://www.springerlink.com/index/10.1007/s10606-004-2802-8}, Journal = {Computer Supported Cooperative Work}, Keywords = {context-awareness, CSCW, theory}, Local-Url = {file://localhost/Users/fabien/Documents/papers/jcscwContextOld.pdf}, Number = {3}, Pages = {223-247}, Title = {A Historical View of Context.}, Volume = {13}, Year = {2004}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEB0uLi9wYXBlcnMvamNzY3dDb250ZXh0T2xkLnBkZtIbDxwdV05TLmRhdGFPEQGeAAAAAAGeAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYTamNzY3dDb250ZXh0T2xkLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeXyLxVtewAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAALxVp9wAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAPk1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpqY3Njd0NvbnRleHRPbGQucGRmAA4AKAATAGoAYwBzAGMAdwBDAG8AbgB0AGUAeAB0AE8AbABkAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgAxVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvamNzY3dDb250ZXh0T2xkLnBkZgAAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAygDPANcCeQJ7AoACiQKUApgCpgKtArYCuwK+AAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAss=}} @inproceedings{Bardram:1997, Author = {Jakob Bardram}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {ECSCW}, Date-Added = {2006-12-26 12:22:57 +0100}, Date-Modified = {2006-12-26 12:26:08 +0100}, Pages = {17-32}, Title = {Plans as Situated Action: An Activity Theory Approach to Workflow Systems.}, Year = {1997}} @article{Weiser:1994, Annote = {http://www.girardin.org/fabien/blog/2005/12/31/mark-weiser-on-ubicomp/ Finishing of the year with some quick Mark Weiser re-readings including Some Computer Science Issues in Ubiquitous Computing, The World is Not A Desktop and Creating the Invisible Interface (Invited Talk). I stumbled on his definition of phase I of ubicomp (phase in which we are very much still in). I should definitively use it to describe that we have not achieved invisibility yet, because technology fails us (and maybe will always do) due to physical, economical, or psychological constraints and limitations. Then he mentions the merit of bits/sec/meter3 that should be used in wireless networking. I might want to try to use it to describe connectivity in my experiments.: Definition of ubiquitous computing Ubiquitous computing is the method of enhancing computer use by making many computer available throughout the physical environment, but making them effectively invisible to the user. Phase I Phase I of ubiquitous computing: to construct, deploy, and learn from a computing environment consisting of tabs, pads, and borads. This is only phase I, because it is unlikely to achieve optimal invisibility. (Later phases are yet to be determined). [{\ldots}] As we start to put tabs, pads, and boards into use, phase I of ubiquitous computing should enter its most productive period. With this substrate in place we can make much more progress both in evaluating our technologies and in choosing our next steps. Invisibility A good tool is an invisible tool. By invisible, I man that the tool does not introde on the consciousness; you focus on the task, not the tool. Eyeglasses are the good tool - you look at the world, not the eyeglasses. Good tools enhance invisibility. Unfortunately, our common metaphos for computer interaction lead us away from the invisible tool, and towards making the tool the center of attention. Work life and unexamined technological skills Anthropological studies of work life [Suchman 1985, Lave 1991] teach us that people primarily work in a world of shared situations and unexamined technological skills. Humanities exposing the invisible To understand invisibility the humanities and social sciences are especially valuable, because they specialize in exposing the otherwise invisible. The childhood metaphor Our computer should be like our childhood - an invisible foundation that is quickly forgotten but always with us, and effortlessly used throughout our lives. Intelligent Agents A computer that I must talk to, give commands to, or have a relationship with, is a computer that is too much the center of attention. [{\ldots}] Ubiquitous computing is exploring quite different ground from Personal Digital Assistants, or the idea that computers should be autonomous agents that take on our goals. The difference can be characterized as follows. Suppose you want to lift a heavy object. You can call in your strong assistant to lift it for you, or you can be yourself made effortlessly, unconsciously, stronger and just lift it. There are times when both are good. Much of the past and current effort for better computers has been aimed at the former; ubiquitous computing aims at the latter. Virtual Reality VR is extremely useful in scientific visualization and entertainment, and will be very significant for those niches. But as a tool for productively changing everyone's relationship to computation, it has two crucial flaws: first, at the present time (1992), and probably for decades, it cannot produce a simulation of significant verisimilitude at reasonable cost (today, at any cost). This means that users will not be fooled and the computer will not be out of the way. Second, and most importantly, it has the goal of fooling the user --- of leaving the everyday physical world behind. This is at odds with the goal of better integrating the computer into human activities, since humans are of and in the everyday world. 3 sizes of physical affordances The physical affordances in the world come in all sizes and shapes; for practical reasons our ubiquitous computing work begins with just three different sizes of devices: enough to give some scope, not enough to deter progress. The first size is the wall-sized interactive surface, analogous to the office whiteboard or the home magnet-covered refrigerator or bulletin board. The second size is the notepad, envisioned not as a personal computer but as analogous to scrap paper to be grabbed and used easily, with many in use by a person at once. The cluttered office desk or messy front hall table are real-life examples. Finally, the third size is the tiny computer, analogous to tiny individual notes or PostIts, and also like the tiny little displays of words found on book spines, lightswitches, and hallways. bits/sec/meter3 Most wireless work uses a figure of merit of bits/sec x range, and seeks to increase this product. We believe that a better figure of merit is bits/sec/meter3. This figure of merit causes the optimization of total bandwidth throughout a three-dimensional space, leading to design points of very tiny cellular systems. Hidden terminal problem A ``media access'' protocol provides access to a physical medium. Common media access methods in wired domains are collision detection and token-passing. These do not work unchanged in a wireless domain because not every device is assured of being able to hear every other device (this is called the ``hidden terminal'' problem). }, Author = {Mark Weiser}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2006-12-26 12:03:31 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Ee = {http://doi.acm.org/10.1145/174800.174801}, Journal = {Interactions}, Keywords = {ubicomp, theory}, Local-Url = {file://localhost/Users/fabien/Documents/papers/p7-weiser.pdf}, Number = {1}, Pages = {7-8}, Title = {The world is not a desktop.}, Volume = {1}, Year = {1994}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBcuLi9wYXBlcnMvcDctd2Vpc2VyLnBkZtIbDxwdV05TLmRhdGFPEQGGAAAAAAGGAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYNcDctd2Vpc2VyLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeX9cG2w2tQREYgcHJ2dwABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMG2tVsAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAOE1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpwNy13ZWlzZXIucGRmAA4AHAANAHAANwAtAHcAZQBpAHMAZQByAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgArVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvcDctd2Vpc2VyLnBkZgAAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAxADJANECWwJdAmICawJ2AnoCiAKPApgCnQKgAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAq0=}} @article{Norman:2002, Abstract = {As computer technologies increasingly invade everyday products, the risks of the traditional computer business must be revisited by each new industry, usually through failures. Issues include reliability of code, protection against component failure, security of data, privacy and security, safety, maintenance, and upkeep. There is one issue affecting all of these topics: ease of use. Poor usability leads to high support costs, high error rates, and increased injuries. Consider the automobile, which is certainly a popular target for new technology. Usually driving does not require full concentration, but situations requiring full attention typically arise without warning. What might be a minor secondary task under normal driving conditions can suddenly become lifethreatening.}, Annote = {http://www.girardin.org/fabien/blog/2006/02/08/beyond-the-computer-industry/ Norman, D. A. 2002. Beyond the computer industry. Commun. ACM 45, 7 (Jul. 2002), 120 With computers becoming ubiquitous, the traditional computer business must be revisited with one main issue ``ease of use''. In this short article, Norman explains the design trade off between simplicity in appearance and simplicity in use. Like Adam Greenfield (Ethical Guidelines for Ubicomp), Norman talks about the increasing risk of the ever-more present technology to be designed from deficient consideration of people, organizations, and cultures. Relation to my thesis: I am interested on the challenges to integrate ubicomp technologies into people's life. Recent projects like Philips' Simplicity-Led Design seem to confuse simplicity in appearance and in use. I keep Norman in mind for his quote ``It is time to make technology conform to the needs of people``. In ubicomp, this goal is very honorable, but utopian because of the complexity of the environments. Within human-centered development processes, technological constraints must be taken into consideration. Currently, sharing a part of this complexity to the user seems inevitable. In a discussion with the Ada (very controlled immersive interactive environment) project manager, he mentioned me that the system had many unwanted behaviors (which for him was great, but not for the visitors who were not expecting the unexpected). }, Author = {Donald A. Norman}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2006-12-26 11:54:38 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Ee = {http://doi.acm.org/10.1145/514236.514269}, Journal = {Commun. ACM}, Keywords = {human-computer interaction, ubicomp, theory}, Local-Url = {file://localhost/Users/fabien/Documents/papers/p120-norman.pdf}, Number = {7}, Pages = {120}, Title = {Beyond the computer industry.}, Volume = {45}, Year = {2002}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBkuLi9wYXBlcnMvcDEyMC1ub3JtYW4ucGRm0hsPHB1XTlMuZGF0YU8RAY4AAAAAAY4AAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1g9wMTIwLW5vcm1hbi5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5fiv/7EO1BERiBDQVJPAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAv/62KwAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA6TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOnAxMjAtbm9ybWFuLnBkZgAOACAADwBwADEAMgAwAC0AbgBvAHIAbQBhAG4ALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASAC1Vc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9wMTIwLW5vcm1hbi5wZGYAABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMYAywDTAmUCZwJsAnUCgAKEApICmQKiAqcCqgAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAK3}} @inproceedings{Ishii:1997, Abstract = {This paper presents our vision of Human Computer Interaction (HCI): "Tangible Bits." Tangible Bits allows users to "grasp & manipulate" bits in the center of users' attention by coupling the bits with everyday physical objects and architectural surfaces. Tangible Bits also enables users to be aware of background bits at the periphery of human perception using ambient display media such as light, sound, airflow, and water movement in an augmented space. The goal of Tangible Bits is to bridge the gaps between both cyberspace and the physical environment, as well as the foreground and background of human activities. This paper describes three key concepts of Tangible Bits: interactive surfaces; the coupling of bits with graspable physical objects; and ambient media for background awareness. We illustrate these concepts with three prototype systems -- the metaDESK, transBOARD and ambientROOM -- to identify underlying research issues.}, Annote = {http://www.girardin.org/fabien/blog/2006/02/12/tangible-bits-towards-seamless-interfaces-between-people-bits-and-atoms/ Ishii, Hiroshi, Brygg Ullmer. ``Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms.'', Proceedings of CHI 97. ACM. March, 1997. The goal of Tangible Bits is to bridge the gaps between both the virtual and the physical environments, as well as the foreground and background of human activities. The intention is to rejoin the richness of the physical world in HCI by making information (bits) tangible. Hishii Tangible Bits Relation to my thesis: Hiroshi Ishii represents one big trend in ubicomp. His vision is not about making ``computers'' ubiquitous per se, but by integrating them more into physical and tangible forms (bridging the gap between the worlds of bits and atomes.). }, Author = {Hiroshi Ishii and Brygg Ullmer}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {CHI}, Date-Added = {2006-12-26 11:50:35 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Keywords = {interaction design, ubicomp}, Local-Url = {file://localhost/Users/fabien/Documents/papers/Tangible_Bits_CHI97.pdf}, Pages = {234-241}, Title = {Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms.}, Year = {1997}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECEuLi9wYXBlcnMvVGFuZ2libGVfQml0c19DSEk5Ny5wZGbSGw8cHVdOUy5kYXRhTxEBrgAAAAABrgACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWF1RhbmdpYmxlX0JpdHNfQ0hJOTcucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHmDG/AevpAAAAAAAAAAAAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAAC/Ac/JAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACAEJNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6VGFuZ2libGVfQml0c19DSEk5Ny5wZGYADgAwABcAVABhAG4AZwBpAGIAbABlAF8AQgBpAHQAcwBfAEMASABJADkANwAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIANVVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL1RhbmdpYmxlX0JpdHNfQ0hJOTcucGRmAAATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDOANMA2wKNAo8ClAKdAqgCrAK6AsECygLPAtIAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAAC3w==}} @article{Ark:1999, Abstract = {A collection of papers has been gathered in order to explore the pervasive computing trendwith a humanistic approach. Is it possible for us to understand what the technological world will be like in the next millennium? These papers will help technologists to share in the successes of others in this field and also to understand problems researchers are having in creating ubiquitous computing environments. Our experiences are conveyed to motivate future work in the area and to help all of us envision and create the future. Because pervasive computing affects many people in any number of disciplines, we took a broad approach when picking topics for this issue. Education, communication, and social implications are among the topics discussed here. Although the means used by the authors to reach for their goals may be different, there are many similarities in their visions of the future.}, Annote = {http://www.girardin.org/fabien/blog/2006/01/13/a-look-at-human-interaction-with-pervasive-computers/ This old (1999) paper was on of the first to discuss pervasive computing from the HCI perspective. It acknowledges the four major aspects of pervasive computing that appeals to the general population: * Computing is spread throughout the environment * Users are mobile * Information appliances are becoming increasingly available * Communication is made easier - between individuals, between individuals and things, and between things and presents among others: * Making sharing pervasive: Ubiquitous computing for shared note taking by James Landay end Richard Davis * At what cost pervasive? A social computing view of mobile computing systems by Chris Dryer. }, Author = {Wendy S. Ark and Ted Selker}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2006-12-26 11:04:01 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Journal = {IBM Systems Journal}, Keywords = {ubicomp, human-computer interaction}, Local-Url = {file://localhost/Users/fabien/Documents/papers/ark.pdf}, Number = {4}, Pages = {504-507}, Title = {A Look at Human Interaction with Pervasive Computers.}, Volume = {38}, Year = {1999}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBEuLi9wYXBlcnMvYXJrLnBkZtIbDxwdV05TLmRhdGFPEQFuAAAAAAFuAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYHYXJrLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeXTrfMGr8AAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAALfL/p8AAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAMk1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczphcmsucGRmAA4AEAAHAGEAcgBrAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgAlVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvYXJrLnBkZgAAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAvgDDAMsCPQI/AkQCTQJYAlwCagJxAnoCfwKCAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAo8=}} @article{Weiser:1993ye, Address = {New York, NY, USA}, Annote = {http://www.girardin.org/fabien/blog/2005/12/31/mark-weiser-on-ubicomp/ Finishing of the year with some quick Mark Weiser re-readings including Some Computer Science Issues in Ubiquitous Computing, The World is Not A Desktop and Creating the Invisible Interface (Invited Talk). I stumbled on his definition of phase I of ubicomp (phase in which we are very much still in). I should definitively use it to describe that we have not achieved invisibility yet, because technology fails us (and maybe will always do) due to physical, economical, or psychological constraints and limitations. Then he mentions the merit of bits/sec/meter3 that should be used in wireless networking. I might want to try to use it to describe connectivity in my experiments.: Definition of ubiquitous computing Ubiquitous computing is the method of enhancing computer use by making many computer available throughout the physical environment, but making them effectively invisible to the user. Phase I Phase I of ubiquitous computing: to construct, deploy, and learn from a computing environment consisting of tabs, pads, and borads. This is only phase I, because it is unlikely to achieve optimal invisibility. (Later phases are yet to be determined). [{\ldots}] As we start to put tabs, pads, and boards into use, phase I of ubiquitous computing should enter its most productive period. With this substrate in place we can make much more progress both in evaluating our technologies and in choosing our next steps. Invisibility A good tool is an invisible tool. By invisible, I man that the tool does not introde on the consciousness; you focus on the task, not the tool. Eyeglasses are the good tool - you look at the world, not the eyeglasses. Good tools enhance invisibility. Unfortunately, our common metaphos for computer interaction lead us away from the invisible tool, and towards making the tool the center of attention. Work life and unexamined technological skills Anthropological studies of work life [Suchman 1985, Lave 1991] teach us that people primarily work in a world of shared situations and unexamined technological skills. Humanities exposing the invisible To understand invisibility the humanities and social sciences are especially valuable, because they specialize in exposing the otherwise invisible. The childhood metaphor Our computer should be like our childhood - an invisible foundation that is quickly forgotten but always with us, and effortlessly used throughout our lives. Intelligent Agents A computer that I must talk to, give commands to, or have a relationship with, is a computer that is too much the center of attention. [{\ldots}] Ubiquitous computing is exploring quite different ground from Personal Digital Assistants, or the idea that computers should be autonomous agents that take on our goals. The difference can be characterized as follows. Suppose you want to lift a heavy object. You can call in your strong assistant to lift it for you, or you can be yourself made effortlessly, unconsciously, stronger and just lift it. There are times when both are good. Much of the past and current effort for better computers has been aimed at the former; ubiquitous computing aims at the latter. Virtual Reality VR is extremely useful in scientific visualization and entertainment, and will be very significant for those niches. But as a tool for productively changing everyone's relationship to computation, it has two crucial flaws: first, at the present time (1992), and probably for decades, it cannot produce a simulation of significant verisimilitude at reasonable cost (today, at any cost). This means that users will not be fooled and the computer will not be out of the way. Second, and most importantly, it has the goal of fooling the user --- of leaving the everyday physical world behind. This is at odds with the goal of better integrating the computer into human activities, since humans are of and in the everyday world. 3 sizes of physical affordances The physical affordances in the world come in all sizes and shapes; for practical reasons our ubiquitous computing work begins with just three different sizes of devices: enough to give some scope, not enough to deter progress. The first size is the wall-sized interactive surface, analogous to the office whiteboard or the home magnet-covered refrigerator or bulletin board. The second size is the notepad, envisioned not as a personal computer but as analogous to scrap paper to be grabbed and used easily, with many in use by a person at once. The cluttered office desk or messy front hall table are real-life examples. Finally, the third size is the tiny computer, analogous to tiny individual notes or PostIts, and also like the tiny little displays of words found on book spines, lightswitches, and hallways. bits/sec/meter3 Most wireless work uses a figure of merit of bits/sec x range, and seeks to increase this product. We believe that a better figure of merit is bits/sec/meter3. This figure of merit causes the optimization of total bandwidth throughout a three-dimensional space, leading to design points of very tiny cellular systems. Hidden terminal problem A ``media access'' protocol provides access to a physical medium. Common media access methods in wired domains are collision detection and token-passing. These do not work unchanged in a wireless domain because not every device is assured of being able to hear every other device (this is called the ``hidden terminal'' problem). }, Author = {Mark Weiser}, Date-Added = {2006-12-23 18:29:05 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Doi = {http://doi.acm.org/10.1145/159544.159617}, Issn = {0001-0782}, Journal = {Commun. ACM}, Keywords = {ubicomp, theory}, Local-Url = {file://localhost/Users/fabien/Documents/papers/weiser_computer_science_issues_1993.pdf}, Number = {7}, Pages = {75--84}, Publisher = {ACM Press}, Title = {Some computer science issues in ubiquitous computing}, Volume = {36}, Year = {1993}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEDEuLi9wYXBlcnMvd2Vpc2VyX2NvbXB1dGVyX3NjaWVuY2VfaXNzdWVzXzE5OTMucGRm0hsPHB1XTlMuZGF0YU8RAeYAAAAAAeYAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1h93ZWlzZXJfY29tcHV0ZXJfc2NpZW4jNzk4NDMucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5hDwbMmHwAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwbMYDwAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgBKTWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOndlaXNlcl9jb21wdXRlcl9zY2llbiM3OTg0My5wZGYADgBQACcAdwBlAGkAcwBlAHIAXwBjAG8AbQBwAHUAdABlAHIAXwBzAGMAaQBlAG4AYwBlAF8AaQBzAHMAdQBlAHMAXwAxADkAOQAzAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgBFVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvd2Vpc2VyX2NvbXB1dGVyX3NjaWVuY2VfaXNzdWVzXzE5OTMucGRmAAATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDeAOMA6wLVAtcC3ALlAvAC9AMCAwkDEgMXAxoAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAADJw==}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/159544.159617}} @article{Weiser:1993fu, Address = {Los Alamitos, CA, USA}, Author = {M. Weiser}, Date-Added = {2006-12-23 18:20:56 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Doi = {http://dx.doi.org/10.1109/2.237456}, Issn = {0018-9162}, Journal = {Computer}, Keywords = {ubicomp, theory}, Local-Url = {file://localhost/Users/fabien/Documents/papers/weiser_computerXXI.pdf}, Number = {10}, Pages = {71--72}, Publisher = {IEEE Computer Society Press}, Title = {Ubiquitous Computing}, Volume = {26}, Year = {1993}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECAuLi9wYXBlcnMvd2Vpc2VyX2NvbXB1dGVyWFhJLnBkZtIbDxwdV05TLmRhdGFPEQGqAAAAAAGqAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYWd2Vpc2VyX2NvbXB1dGVyWFhJLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeYRMGzJGEAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMGzFlEAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAQU1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczp3ZWlzZXJfY29tcHV0ZXJYWEkucGRmAAAOAC4AFgB3AGUAaQBzAGUAcgBfAGMAbwBtAHAAdQB0AGUAcgBYAFgASQAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIANFVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL3dlaXNlcl9jb21wdXRlclhYSS5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAzQDSANoCiAKKAo8CmAKjAqcCtQK8AsUCygLNAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAto=}, Bdsk-Url-1 = {http://dx.doi.org/10.1109/2.237456}} @inproceedings{Smith:2005lh, Abstract = {Communication of one's location as part of a social discourse is common practice, and we use a variety of technologies to satisfy this need. This practice suggests a potentially useful capability that technology may support more directly. We present such a social location disclosure service, Reno, designed for use on a common mobile phone platform. We describe the guiding principles that dictate parameters for creating a usable, useful and ubiquitous service and we report on a pilot study of use of Reno for a realistic social network. Our preliminary results reveal the competing factors for a system that facilitates both manual and automatic location disclosure, and the role social context plays in making such a lightweight communication solution work.}, Author = {Ian E. Smith and Sunny Consolvo and Anthony LaMarca and Jeffrey Hightower and James Scott and Timothy Sohn and Jeff Hughes and Giovanni Iachello and Gregory D. Abowd}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Pervasive}, Crossref = {DBLP:conf/pervasive/2005}, Date-Added = {2006-12-23 18:15:33 +0100}, Date-Modified = {2006-12-28 17:21:58 +0100}, Ee = {http://dx.doi.org/10.1007/11428572_9}, Keywords = {CSCW, location-awareness, field studies}, Local-Url = {file://localhost/Users/fabien/Documents/papers/pervasive-privacy-2005-final.pdf}, Pages = {134-151}, Title = {Social Disclosure of Place: From Location Technology to Communication Practices.}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECouLi9wYXBlcnMvcGVydmFzaXZlLXByaXZhY3ktMjAwNS1maW5hbC5wZGbSGw8cHVdOUy5kYXRhTxEB0AAAAAAB0AACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWH3BlcnZhc2l2ZS1wcml2YWN5LTIwMCM3OTdGRi5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl//BsyNdAAAAAAAAAAAAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAADBsxVNAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACAEpNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6cGVydmFzaXZlLXByaXZhY3ktMjAwIzc5N0ZGLnBkZgAOAEIAIABwAGUAcgB2AGEAcwBpAHYAZQAtAHAAcgBpAHYAYQBjAHkALQAyADAAMAA1AC0AZgBpAG4AYQBsAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgA+VXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvcGVydmFzaXZlLXByaXZhY3ktMjAwNS1maW5hbC5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoA1wDcAOQCuAK6Ar8CyALTAtcC5QLsAvUC+gL9AAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAwo=}} @inproceedings{Rukzio:2006pi, Abstract = {Context-aware mobile applications and systems have been extensively explored in the last decade and in the last few years we already saw promising products on the market. Most of these applications assume that context data is highly accurate. But in practice this information is often unreliable, especially when gathered from sensors or external sources. Previous research has argued that the system usability can be improved by displaying the uncertainty to the user. The research presented in this paper shows that it is not always an advantage to show the confidence of the context-aware application to the user. We developed a system for automatic form filling on mobile devices which fills in any web form with user data stored on the mobile device. The used algorithm generates rules which indicate with which probability which input field of a form should be filled in with which value. Based on this we developed two versions of our system. One shows the uncertainty of the system and one not. We then conducted a user study which shows that the user needs slightly more time and produces slightly more errors when the confidence of the system is visualized.}, Address = {New York, NY}, Annote = {http://www.girardin.org/fabien/blog/2006/10/01/visualization-of-uncertainty-in-context-aware-mobile-applications/ Unlike previous research that argue that a context-aware system usability can be improved by displaying the uncertainty to the user, this study shows that the user needs slightly more time and produces slightly more errors when the confidence of the system is visualized. The user study evaluating the effect of the visualization of uncertainty consisted of three phases which were conducted by every participant: preliminary interview, the test with the prototype and a post interview. The test consisted of mobile web forms pre-filled with the user's personal information. The input forms were mapped with colors with similar meanings as the traffic lights. As a result many users mentioned that they were distracted by the colors. Most participants stated that they did not take the visualized probabilities into account. Therefore, the authors conclude that in general the visualization of uncertainty in context-aware system is still questionable. Slides of Enrico's presentation at MobileHCI 2006. http://www.medien.informatik.uni-muenchen.de/fileadmin/mimuc/rukzio/mobilehci2006_enricorukzio_presentation.pdf Relation to my thesis: This study is very close to a type of user study on showing/not showing uncertainty I had in mind. However, I would probably apply it into a stronger contextual setting implying location awareness in a real-world environment. I would also question the way that the confidence is visualized. Moreover, the type of the task might have an impact on the usefulness of uncertainty visualization and the usability of the system. The authors of this study are working on the situations in which the confidence should be visualized or not in order to develop guidelines defining when the uncertainty should be shown and how it should look like. Can't wait to see the results{\ldots} }, Author = {Enrico Rukzio and John Hamard and Chie Noda and Alexander De Luca}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Mobile HCI}, Crossref = {DBLP:conf/mhci/2006}, Date-Added = {2006-12-23 18:07:27 +0100}, Date-Modified = {2006-12-28 17:09:54 +0100}, Ee = {http://doi.acm.org/10.1145/1152215.1152267}, Keywords = {context-awareness, uncertainty, lab studies}, Local-Url = {file://localhost/Users/fabien/Documents/papers/formfilling_rukzio.pdf}, Pages = {247-250}, Publisher = {ACM}, Title = {Visualization of uncertainty in context aware mobile applications.}, Year = {2006}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECAuLi9wYXBlcnMvZm9ybWZpbGxpbmdfcnVremlvLnBkZtIbDxwdV05TLmRhdGFPEQGqAAAAAAGqAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYWZm9ybWZpbGxpbmdfcnVremlvLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeXfsEc350AAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMEcw30AAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAQU1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpmb3JtZmlsbGluZ19ydWt6aW8ucGRmAAAOAC4AFgBmAG8AcgBtAGYAaQBsAGwAaQBuAGcAXwByAHUAawB6AGkAbwAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIANFVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL2Zvcm1maWxsaW5nX3J1a3ppby5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAzQDSANoCiAKKAo8CmAKjAqcCtQK8AsUCygLNAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAto=}} @inproceedings{Nova:2005uq, Abstract = {There is an ever growing number of mobile learning applications based on location-awareness, However, there is still a lack of information concerning how it might impact socio-cognitive processes involved in collaboration. This is what the following empirical study aimed to address. We used a mobile and collaborative game, running on Tablet PCs, to test two conditions. In one experimental condition, groups could see the positions of each member; while in the other location-awareness was not provided. All users could use the Tablet PC to communicate through annotations. We found no differences between the two conditions with regard to the task performance. Neither were there any differences in terms of cognitive workload. However, players without the location-awareness indications had a better representation of their partners' paths. They wrote more messages and better explicated their strategies. The paper concludes with remarks about how this can be taken into account by mobile learning practitioners.}, Author = {Nicolas Nova and Fabien Girardin and Pierre Dillenbourg}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {third IEEE International Workshop on Wireless and Mobile Technologies in Education}, Crossref = {DBLP:conf/wmte/2005}, Date-Added = {2006-12-23 18:00:05 +0100}, Date-Modified = {2008-01-30 19:51:04 +0100}, Ee = {http://doi.ieeecomputersociety.org/10.1109/WMTE.2005.2}, Keywords = {CSCW, location-awareness}, Local-Url = {/Users/fabien/Documents/PhD/papers/nicolas/wmte2005_nova_girardin.pdf}, Pages = {21-28}, Title = {'Location is not enough!': an Empirical Study of Location-Awareness in Mobile Collaboration.}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEClwYXBlcnMvbmljb2xhcy93bXRlMjAwNV9ub3ZhX2dpcmFyZGluLnBkZtIbDxwdV05TLmRhdGFPEQHcAAAAAAHcAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAANWWwad210ZTIwMDVfbm92YV9naXJhcmRpbi5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeZtr8x9QAAAAAAAAAAAAABAAQAAAkgAAAAAAAAAAAAAAAAAAAAB25pY29sYXMAABAACAAAwpG7YgAAABEACAAAvzHY4AAAAAEAGAANWWwAB5jLAAeU1wAHk9AAB5PDAABwhwACAFFNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpQaEQ6cGFwZXJzOm5pY29sYXM6d210ZTIwMDVfbm92YV9naXJhcmRpbi5wZGYAAA4ANgAaAHcAbQB0AGUAMgAwADAANQBfAG4AbwB2AGEAXwBnAGkAcgBhAHIAZABpAG4ALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASAERVc2Vycy9mYWJpZW4vRG9jdW1lbnRzL1BoRC9wYXBlcnMvbmljb2xhcy93bXRlMjAwNV9ub3ZhX2dpcmFyZGluLnBkZgATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDWANsA4wLDAsUCygLTAt4C4gLwAvcDAAMFAwgAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAADFQ==}} @inproceedings{Greenberg:1994qa, Abstract = {This paper exposes the concurrency control problem in groupware when it is implemented as a distributed system. Traditional concurrency control methods cannot be applied directly to groupware because system interactions include people as well as computers. Methods, such as locking, serialization, and their degree of optimism, are shown to have quite different impacts on the interface and how operations are displayed and perceived by group members. The paper considers both human and technical considerations that designers should ponder before choosing a particular concurrency control method. It also reviews our work-in-progress designing and implementing a library of concurrency schemes in GROUPIUT, a groupware toolkit.}, Author = {Saul Greenberg and David Marwood}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {CSCW}, Date-Added = {2006-12-23 17:55:55 +0100}, Date-Modified = {2006-12-28 16:00:58 +0100}, Ee = {http://doi.acm.org/10.1145/192844.193011}, Keywords = {CSCW}, Local-Url = {file://localhost/Users/fabien/Documents/papers/p207-greenberg.pdf}, Pages = {207-217}, Title = {Real Time Groupware as a Distributed System: Concurrency Control and Its Effect on the Interface.}, Year = {1994}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBwuLi9wYXBlcnMvcDIwNy1ncmVlbmJlcmcucGRm0hsPHB1XTlMuZGF0YU8RAZoAAAAAAZoAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1hJwMjA3LWdyZWVuYmVyZy5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5fptz1B1gAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAtz0ltgAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA9TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOnAyMDctZ3JlZW5iZXJnLnBkZgAADgAmABIAcAAyADAANwAtAGcAcgBlAGUAbgBiAGUAcgBnAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgAwVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvcDIwNy1ncmVlbmJlcmcucGRmABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMkAzgDWAnQCdgJ7AoQCjwKTAqECqAKxArYCuQAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAALG}} @article{Lyytinen:2002, Abstract = {A fundamental measure of progress in computing involves rendering it as an inseparable part of our everyday experience while simultaneously making it disappear [2]. Radical improvements in microprocessor cost-performance ratios have pushed this process forward while drastically reducing computing-device form factors, enabling us to embed computers in many parts of our environments. In 40 years this change has transformed the early large ``computing machines'' into compact devices that enable, mediate, support, and organize our daily activities.}, Address = {New York, NY, USA}, Annote = {http://www.girardin.org/fabien/blog/2006/01/29/disambiguating-the-terminology-around-ubiquitous-computing/ In Kalle Lyytinen and Youngjin Yoo. Issues and challenges in ubiquitous computing: Introduction. Communications of the ACM, 45(12):62--65, 2002., the authors introduce introduce ubiquitous computing as the integration of large-scale mobile computing with the pervasive computing functionality. These terms are thefor conceptually different and employ different ideas of organizing and managing computing services. Disambiguating Ubicomp2 I especially like the pragramtic views of the 2 authors, mentioning the technological challenges (they use the term ``service'' without touching the social challenges) that ubicomp must and will face: Mobile computing and its limitations (context-awareness) Mobile computing is fundamentally about increasing our capability to physically move computing services with us. However, an important limitation is that the computing model does not considerably change while we move. This is because the computing device cannot seamlessly and flexibly obtain information about the context in which the computing takes place and adjust it accordingly. Pervasive Computing and its challenges (environment-awareness and scale-up) The idea of pervasive computing is an area populated with sensors, pads, badges, and virtual or physical models of the physical and social/cognitive environment. Pervasive computing services can be built either by embedding models of specific environments into dedicated. Currently, the main challenge of pervasive computing is the limited scope to teach a computer about its environment. This makes the availability and usefulness of such services limited and highly localized because of the large effort required to design and maintain such services. Ubiquitous computing and its challenges (all of the above) The main challenges in ubiquitous computing originate from integrating large-scale mobility with the pervasive computing functionality. In its ultimate form, ubiquitous computing means any computing device, while moving with us, can build incrementally dynamic models of its various environments and configure its services accordingly. [{\ldots}] It is simultaneously very personal and extremely global. Research in ubiquitous computing requires transcending the traditional barriers between social and technical as well as levels of analysis - individual, team, and organizational [1]. 1. Kalle Lyytinen , Youngjin Yoo, Research Commentary: The Next Wave of Nomadic Computing, Information Systems Research, v.13 n.4, p.377-388, December 2002 }, Author = {Kalle Lyytinen and Youngjin Yoo}, Date-Added = {2006-12-23 17:51:03 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Doi = {http://doi.acm.org/10.1145/585597.585616}, Issn = {0001-0782}, Journal = {Commun. ACM}, Keywords = {ubicomp, theory}, Local-Url = {file://localhost/Users/fabien/Documents/papers/p62-lyytinen.pdf}, Number = {12}, Pages = {62--65}, Publisher = {ACM Press}, Title = {Introduction}, Volume = {45}, Year = {2002}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBouLi9wYXBlcnMvcDYyLWx5eXRpbmVuLnBkZtIbDxwdV05TLmRhdGFPEQGSAAAAAAGSAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYQcDYyLWx5eXRpbmVuLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeX9L/+xkxQREYgQ0FSTwABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAL/+uDwAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAO01hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpwNjItbHl5dGluZW4ucGRmAAAOACIAEABwADYAMgAtAGwAeQB5AHQAaQBuAGUAbgAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIALlVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL3A2Mi1seXl0aW5lbi5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAxwDMANQCagJsAnECegKFAokClwKeAqcCrAKvAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAArw=}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/585597.585616}} @article{Landay:2003la, Abstract = {Design is about finding solutions. Unfortunately, not knowing how others previously applied a solution or why they did things a certain way makes it difficult to reuse prior design knowledge. Consequently, designers---whether they are software engineers, architects, or Web designers--- often end up having to reinvent the wheel. Because they are neither too general nor too specific, design patterns offer a solution to the difficult problem of reusing prior design knowledge. They are written to be flexible enough for reuse in many situations, and designers can use them to identify and propose solutions to recurring problems. We propose that such patterns also offer an effective way to communicate solutions to ubiquitous computing design problems.}, Annote = {Design patterns offer a solution to the difficult problem of reusing prior reusing prior design knowledge. The author propose to introduce patterns in ubicomp to offer a way to communicate solutions to design problems. Design patterns emerged from the work of Christopher Alexander in the 70s (A Pattern Language: Towns, Building, Construction. Alexander proposed for example the Beer Hall pattern considering the following problem: ``Where can people sing, and drink, and shout and drink, and let go of their sorrows?'' The resolution would be: Somewhere in a community at least one big place where a few hundred people can gather, with beer and wine, music, and perhaps a half-dozen activities, so that people are continuously cris-crossing from one to another. Beer Hall Design Patterns Some efforts in documenting lessons already learned in ubicop have taken place in Chart of Patterns in Ubiquitous and Context Computing and evaluation reported in the paper: Eric Chung, Jason I. Hong, James Lin, Madhu K. Prabaker, James A. Landay, and Alan L. Liu. Development and Evaluation of Emerging Design Patterns for Ubiquitous Computing. In Proceedings of Designing Interactive Systems (DIS2004), 2004. Relation to my thesis: The ``gang of four'' made a impact on software engineering by formalizing ``best practices''. Ubicomp might need such a milestone and ``mature'' from implication for design to design patterns. It related to Everyware's Thesis 57 refering that the proper ubicomp design convention do not exsist yet: As designers, we simply don't yet know how to discuss these issues, not with each other, not with our clients, and especially not with the people using the things we build. An output of my thesis could land in the ubicomp design patterns field. }, Author = {James A. Landay and Gaetano Borriello}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2006-12-23 17:46:18 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Ee = {http://csdl.computer.org/comp/mags/co/2003/08/r8093abs.htm}, Journal = {IEEE Computer}, Keywords = {ubicomp, design, theory}, Local-Url = {file://localhost/Users/fabien/Documents/papers/ieee-computer-ubicomp-design-patterns-final.pdf}, Number = {8}, Pages = {93-95}, Title = {Design Patterns for Ubiquitous Computing.}, Volume = {36}, Year = {2003}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEDkuLi9wYXBlcnMvaWVlZS1jb21wdXRlci11Ymljb21wLWRlc2lnbi1wYXR0ZXJucy1maW5hbC5wZGbSGw8cHVdOUy5kYXRhTxEB/gAAAAAB/gACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWH2llZWUtY29tcHV0ZXItdWJpY29tcCM3OTdDMS5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl8G8ZDOtAAAAAAAAAAAAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAAC8ZCWdAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACAEpNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6aWVlZS1jb21wdXRlci11Ymljb21wIzc5N0MxLnBkZgAOAGAALwBpAGUAZQBlAC0AYwBvAG0AcAB1AHQAZQByAC0AdQBiAGkAYwBvAG0AcAAtAGQAZQBzAGkAZwBuAC0AcABhAHQAdABlAHIAbgBzAC0AZgBpAG4AYQBsAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgBNVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvaWVlZS1jb21wdXRlci11Ymljb21wLWRlc2lnbi1wYXR0ZXJucy1maW5hbC5wZGYAABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAOYA6wDzAvUC9wL8AwUDEAMUAyIDKQMyAzcDOgAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAANH}} @article{Jessup:2002fy, Abstract = {Social issues include individual, group, and organizational behaviors that are affected by ubiquitous computing. Our discussion of these issues is prompted by the following questions. What if technology was literally untethered by any physical connection to a network, to a workspace, or to an organization? What new ways to communicate, collaborate, coordinate, organize, and manage would we see? Answers to these questions invite fresh approaches to studying the social consequences of technologies. Ubiquitous computing technologies not only enable new ways of acting and interacting, but also stimulate fundamental reassessments of the meaning of human action and interaction. In some cases, social actions will occur in entirely new ways, and in other cases completely new social actions will appear.}, Address = {New York, NY, USA}, Annote = {http://www.girardin.org/fabien/blog/2006/02/08/the-relevance-of-social-issues-in-ubiquitous-computing-environments/ Jessup, L. M. and Robey, D. 2002. The relevance of social issues in ubiquitous computing environments. Commun. ACM 45, 12 (Dec. 2002) This papers illustrates how ubiquitous computing challenges individuals, teams and organizations to rethink their behaviors. Because of the new possibilities enabled by ubiquitous computing do not carry their own prescriptions, people must discover new behaviors on their own. The authors suggest the now obvious mix of old and new practices ``virtual teams may need to employ older technologies, such as telephones, or even face-to-face meetings to complement their dependence on ubiquitous computing technologies''. Social Research Issues In Ubicomp Relation to my thesis: The authors optimistically match new technologies with new opportunities for social actions, organizational forms and business models. All this is true, but they do not really take into account the way to carry pleasant user experience in the shift. Technologies are disruptive and people are most of the time left on their own. They build their own mental models and the goal for ubicomp practitioners is to avoid mismatches in ever growing complex environments. My research questions are related to one research issue the authors mention: How do work teams adopt and adapt ubiqutous compututing technologies? }, Author = {Leonard M. Jessup and Daniel Robey}, Date-Added = {2006-12-23 17:43:13 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Doi = {http://doi.acm.org/10.1145/585597.585621}, Issn = {0001-0782}, Journal = {Commun. ACM}, Keywords = {CSCW, ubicomp, theory}, Local-Url = {file://localhost/Users/fabien/Documents/papers/p88-jessup.pdf}, Number = {12}, Pages = {88--91}, Publisher = {ACM Press}, Title = {The relevance of social issues in ubiquitous computing environments}, Volume = {45}, Year = {2002}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBguLi9wYXBlcnMvcDg4LWplc3N1cC5wZGbSGw8cHVdOUy5kYXRhTxEBigAAAAABigACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWDnA4OC1qZXNzdXAucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl/a//sT3UERGIENBUk8AAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAAC//rbnAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACADlNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6cDg4LWplc3N1cC5wZGYAAA4AHgAOAHAAOAA4AC0AagBlAHMAcwB1AHAALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASACxVc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9wODgtamVzc3VwLnBkZgATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDFAMoA0gJgAmICZwJwAnsCfwKNApQCnQKiAqUAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAACsg==}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/585597.585621}} @article{Holmquist:1999th, Abstract = {An Interpersonal Awareness Device, or IPAD, is a hand-held or wearable device designed to support awareness and collaboration between people who are in the physical vicinity of each other. An IPAD is designed to supply constant awareness information to users in any location without relying on an underlying infrastructure. We have constructed one such device, the Hummingbird, which gives members of a group continuous aural and visual indications when other group members are close. We have used the Hummingbirds in several different situations to explore how they affect group awareness. These experiences indicated that the Hummingbird increased awareness between group members, and that it could complement other forms of communication such as phone and email. In particular, we found the Hummingbird to be useful when a group of people were in an unfamiliar location, for instance during a trip, where no other communication support was available. We argue that IPADs such as the Hummingbird may fulfil important functions in modern work situations.}, Author = {Lars Erik Holmquist and Jennica Falk and Joakim Wigstr{\"o}m}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2006-12-23 17:35:52 +0100}, Date-Modified = {2006-12-28 16:14:27 +0100}, Journal = {Personal and Ubiquitous Computing}, Keywords = {location-awareness, CSCW, field studies}, Local-Url = {file://localhost/Users/fabien/Documents/papers/holmquist_fulltext_1999.pdf}, Number = {1/2}, Title = {Supporting Group Collaboration with Interpersonal Awareness Devices}, Volume = {3}, Year = {1999}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECUuLi9wYXBlcnMvaG9sbXF1aXN0X2Z1bGx0ZXh0XzE5OTkucGRm0hsPHB1XTlMuZGF0YU8RAb4AAAAAAb4AAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1htob2xtcXVpc3RfZnVsbHRleHRfMTk5OS5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5e+wbMaZwAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAwbMMVwAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgBGTWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOmhvbG1xdWlzdF9mdWxsdGV4dF8xOTk5LnBkZgAOADgAGwBoAG8AbABtAHEAdQBpAHMAdABfAGYAdQBsAGwAdABlAHgAdABfADEAOQA5ADkALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASADlVc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9ob2xtcXVpc3RfZnVsbHRleHRfMTk5OS5wZGYAABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqANIA1wDfAqECowKoArECvALAAs4C1QLeAuMC5gAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAALz}} @article{Hightower:2001pb, Abstract = {This survey and taxonomy of location systems for mobile-computing applications describes a spectrum of current products and explores the latest research in the field.}, Author = {Jeffrey Hightower and Gaetano Borriello}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Date-Added = {2006-12-23 17:30:15 +0100}, Date-Modified = {2006-12-28 16:09:57 +0100}, Journal = {IEEE Computer}, Keywords = {location techniques}, Local-Url = {file://localhost/Users/fabien/Documents/papers/hightower_location_systems_2001.pdf}, Month = {location techniques}, Number = {8}, Pages = {57-66}, Title = {Location Systems for Ubiquitous Computing.}, Volume = {34}, Year = {2001}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEC0uLi9wYXBlcnMvaGlnaHRvd2VyX2xvY2F0aW9uX3N5c3RlbXNfMjAwMS5wZGbSGw8cHVdOUy5kYXRhTxEB2gAAAAAB2gACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWH2hpZ2h0b3dlcl9sb2NhdGlvbl9zeSM3OTdCRC5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl73Bsxj4AAAAAAAAAAAAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAADBswroAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACAEpNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6aGlnaHRvd2VyX2xvY2F0aW9uX3N5Izc5N0JELnBkZgAOAEgAIwBoAGkAZwBoAHQAbwB3AGUAcgBfAGwAbwBjAGEAdABpAG8AbgBfAHMAeQBzAHQAZQBtAHMAXwAyADAAMAAxAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgBBVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvaGlnaHRvd2VyX2xvY2F0aW9uX3N5c3RlbXNfMjAwMS5wZGYAABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqANoA3wDnAsUCxwLMAtUC4ALkAvIC+QMCAwcDCgAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAMX}} @inproceedings{Hardian:2006sp, Abstract = {Application autonomy can reduce interactions with users, ease the use of the system, and decrease user distraction. On the other hand, users may feel loss of control over their applications. A further problem is that autonomous applications may not always behave in the way desired by the user. To mitigate these problems, autonomous context-aware systems must provide mechanisms to strike a suitable balance between user control and software autonomy. In this paper, we present a survey of research on balancing user control and system autonomy in context-aware systems. We address various issues that are related to the control-autonomy trade-off, including issues in context modelling, programming models and tools, and user interface design.}, Author = {Bob Hardian and Jadwiga Indulska and Karen Henricksen}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {PerCom Workshops}, Crossref = {DBLP:conf/percom/2006w}, Date-Added = {2006-12-23 17:26:24 +0100}, Date-Modified = {2006-12-28 16:04:34 +0100}, Ee = {http://doi.ieeecomputersociety.org/10.1109/PERCOMW.2006.26}, Keywords = {context-awareness, intelligibility}, Local-Url = {file://localhost/Users/fabien/Documents/papers/CoMoRea06.pdf}, Pages = {51-56}, Publisher = {IEEE Computer Society}, Title = {Balancing Autonomy and User Control in Context-Aware Systems - a Survey.}, Year = {2006}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBcuLi9wYXBlcnMvQ29Nb1JlYTA2LnBkZtIbDxwdV05TLmRhdGFPEQGGAAAAAAGGAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYNQ29Nb1JlYTA2LnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeXZcFv04IAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMFvxXIAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAOE1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpDb01vUmVhMDYucGRmAA4AHAANAEMAbwBNAG8AUgBlAGEAMAA2AC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgArVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvQ29Nb1JlYTA2LnBkZgAAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAxADJANECWwJdAmICawJ2AnoCiAKPApgCnQKgAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAq0=}} @inproceedings{Flintham:2003dp, Abstract = {We describe two games in which online participants collaborated with mobile participants on the city streets. In the first, the players were online and professional performers were on the streets. The second reversed this relationship. Analysis of these experiences yields new insights into the nature of context. We show how context is more socially than technically constructed. We show how players exploited (and resolved conflicts between) multiple indications of context including GPS, GPS error, audio talk, ambient audio, timing, local knowledge and trust. We recommend not overly relying on GPS, extensively using audio, and extending interfaces to represent GPS error.}, Author = {Martin Flintham and Steve Benford and Rob Anastasi and Terry Hemmings and Andy Crabtree and Chris Greenhalgh and Nick Tandavanitj and Matt Adams and Ju Row-Farr}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {CHI}, Crossref = {DBLP:conf/chi/2003}, Date-Added = {2006-12-23 17:21:01 +0100}, Date-Modified = {2006-12-28 14:58:36 +0100}, Editor = {Gilbert Cockton and Panu Korhonen}, Ee = {http://doi.acm.org/10.1145/642611.642710}, Keywords = {context-awareness, pervasive game, uncertainty, field studies}, Local-Url = {file://localhost/Users/fabien/Documents/papers/CHI%20_2003.pdf}, Pages = {569-576}, Publisher = {ACM}, Title = {Where on-line meets on the streets: experiences with mobile mixed reality games.}, Year = {2003}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBcuLi9wYXBlcnMvQ0hJIF8yMDAzLnBkZtIbDxwdV05TLmRhdGFPEQGGAAAAAAGGAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYNQ0hJIF8yMDAzLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeXYsFzi4gAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMFzfXgAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAOE1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpDSEkgXzIwMDMucGRmAA4AHAANAEMASABJACAAXwAyADAAMAAzAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgArVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvQ0hJIF8yMDAzLnBkZgAAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAxADJANECWwJdAmICawJ2AnoCiAKPApgCnQKgAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAq0=}} @inproceedings{Espinoza:2001ff, Abstract = {Location-based information systems allow the user to access information in relation to the user's position in geographical space. This paper outlines navigational and social aspects of such systems. It is argued that location-based systems must allow users to participate as content providers in order to achieve a social and dynamic information space. Moreover, as these systems allow commercial and private users to annotate space with information on a mass-scale, information filtering techniques will become essential in order to prevent information overload and user disturbance. We present a number of content-based and social filtering techniques to support this. We discuss implications for implementation and we describe a system (GeoNotes), which takes some of these aspects into account. }, Address = {Atlanta, Georgia}, Annote = {http://www.girardin.org/fabien/blog/2005/08/22/geonotes-social-and-navigational-aspects-of-location-based-information-systems/ GeoNotes: Social and Navigational Aspects of Location-Based Information Systems by F. Espinoza, P. Persson, A. Sandin, H. Nystrom, E. Cacciatore, and M. Bylund. In this paper, the creators of the spatial annotation application GeoNotes, argue that location-based systems must allow users to participate as content providers in order to achieve a social and dynamic information space. The focus is on how we can allow the user to regulate the tradeoff between curiosity about spatial annotations and the disturbance. On the one hand we allow all users to participate in creating the information space. On the other, we support navigation by collecting and aggregating users' usage of the system, and distribute this data to other users in some refined form. They say that mass spatial annotation will need to face the same design challenges as the Web at its beginning. In the same way as the World Wide Web user eventually needed a wide range of navigation support (e.g. search engines, collaborative filters, indexes, navigation bars, and ``web-tips''), so will users of location-based information systems. }, Author = {Fredrik Espinoza and Per Persson and Anna Sandin and Hanna Nystr{\"o}m and Elenor Cacciatore and Markus Bylund}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Ubicom 2001: Ubiquitous Computing}, Crossref = {DBLP:conf/huc/2001}, Date-Added = {2006-12-23 17:11:16 +0100}, Date-Modified = {2006-12-28 17:49:50 +0100}, Editor = {B. Brumitt and S. Shafer}, Ee = {http://link.springer.de/link/service/series/0558/bibs/2201/22010002.htm}, Keywords = {location-awareness, human-computer interaction, field studies, CSCW}, Local-Url = {file://localhost/Users/fabien/Documents/papers/ubicom_final.pdf}, Pages = {2-17}, Publisher = {Springer}, Series = {Lecture Notes in Computer Science}, Title = {GeoNotes: Social and Navigational Aspects of Location-Based Information Systems.}, Volume = {2201}, Year = {2001}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBouLi9wYXBlcnMvdWJpY29tX2ZpbmFsLnBkZtIbDxwdV05TLmRhdGFPEQGSAAAAAAGSAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYQdWJpY29tX2ZpbmFsLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeYOcGzFUYAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMGzBzYAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAO01hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczp1Ymljb21fZmluYWwucGRmAAAOACIAEAB1AGIAaQBjAG8AbQBfAGYAaQBuAGEAbAAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIALlVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL3ViaWNvbV9maW5hbC5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAxwDMANQCagJsAnECegKFAokClwKeAqcCrAKvAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAArw=}} @article{Dourish:1997qe, Abstract = {A clear tension exists between the traditional process-oriented view of interface design and the emerging improvisation-oriented view of interface activity, which arises particularly from sociological investigations of computer-based work. This paper attempts to address this disparity and begin to bridge the gap, focussing on technological foundations and implications, in a way which makes the insights of sociological investigations ``real'' in computational design. It presents a novel approach to interface architectures, based on the use of explicit, causally-connected self-representations in computational systems. These are treated as ``accounts'' which systems offer of their own activity. The paper traces some of the consequences of this approach both for system design and interaction, and shows how it addresses current problems in the design of flexible interactive systems.}, Address = {Cambridge, MA, USA}, Author = {Paul Dourish}, Book = {Computers and design in context}, Date-Added = {2006-12-23 17:08:40 +0100}, Date-Modified = {2006-12-28 14:50:38 +0100}, Isbn = {0-262-11223-X}, Keywords = {theory, intelligibility, human-computer interaction}, Local-Url = {file://localhost/Users/fabien/Documents/papers/cic95-accounts.pdf}, Pages = {145-170}, Publisher = {MIT Press}, Title = {Accounting for system behavior: representation, reflection, and resourceful action}, Year = {1997}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBwuLi9wYXBlcnMvY2ljOTUtYWNjb3VudHMucGRm0hsPHB1XTlMuZGF0YU8RAZoAAAAAAZoAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1hJjaWM5NS1hY2NvdW50cy5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5dku9wqAwAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAu9wb8wAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA9TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOmNpYzk1LWFjY291bnRzLnBkZgAADgAmABIAYwBpAGMAOQA1AC0AYQBjAGMAbwB1AG4AdABzAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgAwVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvY2ljOTUtYWNjb3VudHMucGRmABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMkAzgDWAnQCdgJ7AoQCjwKTAqECqAKxArYCuQAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAALG}} @article{Dourish:2004eu, Abstract = {The emergence of ubiquitous computing as a new design paradigm posessignificant challenges for HCI and interaction design. Traditionally, human-computerinteraction has taken place within a constrained and well-understood domain of experience -- single users sitting at desks and interacting with conventionally-designedcomputers employing screens, keyboards and mice for interaction. New opportunitieshave engendered considerable interest in ``context-aware computing'' -- computational systems that can sense and respond to aspects of the settings in which they are used.However, considerable confusion surrounds the notion of ``context'' -- what it means,what it includes, and what role it plays in interactive systems. This paper suggests that the representational stance implied by conventional interpretations of ``context'' misinterpretsthe role of context in everyday human activity, and proposes an alternative model thatsuggests different directions for design. }, Annote = {Dourish addresses the notion of context in a novel way with regard to computer science interests. The main lesson is that context and content(activity) cannot be separated. Context should not been seens as a stable external description of the setting in which activity arises. Instead, it arises from and is sustained by the activity himself. Well it's not brand new for people who are into dynamic problem solving studies (cognitive psychology) but for HCI/Computer Science it is important. The most interesting part: "By turning our attention from ``context'' (as a set of descriptive features of settings) to ``practice''(forms of engagement with those settings), we assigned a central role to the meanings that people find in the world and the meanings of their actions there in terms of the consequences andinterpretations of those actions for themselves and for others. The important point, however, is that we now see those meanings as essentially open-ended; we recognize that part of what people are doing when they adopt and adapt technologies, incorporating them into their own work, iscreating and communicating new meanings though those technologies as their working practicesevolve. The broad principle that these examples illustrate is that users, not designers, determine the meaning of the technologies that they use, through the ways in which they incorporate them into practice. Accordingly, the focus of the design is not simply ``how can people get their workdone,'' but ``how can people create their own meanings and uses for the system in use''; and in turn, this suggests an open approach in which users are active participants in the emergence of ways of working. "}, Author = {P. Dourish}, Date-Added = {2006-12-23 17:05:25 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Journal = {Personal and Ubiquitous Computing}, Keywords = {CSCW, human-computer interaction, ubicomp, context-awareness, theory}, Local-Url = {file://localhost/Users/fabien/Documents/papers/PUC2004-context.pdf}, Number = {1}, Pages = {19-30}, Title = {What We Talk About When We Talk About Context}, Url = {http://www.ics.uci.edu/~jpd/publications/2004/PUC2004-context.pdf}, Volume = {8}, Year = {2004}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEB0uLi9wYXBlcnMvUFVDMjAwNC1jb250ZXh0LnBkZtIbDxwdV05TLmRhdGFPEQGeAAAAAAGeAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYTUFVDMjAwNC1jb250ZXh0LnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeYArwBI9QAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAALwBFcQAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAPk1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpQVUMyMDA0LWNvbnRleHQucGRmAA4AKAATAFAAVQBDADIAMAAwADQALQBjAG8AbgB0AGUAeAB0AC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgAxVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvUFVDMjAwNC1jb250ZXh0LnBkZgAAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAygDPANcCeQJ7AoACiQKUApgCpgKtArYCuwK+AAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAss=}, Bdsk-Url-1 = {http://www.ics.uci.edu/~jpd/publications/2004/PUC2004-context.pdf}} @inproceedings{Abowd:1999wd, Abstract = {When humans talk with humans, they are able to use implicit situational information, or context, to increase the conversational bandwidth. Unfortunately, this ability to convey ideas does not transfer well to humans interacting with computers. In traditional interactive computing, users have an impoverished mechanism for providing input to computers. By improving the computer's access to context, we increase the richness of communication in human-computer interaction and make it possible to produce more useful computational services. The use of context is increasingly important in the fields of handheld and ubiquitous computing, where the user's context is changing rapidly. In this panel, we want to discuss some of the research challenges in understanding context and in developing context-aware applications. }, Address = {London, UK}, Author = {Gregory D. Abowd and Anind K. Dey and Peter J. Brown and Nigel Davies and Mark Smith and Pete Steggles}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {HUC '99: Proceedings of the 1st international symposium on Handheld and Ubiquitous Computing}, Crossref = {DBLP:conf/huc/1999}, Date-Added = {2006-12-23 16:58:14 +0100}, Date-Modified = {2006-12-28 10:36:31 +0100}, Ee = {http://link.springer.de/link/service/series/0558/bibs/1707/17070304.htm}, Keywords = {context-awareness}, Local-Url = {file://localhost/Users/fabien/Documents/papers/HUC99-panel.pdf}, Pages = {304-307}, Publisher = {Springer-Verlag}, Title = {Towards a Better Understanding of Context and Context-Awareness.}, Year = {1999}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBkuLi9wYXBlcnMvSFVDOTktcGFuZWwucGRm0hsPHB1XTlMuZGF0YU8RAY4AAAAAAY4AAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1g9IVUM5OS1wYW5lbC5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5e/s/SqQAAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAs/SOIAAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA6TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOkhVQzk5LXBhbmVsLnBkZgAOACAADwBIAFUAQwA5ADkALQBwAGEAbgBlAGwALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASAC1Vc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9IVUM5OS1wYW5lbC5wZGYAABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMYAywDTAmUCZwJsAnUCgAKEApICmQKiAqcCqgAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAK3}} @inproceedings{Chalmers:2004ul, Abstract = {Design experience and theoretical discussion suggest that a narrow design focus on one tool or medium as primary may clash with the way that everyday activity involves the interweaving and combination of many heterogeneous media. Interaction may become seamless and unproblematic, even if the differences, boundaries and `seams' in media are objectively perceivable. People accommodate and take advantage of seams and heterogeneity, in and through the process of interaction. We use an experiment with a mixed reality system to ground and detail our discussion of seamful design, which takes account of this process, and theory that reflects and informs such design. We critique the `disappearance' mentioned by Weiser as a goal for ubicomp, and Dourish's `embodied interaction' approach to HCI, suggesting that these design ideals may be unachievable or incomplete because they underemphasise the interdependence of `invisible' non-rationalising interaction and focused rationalising interaction within ongoing activity.}, Address = {New York, NY, USA}, Author = {Matthew Chalmers and Areti Galani}, Booktitle = {DIS '04: Proceedings of the 2004 conference on Designing interactive systems}, Date-Added = {2006-12-23 14:56:40 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Doi = {http://doi.acm.org/10.1145/1013115.1013149}, Isbn = {1-58113-787-7}, Keywords = {interaction design, ubicomp, uncertainty, human-computer interaction}, Local-Url = {file://localhost/Users/fabien/Documents/papers/DIS2004v3.pdf}, Location = {Cambridge, MA, USA}, Pages = {243--252}, Publisher = {ACM Press}, Title = {Seamful interweaving: heterogeneity in the theory and design of interactive systems}, Year = {2004}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBcuLi9wYXBlcnMvRElTMjAwNHYzLnBkZtIbDxwdV05TLmRhdGFPEQGGAAAAAAGGAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYNRElTMjAwNHYzLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeXcbzIGBwAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAALzH+/wAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAOE1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpESVMyMDA0djMucGRmAA4AHAANAEQASQBTADIAMAAwADQAdgAzAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgArVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvRElTMjAwNHYzLnBkZgAAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAxADJANECWwJdAmICawJ2AnoCiAKPApgCnQKgAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAq0=}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1013115.1013149}} @inproceedings{Chalmers:2004gf, Abstract = {In this paper we show how the relationships between real world actors and contextual information can be formulated in the presence of uncertainty. In particular, we show how relationship functions can be defined for uncertain numerical context values using interval arithmetic and analogously for context ontologies de ned as trees. We illustrate the functions with a small example from our work on contextual mediation, where context enables speci cations of behaviour.}, Annote = {http://www.girardin.org/fabien/blog/2006/01/11/towards-reasoning-about-context-in-the-presence-of-uncertainty/ Towards Reasoning About Context in the Presence of Uncertainty, Dan Chalmers, Naranker Dulay, Morris Sloman. In proceedings of Workshop on Advanced Context Modelling, Reasoning And Management at UbiComp 2004 Nottingham, UK, (2004) The authors show how the relationship between real world actors (person, device, room, {\ldots}) and contextual information can be formulated when uncertainty can be defined with numerical context values. Context is not static in de nition or state - one of the properties of context is that it describes a changing relationship between users, systems and their environment. Describing these relationships is crucial in any model of context which seeks to address scenarios beyond isolated users. A key issue is the treatment of uncertainty in the relationships -- the quality of the sensed context data will vary due to noisy sensors, erroneous readings, out of date data etc. Their view of context is a set of name and value pairs. This requires that the values are typed and the possibility that the values from sensors may not be precise. The model of values can be arranged to return a value range for a confidence level. An advantage of this approach is that a trade-off between certainty and cost (power, network load, processing time, memory use, etc) is possible where context sensing is distributed: Sensor error (both inherent granularity and due to false readings), out of date data and poor predictions will give rise to some uncertainty about sensed context in most cases. To some extent this may be mitigated by applying fusion to multiple readings [7], but some uncertainty will remain. If an application could describe the confidence it requires in the context data, the returned value can be a value range which the context awareness system believes includes the current context within the certainty constraint. It can be expected that a higher confidence can be given to a larger range of values, while a response with a smaller range may be given if one relaxes the need to include less likely possibilities. They present definitions of relationships which are applicable to realistic context values, using numerical and tree based unit systems with uncertain values. Actor Context Relationships Numbers Trees Relationships }, Author = {Chalmers, Daniel and Dulay, Naranker and Sloman, Morris}, Booktitle = {Workshop on Advanced Context Modelling, Reasoning And Management at UbiComp 2004 Nottingham, UK, 2004}, Date-Added = {2006-12-23 14:51:29 +0100}, Date-Modified = {2006-12-28 14:34:53 +0100}, Keywords = {uncertainty, context modelling, context intepretation}, Local-Url = {file://localhost/Users/fabien/Documents/papers/context-rels.pdf}, Title = {Towards Reasoning About Context in the Presence of Uncertainty}, Url = {http://pubs.doc.ic.ac.uk/ContextReasoning/}, Year = {2004}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBouLi9wYXBlcnMvY29udGV4dC1yZWxzLnBkZtIbDxwdV05TLmRhdGFPEQGSAAAAAAGSAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYQY29udGV4dC1yZWxzLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeXar/qpfNQREYgQ0FSTwABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAL/ql+MAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAO01hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpjb250ZXh0LXJlbHMucGRmAAAOACIAEABjAG8AbgB0AGUAeAB0AC0AcgBlAGwAcwAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIALlVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL2NvbnRleHQtcmVscy5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAxwDMANQCagJsAnECegKFAokClwKeAqcCrAKvAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAArw=}, Bdsk-Url-1 = {http://pubs.doc.ic.ac.uk/ContextReasoning/}} @inproceedings{Broll:2005zr, Abstract = {Seamful design is a new approach to reveal and exploit inevitable technical limitations in Ubiquitous Computing technology rather than hiding them. In this paper we want to introduce its general ideas and apply them to the design of location-aware games for mobile phones. We introduce our own seamful trading-game called ``Tycoon'' to explore seams on this platform and show how to incorporate them into the design of mobile games. We want to evaluate how applications for the mobile phone platform which use cellpositioning can exploit seams for better interaction, gameplay and usability.}, Annote = {In Seamful Design for Location-Based Mobile Game, Gregor Broll (Embedded Interaction Research Goup in M{\"u}nich) and Steve Benford (Mixed Reality Lab) present Tycoon, a location-based multiplayer trading game that uses the different GSM cells within a designated gaming area. This paper do not talk about any results in using the game, but rather how they designed Tycoon to show seams of the ubiquitous environment when needed. The sources of seams due to technical limitations are plentyfull in many ubicomp systems. Patchy network coverage, fluctuating signal strength, deviations in positioning and the generally limited resources provided by mobile devices are an everyday reality for their users. Usually they experience these limitations indirectly as sketchy and slow mobile internet access, variations in the quality of speech transmission, loss of connections or ambiguities in positioning. Contrary to seamless design, seamful design tries to reveal inevitable seams in ubicomp systems and use them to increase the awareness for system infrastructure, their heterogeneous components and otherwise neglected yet useful information within the system. Mark Weiser is that the source of seamful design As part of his vision on ubiquitous computing, Mark Weiser called for invisibility as a general design goal of ubiquitous computing and especially for invisible tools that don't intrude on the user's consciousness but let him focus on the task and not the tool itself. [{\ldots}] Despite its benefits of comfort and simplicity, the paradigm of seamlessness is questioned. Mark Weiser actually opposed it as a misleading concept. Instead of making everything the same, reducing different component in a seamless system to tht level of a ``lowest common denominator'' and sacrificing their uniqueness for the goal of overall compatibility, he calls for ``seamful systems'' which paraphras as: ``making everything the same is easy; letting everything be itself, with other things, is hard''. Inaccurate positioning is a very common seam. People using positioning system experience those seams as uncertainties about their current position. In seamful design it is important to indentify 3 key problems: * understanding which seams are important * presenting seams to users * designing interactions with seams Giving the ability to play with the seams may ultimately lead to the more general concept of designing for appropriation. Design for appropriation allows users to interact with seams individually, take advantage of the gaps and limitations in ubicomp infrastructures and develop new patterns of behaviors that have not been considered during the initial design of the system. Key references: * Weiser, M.: The world is not a desktop. ACM Interactions 1(1) (1994) 7-8. * Chalmers, M., MacColl, I.: Seamful and Seamless Design in Ubiquitous Computing. Technical Report Equator-03-005, Equator [Technical Reports] (2003) * Weiser, M.: Creating the invisible interface (invited talk). ACM Conf on User Interface Software and Technology (UIST94) (1994), 1 }, Author = {Gregor Broll and Steve Benford}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Lecture Notes in Computer Science}, Crossref = {DBLP:conf/iwec/2005}, Date-Added = {2006-12-23 14:36:45 +0100}, Date-Modified = {2006-12-28 12:45:52 +0100}, Ee = {http://dx.doi.org/10.1007/11558651_16}, Keywords = {pervasive game, uncertainty, field studies}, Local-Url = {file://localhost/Users/fabien/Documents/papers/Seamful%20Design%20for%20Location-Based%20Mobile%20Games.pdf}, Month = {September}, Pages = {155-166}, Title = {Seamful Design for Location-Based Mobile Games.}, Volume = {3711}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEDwuLi9wYXBlcnMvU2VhbWZ1bCBEZXNpZ24gZm9yIExvY2F0aW9uLUJhc2VkIE1vYmlsZSBHYW1lcy5wZGbSGw8cHVdOUy5kYXRhTxECBgAAAAACBgACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWH1NlYW1mdWwgRGVzaWduIGZvciBMbyM3OTgwQi5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHmAu/qPi7UERGIENBUk8AAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAAC/qOqrAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACAEpNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6U2VhbWZ1bCBEZXNpZ24gZm9yIExvIzc5ODBCLnBkZgAOAGYAMgBTAGUAYQBtAGYAdQBsACAARABlAHMAaQBnAG4AIABmAG8AcgAgAEwAbwBjAGEAdABpAG8AbgAtAEIAYQBzAGUAZAAgAE0AbwBiAGkAbABlACAARwBhAG0AZQBzAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgBQVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvU2VhbWZ1bCBEZXNpZ24gZm9yIExvY2F0aW9uLUJhc2VkIE1vYmlsZSBHYW1lcy5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoA6QDuAPYDAAMCAwcDEAMbAx8DLQM0Az0DQgNFAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAA1I=}} @article{Bellotti:2001vn, Abstract = {This essay considers the problem of defining the context that context-aware systems should pay attention to from a human perspective. In particular, we argue that there are human aspects of context that cannot be sensed or even inferred by technological means, so context-aware systems cannot be designed simply to act on our behalf. Rather, they will have to be able to defer to users in an efficient and nonobtrusive fashion. Our point is particularly relevant for systems that are constructed such that applications are architecturally isolated from the sensing and inferencing that governs their behavior. We propose a design framework that is intended to guide thinking about accommodating human aspects of context. This framework presents four design principles that support intelligibility of system behavior and accountability of human users and a number of human-salient details of context that must be accounted for in context-aware system design.}, Annote = {The paper is a very high-level computer science article about context-awareness and its corollary social issues. It is focused on the problem of defining which context-aware elements might be automatically extracted and shown to the users of interactive systems. In particular, we argue that there are human aspects of context that cannot be sensed or even inferred by technological means, so context-aware systems cannot be designed simply to act on our behalf. Rather, they will have to be able to defer to users in an efficient and nonobtrusive fashion. Why do I blog this? This is really one of the conclusion of my phd research: certain processes (like location awareness) should not always be automated, sometimes deferring it to users can be more important as we saw in Catchbob!. BUT: Further, experience has shown that people are very poor at remembering to update system representations of their own state; even if it is something as static as whether they will allow attempts at connection in general from some person (Bellotti, 1997;Bellotti & Sellen,1993) or, more dynamically, current availability levels (Wax,1996). So we cannot rely on users to continually provide this information explicitly. This might depend on the ACTIVITY, in catchbob people kept updating their positions on the map so that others could be aware of what they were doing because it was relevant for the time being and the cost of doing it was low. Not directly related to my work, the paper also describes two principles for ubiquitouis computing: Intelligibility: Context-aware systems that seek to act upon what they infer about the context must be able to represent to their users what they know, how they know it, and what they are doing about it. Accountability: Context-aware systems must enforce user accountability when, based on their inferences about the social context, they seek to mediate user actions that impact others. *** Bellotti, V.; Edwards, W. K. Intelligibility and accountability: human considerations in context aware systems. Human Computer Interaction. 2001. 16 (2-4): 193-212. In this essay Bellotti and Edwards argue that there are human aspects of context that cannot be sensed or even inferred by technological means, so context-aware systems cannot be designed simply to act on our behalf. It is the human and social aspects of context that seem to raise the most vexing questions. Because people, unlike systems and devices, make unpredictable judgments about context. In other words they improvise (Sccuhman, 1987) Although these are the very aspects of context that are difficult or impossible to codify or represent in a structured way, they are, in fact, crucial to making a context-aware system a benefit rather than a hindrance or---even worse---an annoyance. This entails making certain contextual details and system inferences visible to users in a principled manner and providing effective means of controlling possible system actions. Context-aware systems mediate between people, and must be accountable and so must their users: Users need to be able to understand how a system is interpreting the state of the world. Context-aware systems must be intelligible as to their states, ``beliefs,'' and ``initiatives'' if users are to be able to govern their behavior successfully (Dourish, Accounting for System Behaviour: Representation, Reflection and Resourceful Action, 1997). [{\ldots}] context-aware systems must also provide mechanisms that enforce accountability of users to each other. Bettotti and Edward propose two crucial features to support the user in making his own inferences Intelligibility: Context-aware systems that seek to act upon what they infer about the context must be able to represent to their user what they know, how they know it, and what they are doing about it. Accountability: Context-aware systems must enforce user accountability when, based on their inferences about the social context, they seek to mediate user actions that impact others. However there are drawbacks in differing power to the user: * If systems don't do anything, there will be too many matters that users must deal with themselves, somewhat undermining the point of context-aware systems. * Even if the system is enabled to take action, it will constantly be annoying the user with warnings or queries if it can't go ahead and do things on its own. Therefor the authors present different design strategies (probably based on a probabilistic approach to detect the system's state of correctness) for control and minimize the human effort: * If there is only slight doubt about what the desired outcome might be, the user must be offered an effective means to correct the system action. * If there is significant doubt about the desired outcome, the user must be able to confirm the action the system intends to take. * If there is no real basis for inferring the desired outcome, the user must be offered available choices for system action. Relation to my thesis: Another essay on the balance between visibility and control and empowering users of context-aware systems to reason for themselves about the nature of their systems and environment and to decide how best to proceed. This vision is supported by two key features of context-aware infrastructure: intelligibility and accountability. The authors talk about strategies to minimize the human effort. It would be interesting to analyze in what conditions there is a positive and negative impacts on the human and on a group effort. }, Author = {V. Bellotti and K. Edwards}, Date-Added = {2006-12-23 14:30:59 +0100}, Date-Modified = {2006-12-28 11:34:09 +0100}, Journal = {Human-Computer Interaction}, Keywords = {context-awareness, intelligibility}, Local-Url = {file://localhost/Users/fabien/Documents/papers/Bellotti-2001.pdf}, Number = {2-4}, Pages = {193-212}, Title = {Intelligibility and accountability: human considerations in context-aware systems}, Url = {http://www.cs.bris.ac.uk/Teaching/Resources/COMSM0106/papers/Bellotti-2001.pdf}, Volume = {16}, Year = {2001}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBsuLi9wYXBlcnMvQmVsbG90dGktMjAwMS5wZGbSGw8cHVdOUy5kYXRhTxEBlgAAAAABlgACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWEUJlbGxvdHRpLTIwMDEucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl1TBsu6EUERGIHBydncAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAADBsuB0AAAAAQAQAAeU1gAHk9AAB5PDAABwhwACADxNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6QmVsbG90dGktMjAwMS5wZGYADgAkABEAQgBlAGwAbABvAHQAdABpAC0AMgAwADAAMQAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIAL1VzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL0JlbGxvdHRpLTIwMDEucGRmAAATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDIAM0A1QJvAnECdgJ/AooCjgKcAqMCrAKxArQAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAACwQ==}, Bdsk-Url-1 = {http://www.cs.bris.ac.uk/Teaching/Resources/COMSM0106/papers/Bellotti-2001.pdf}} @inproceedings{Benford:2005kx, Abstract = {We study a collaborative location-based game in which groups of `lions' hunt together on a virtual savannah that is overlaid on an open playing field. The game implements a straight-forward approach to location-based triggering in which players must be in the same spatial locale in order to share information and act together. Comparison of video recordings of physical play with system recordings of game events reveals subtle and complex interactions between highly dynamic player behavior and the underlying technology. While players exhibit a fluid approach to group formation, the system embodies a more rigid view, leading to difficulties with sharing context and coordinating actions, most notably when groups of players span virtual locale boundaries or initiate actions while on the move. We propose techniques for extending locales to support more flexible grouping and also discuss the broader implications of our findings for location-based applications in general.}, Address = {New York, NY, USA}, Annote = {http://www.girardin.org/fabien/blog/2005/06/04/the-impact-of-inherent-uncertainties-of-positioning-technologies-in-collaboration/ Life on the Edge: Supporting Collaboration in Location-Based Experiences (CHI 2005, April 2005, Portland, USA), by Bendford (Mixed Reality Laboratory, University of Nottingham), Richard Hull (HP Lab in Bistol) and Jo Morrison (NESTA Futurelab) is an ethnological approach to an area I am very interesting in: the user's experience of positioning technologies (or pervasive technologies in general) and more precisely the impact of their inherent uncertainties. I could find a lot of similarities between their experiment called Savannah and CatchBob! Themes I could bring back to CatchBob! are: * How does the user interact with invisible sensing systems, * How (un)awareness are the users of how they are being tracked (e.g. accuracy of the positioning), * How do users address the difficulty of the system (e.g. when lost of connectivity or no position), * How do users know and learn how to avoid and rectify the system's mistakes (e.g. learning to detect the seams and cold spots), * Do users detect uncertainty and what are the clues, * How do users establish a shared context and coordinates their actions in moments of uncertainty. In CatchBob! we thought of giving only rough positioning information or even inaccurate positions. My feeling is that in our game, users are more disturbed by the latency created by the communication system (some players even question if all the messages are being broadcasted) rather by the drift, jitter, lag and unavailability of the positioning system. Some other pieces of information from this papers and about Savannah: * Players halt when they encounter new information * Players assume the the PDA is the sensing object, when in fact the sensor (GPS unit) is on their back * System latency was also a factor in players' difficulties; there could be a few seconds delay between a player's PDA sending a position update, receiving new information from the game server and the player reacting and coming to a halt. * There appears to be a considerable divergence between the player's view off forming a group and the underlying system's view, and this demonstrably can lead to serious confusion and frustration when players are unable to establish a shared context and act together. * The system view of grouping is far more rigid. The system interprets multiple sources of data, which are often clouded by uncertainty and latency, and makes concrete and discrete decisions about when the groups have formed. * When is it appropriate to work with absolute position and when relative? }, Author = {Steve Benford and Duncan Rowland and Martin Flintham and Adam Drozd and Richard Hull and Josephine Reid and Jo Morrison and Keri Facer}, Booktitle = {CHI '05: Proceedings of the SIGCHI conference on Human factors in computing systems}, Date-Added = {2006-12-23 14:22:42 +0100}, Date-Modified = {2006-12-28 12:37:29 +0100}, Doi = {http://doi.acm.org/10.1145/1054972.1055072}, Isbn = {1-58113-998-5}, Keywords = {location-awareness, CSCW, pervasive game, field studies}, Local-Url = {file://localhost/Users/fabien/Documents/papers/benford_life_on_the_edge.pdf}, Location = {Portland, Oregon, USA}, Pages = {721-730}, Publisher = {ACM Press}, Title = {Life on the edge: supporting collaboration in location-based experiences}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECYuLi9wYXBlcnMvYmVuZm9yZF9saWZlX29uX3RoZV9lZGdlLnBkZtIbDxwdV05TLmRhdGFPEQHCAAAAAAHCAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYcYmVuZm9yZF9saWZlX29uX3RoZV9lZGdlLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeXVsGy7MIAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMGy3rIAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAR01hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpiZW5mb3JkX2xpZmVfb25fdGhlX2VkZ2UucGRmAAAOADoAHABiAGUAbgBmAG8AcgBkAF8AbABpAGYAZQBfAG8AbgBfAHQAaABlAF8AZQBkAGcAZQAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIAOlVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL2JlbmZvcmRfbGlmZV9vbl90aGVfZWRnZS5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoA0wDYAOACpgKoAq0CtgLBAsUC0wLaAuMC6ALrAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAvg=}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1054972.1055072}} @inproceedings{Benford:2004fj, Abstract = {We present a study of people's use of positional information as part of a collaborative location-based game. The game exploits self-reported posi-tioning in which mobile players manually reveal their positions to remote play-ers by manipulating electronic maps. Analysis of players' movements, position reports and communications, drawing on video data, system logs and player feedback, highlights some of the ways in which humans generate, communicate and interpret position reports. It appears that remote participants are largely un-troubled by the relatively high positional error associated with self reports. Our analysis suggests that this may because mobile players declare themselves to be in plausible locations such as at common landmarks, ahead of themselves on their current trajectory (stating their intent) or behind themselves (confirming previously visited locations). These observations raise new requirements for the future development of automated positioning systems and also suggest that self-reported positioning may be a useful fallback when automated systems are un-available or too unreliable.}, Annote = {http://www.girardin.org/fabien/blog/2005/06/06/the-experience-of-self-positioning/ The Error of our Ways: The experience of Self- Reported Position in a Location-Based Game reports the experience and lesson learned from a location-based gamed in which players manually reveal their positions. It appears that remote participants are largely untroubled by the relatively high positional error associated with self reports. The authors suggest that this may because mobile players declare themselves on their current trajectory (stating their intent) or behind themselves (confirming previously visited locations). Therefor, self-reported positioning my be useful fallback when automated systems are unavailable or too unreliable. They state: Analysing of the communication between and movements of street and online players revealed that the performance of GPS has a major impact on the game. This goes a bit against the direction of CatchBob! in which we question the accuracy as being a factor that increase the performance. But maybe here ``performance'' is meant as a mix of accuracy, availability and latency. The goals of the authors were to deepen their understanding of the human issues involved in using positioning systems. Secondly in the technique of self-reported positioning in its own right. The first and rather obvious observation is that self-reported positioning provided excellent coverage and availability. Players quickly learning to use it. Players appear to be anticipating time delay (human and technological latency). Declaring a few seconds ahead of themselves provides time for the system to respond with new information and maybe even for them to digest it before they reach the next decision point - a strategy that will avoid them waiting around. There were also players declaring and looking behind their current position. Panning behind would often occur when a player did not manipulate the map for a while and so physically moved ahead of their last reported position. One reason for deaclaring behind was to retrigger clues or for the benefit of online players what had missed it. Rather than reporting themselves to be a different place, the players are in fact reporting themselves to be at a different time The authors suggests that explicitly self-reported positions (declarations) should be interpreted as deliberate acts of communication. The user intent is not captured by automated positioning systems. Two potential limitations of self-reported positioning are that the mobile player has to know where they are and/or where they are heading, and that they may cheat. It also demands the constant engagement of the user in order to maintain an up to date position. It is therefor fair to ask to what extent technologies that are ubiquitous should also fade into the background and become invisible. }, Author = {Steve Benford and Will Seager and Martin Flintham and Rob Anastasi and Duncan Rowland and Jan Humble and Dana{\"e} Stanton and John Bowers and Nick Tandavanitj and Matt Adams and Ju Row Farr and Amanda Oldroyd and Jon Sutton}, Booktitle = {UbiComp}, Date-Added = {2006-12-23 14:15:38 +0100}, Date-Modified = {2006-12-28 12:24:52 +0100}, Keywords = {pervasive game, uncertainty, field studies, Interaction design}, Local-Url = {file://localhost/Users/fabien/Documents/papers/C56ETUT8RLBQYTY6.pdf}, Month = {September}, Publisher = {Springer-Verlag}, Title = {The Error of Our Ways: The Experience of Self-Reported Position in a Location-Based Game}, Url = {http://www.springerlink.com/content/c56etut8rlbqyty6/fulltext.pdf}, Year = {2004}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEB4uLi9wYXBlcnMvQzU2RVRVVDhSTEJRWVRZNi5wZGbSGw8cHVdOUy5kYXRhTxEBogAAAAABogACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWFEM1NkVUVVQ4UkxCUVlUWTYucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl1y+pPV1AAAAAAAAAAAAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAAC+pNlVAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACAD9NYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6QzU2RVRVVDhSTEJRWVRZNi5wZGYAAA4AKgAUAEMANQA2AEUAVABVAFQAOABSAEwAQgBRAFkAVABZADYALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASADJVc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9DNTZFVFVUOFJMQlFZVFk2LnBkZgATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDLANAA2AJ+AoAChQKOApkCnQKrArICuwLAAsMAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAAC0A==}, Bdsk-Url-1 = {http://www.springerlink.com/content/c56etut8rlbqyty6/fulltext.pdf}} @article{Benford:2003yq, Abstract = {With location-based games, how you manage uncertainty can make the difference between fun and fiasco. Game designers should know what uncertainties to hide and what to reveal to create an engaging experience. This article describes our experiences, focusing on uncertainty, in publicly deploying an experimental, mobile mixed-reality game called Can You See Me Now?.}, Author = {S. Benford and R. Anastasi and M. Flintham and A. Drozd and A. Crabtree and C. Greenhalgh and N. Tandavanitj and M. Adams and J. Row-Farr}, Date-Added = {2006-12-23 14:04:46 +0100}, Date-Modified = {2006-12-28 12:39:58 +0100}, Journal = {IEEE Pervasive Computing}, Keywords = {field studies, uncertainty, pervasive game}, Local-Url = {file://localhost/Users/fabien/Documents/papers/IEEEpervasive-nearlyfinal.pdf}, Month = {July-Sept. 2003}, Number = {3}, Pages = {34-41}, Text = {S. Benford, R. Anastasi, M. Flintham, A. Drozd, A. Crabtree, C. Greenhalgh, N. Tandavanitj, M. Adams, and J. Row-Farr. Coping with uncertainty in a locationbased game. IEEE Pervasive Computing, 2(3):34--41, July-September 2003.}, Title = {Coping with uncertainty in a location-based game.}, Url = {citeseer.ist.psu.edu/benford03coping.html}, Volume = {2}, Year = {2003}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECcuLi9wYXBlcnMvSUVFRXBlcnZhc2l2ZS1uZWFybHlmaW5hbC5wZGbSGw8cHVdOUy5kYXRhTxEBxgAAAAABxgACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWHUlFRUVwZXJ2YXNpdmUtbmVhcmx5ZmluYWwucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl8O+FAIGAAAAAAAAAAAAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAAC+E/P2AAAAAQAQAAeU1gAHk9AAB5PDAABwhwACAEhNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6SUVFRXBlcnZhc2l2ZS1uZWFybHlmaW5hbC5wZGYADgA8AB0ASQBFAEUARQBwAGUAcgB2AGEAcwBpAHYAZQAtAG4AZQBhAHIAbAB5AGYAaQBuAGEAbAAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIAO1VzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL0lFRUVwZXJ2YXNpdmUtbmVhcmx5ZmluYWwucGRmAAATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDUANkA4QKrAq0CsgK7AsYCygLYAt8C6ALtAvAAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAAC/Q==}, Bdsk-Url-1 = {citeseer.ist.psu.edu/benford03coping.html}} @article{McNett:2003lq, Abstract = {In this paper, we analyze the mobility patterns of users of wireless handheld PDAs in a campus wireless network using an 11 week trace of wireless network activity. Our study has three goals. First, we characterize the high-level mobility and access patterns of handheld PDA users and compare these characteristics to previous workload mobility studies focused on laptop users. Second, we develop two wireless network topology models for use in wireless mobility studies: an "evolutionary topology model" based on user proximity and a "campus waypoint" model that serves as a trace-based complement to the random waypoint model. Finally, we use our wireless network topology models as a case study to evaluate ad-hoc routing algorithms on the network topologies created by the access and mobility patterns of users of modern wireless PDAs.}, Address = {New York, NY, USA}, Annote = {``First, rather than purchasing the PDAs for an explicit need (e.g., as with laptops), students were simply given the devices for being a New College freshman independent of whether students wanted the device. Because these users are from a variety of different majors and interests, it is likely that some opted to stop using the device after an initial trial.'' ``A second contributing factor was the fact that a complete depletion of battery resulting in a device hard reset occurred more often than initially expected. Since our tracing module resided in soft state on the PDAs, a hardreset permanently removed all pre-installed software (including WTD). This situation may have also contributed to students abandoning their devices.'' ``Half the users powered up their PDA more than 21 days during the trace. A few users used their PDA nearly every day.'' ``The median session duration, or the time a PDA remains connected to the wireless network, was only 6.25 minutes compared to 16.6 minutes for laptop users.'' ``Furthermore, we found that the PDA users were about twice as mobile as laptop users in terms of the number of access points they associated with in the same time period.'' ``We find that students are relatively mobile and use their PDAs in many locations.''}, Author = {Marvin McNett and Geoffrey M. Voelker}, Date-Added = {2006-12-23 13:50:43 +0100}, Date-Modified = {2006-12-28 16:49:46 +0100}, Doi = {http://doi.acm.org/10.1145/965732.965744}, Issn = {1559-1662}, Journal = {SIGMOBILE Mob. Comput. Commun. Rev.}, Keywords = {field studies, location-awareness, networking}, Local-Url = {file://localhost/Users/fabien/Documents/papers/wtd.pdf}, Number = {4}, Pages = {55--57}, Publisher = {ACM Press}, Title = {Access and mobility of wireless PDA users}, Url = {http://sysnet.ucsd.edu/wtd/wtd.pdfa}, Volume = {7}, Year = {2003}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBEuLi9wYXBlcnMvd3RkLnBkZtIbDxwdV05TLmRhdGFPEQFuAAAAAAFuAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYHd3RkLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeYSsGy5PwAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAMGy1uwAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAMk1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczp3dGQucGRmAA4AEAAHAHcAdABkAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgAlVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvd3RkLnBkZgAAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAvgDDAMsCPQI/AkQCTQJYAlwCagJxAnoCfwKCAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAo8=}, Bdsk-Url-1 = {http://sysnet.ucsd.edu/wtd/wtd.pdfa}, Bdsk-Url-2 = {http://doi.acm.org/10.1145/965732.965744}} @article{Banavar:2002lr, Abstract = {Striving to integrate computing into everyday activities in a seamless manner. In traditional computing environments, users actively choose to interact with computers. Ubiquitous computing applications are likely to be different---they will be embedded in the users' physical environments and integrate seamlessly with their everyday tasks. This vision leads to a set of defining characteristics, requirements, and research challenges for ubiquitous applications. This article identifies some of the key characteristics via a possible real-world scenario and derives the important application design and software infrastructure challenges that must be addressed by the computing research community.}, Address = {New York, NY, USA}, Annote = {http://www.girardin.org/fabien/blog/2006/02/09/software-infrastructure-and-design-challenges-for-ubiquitous-computing-applications/ Banavar, G. and Bernstein, A. 2002. Software infrastructure and design challenges for ubiquitous computing applications. Commun. ACM 45, 12 (Dec. 2002), 92-96. This article identifies the important application design and software infrastructure challenges that must be address by the ubicomp research community. Like a paper I wrote last year on ``getting real with the utopia around ubiquitous computing'', the authors mention that we are still far from Weiser's vision. Key characteristics of ubiquitous applications are: Task Dynamism Adaptation to the dynamism of the users' environments and the resulting uncertainty. Sometimes, application won't make the proper inferences. Therefore the user might actively reconfigure the system to adapt to the new task settings. Applications will have to be able to explain what they inferred and learned from their right and wrong inferences. Device Heterogeneity and Resource Constraints Hardware and software often lack of heterogeneity and devices have physical constraints. Those limitations influence the development of applications and their capabilities. Computing in a Social Environment Privacy issues Research challenges are: Semantic Modeling Use of ontologies to describe users' task environments, as well as their goals, to enable reasoning about a user's needs and therefore to adapt to changes. It is a challenge to develop (and agree!) on a high-level model language to express the complex nature of ontologies. Building the Software Infrastructure The application must determine the user's context, must provide reasonable functionalities with bad connectivity, must recover from failover, and must be scalable. Developing and Configuring Applications There is a need of a shift in the developers' mindset while building pervasive application. There is a need to describe on a high-level the task a user needs to perform. The challenge is to be able to specify the interaction logic at an ``intent-level'' and the application's requirements on data and computation. Validating the User Experience The utility of some computing advancements cannot be evaluated without performing significant user studies and in some cases, widely deploying it. Consequently, the development of effective methods for testing and evaluating the usage scenarios enabled by pervasive applications is an important area that needs more attention from researchers. Relation to my thesis: The authors acknowledge that both applications and users must adapt in real-world ubiquitous environments. Because of inevitable sense of uncertainty, application should give a sense of situation awareness. In my thesis, I try to give the same pragmatic view on current challenges, being physical and ``organizational''. The several ``clouds of connectivity'' over us, raises the bigger issues around heterogeneity of hardware and software (including agreeing on semantic modeling). Heterogeneity might be a bigger challenge than some of the physical issues of devices. To be widely and rapidly successful, ubiquitous environments should be based on the homogeneous Minitel standards and protocols (top-down government). Other huge challenge I see is, of course to grasp the user's context and then scaling. The authors do not cover other social impacts other than privacy. Very little about appropriation. The Relevance of Social Issues in Ubiquitous Computing Environments has more on that subject. I never really thought on the way it changes the engineers perspection. But it seems that there is a need to be able to describe a system on its interaction with the user. My thesis completely fits in the ``validating the user experience'' category and an output might to provide tools to describe tasks and system-user interaction integrating the limitations of the environment. Helping the change the engineers perception of ubicomp development might be a high-level outcome. Field-based quasi-experiments advised by the author to capture the rich nature of the usage environments make me feel that CatchBob! (and its children) as a good research platform. Reference I should read: Plans and Situated Actions: The Problem of Human-Machine Communication, Lucy Suchman. Cambridge University, 1987. }, Author = {Guruduth Banavar and Abraham Bernstein}, Date-Added = {2006-12-17 22:21:16 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Doi = {http://doi.acm.org/10.1145/585597.585622}, Issn = {0001-0782}, Journal = {Commun. ACM}, Keywords = {ubicomp}, Local-Url = {/Users/fabien/Documents/to-read/p92-banavar.pdf}, Number = {12}, Pages = {92--96}, Publisher = {ACM Press}, Rating = {5}, Read = {Yes}, Title = {Software infrastructure and design challenges for ubiquitous computing applications}, Url = {http://doi.acm.org/10.1145/585597.585622}, Volume = {45}, Year = {2002}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBouLi90by1yZWFkL3A5Mi1iYW5hdmFyLnBkZtIbDxwdV05TLmRhdGFPEQGSAAAAAAGSAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNoPcDkyLWJhbmF2YXIucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAec1b/+xNBQREYgQ0FSTwABAAIAAAkgAAAAAAAAAAAAAAAAAAAAB3RvLXJlYWQAABAACAAAwpG7YgAAABEACAAAv/62wAAAAAEAEAAHlNoAB5PQAAeTwwAAcIcAAgA7TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6dG8tcmVhZDpwOTItYmFuYXZhci5wZGYAAA4AIAAPAHAAOQAyAC0AYgBhAG4AYQB2AGEAcgAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIALlVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvdG8tcmVhZC9wOTItYmFuYXZhci5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAxwDMANQCagJsAnECegKFAokClwKeAqcCrAKvAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAArw=}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/585597.585622}} @inproceedings{Antifakos:2004qf, Abstract = {Many context aware systems assume that the context information they use is highly accurate. In reality, however, perfect and reliable context information is hard if not impossible to obtain. Several researchers have therefore argued that proper feedback such as monitor and control mechanisms have to be employed in order to make context aware systems applicable and useable in scenarios of realistic complexity. As of today, those feedback mechanisms are difficult to compare since they are too rarely evaluated. In this paper we propose and evaluate a simple but effective feedback mechanism for context aware systems. The idea is to explicitly display the uncertainty inherent in the context information and to leverage from the human ability to deal well with uncertain information. In order to evaluate the effectiveness of this feedback mechanism the paper describes two user studies which mimic a ubiquitous memory aid. By changing the quality, respectively the uncertainty of context recognition, the experiments show that human performance in a memory task is increased by explicitly displaying uncertainty information. Finally, we discuss implications of these experiments for today's context-aware systems. }, Annote = {http://www.girardin.org/fabien/blog/2005/08/11/evaluating-the-effects-of-displaying-uncertainty-in-context-aware-applications/ In Evaluating the Effects of Displaying Uncertainty in Context-Aware Applications the authors claim that perfect and reliable context information is hard if not impossible to obtain in context aware systems. They propose and evaluate a feedback mechanism for context aware systems. The idea is to explicitly display the uncertainty inherent in the context information and to leverage from the human ability to deal well with uncertain information. By changing the quality, respectively the uncertainty of context recognition, the experiments show that human performance in a memory task is increased by explicitly displaying uncertainty information. A few quotes '' it is important to take into account that context information might be faulty and uncertain because of missing information, unpredictable behavior, ambiguous situations, and differing interpretations'' ``Obviously, systems exist which explicitly model and use uncertainty during inference and decision making. Maybe the most advanced systems like the Lumiere [8] project, the Lookout project [9] or the Activity Compass [10] are based on techniques such as Bayesian modelling and inference, utility, and decision theory. In the context of ubiquitous computing it has been suggested, however, that modelling uncertainties and advanced inference mechanisms might not be enough'' ``Chalmers [11] even argues for ``seamful rather than seamless design'' to reveal the physical nature of the Ubicomp systems in, for example, the uncertainty in sensing and ambiguity in representations.'' ``What is common to all of them is to propose the use of different feedback mechanisms and to involve the user in various degrees and forms.'' ``The proposal is based on the fact that users are actually used to and highly successful in dealing with uncertain information throughout their daily lives.'' '' we propose to display this uncertainty explicitly and leverage from the user's ability to choose the appropriate action. '' ``Experiment 1 clearly showed that displaying the degree of uncertainty affected performance. Showing uncertainty information had a clear effect on hit rates. They increased substantially when uncertainty information was displayed, especially when tips of high quality were shown and when the task was difficult.'' ``Experiment 2 provides converging evidence for the view that displaying uncertainty information increases performance in terms of hit rates, whereas falsealarm rates are much less -- if at all -- affected'' ``One issue to be considered in future work is the tradeoff between the cognitive load, which displaying uncertainty information causes, and the added value that it provides.'' **** http://www.itl.nist.gov/iad/vvrg/newweb/ubiq/bib_auth_antifakos.html n this paper, the authors discuss the challenges of context-aware systems in situations where it is difficult to sense context. Although many have argued for systems that ask for human input in uncertain situations, others believe systems should act on users' behalf. This paper presents an evaluation of a design solution that provides users with context-aware information and informs users of the uncertainty of that information. The studies conducted by the authors evaluate how providing users with the level of uncertainty of the contextual information affects users' behaviors. The evaluation involves two experiments, one conducted in an "idealistic desktop-setting" and the other in a more realistic ubicomp environment. The first study used a 4-factorial analysis in order to determine which issues where important to test in the more realistic setting that employed a 2-factorial analysis. The first experiment asked participants to remember numbers from a list. To help participants recall the numbers, participants received tips and from a PC and information about the certainty of the tips. To study the effects of providing users with information about the certainty of information, the study varied: the task difficulty (the length of time participants had to view the numbers), the cost (points earned/deducted for correct/incorrect responses) knowledge of uncertainty (displaying uncertainty vs. not displaying it) level of uncertainty (varying the quality of the tip) Based on the study, the authors found that displaying uncertainty resulted in a significant increase in correct answers when high quality tips were shown. The benefit was more pronounced when participants had less time to view the initial set of numbers. The second study provided participants with a list of seven numbers that they were asked to remember. Based on their memory, users were asked to pack senor devices into a cardboard box. Participants were again given tips via a PC and informed that the system could sense the numbers packed and suggest the next number to be included. The two factors varied in this study included: knowledge of uncertainty (displaying uncertainty vs. not displaying it) level of uncertainty (varying the quality of the tip) Based on the study, the results from the first experiment were replicated, thus the authors conclude the effectiveness of displaying the level of uncertainty. The authors also conclude that this study provides an example for others who wish to conduct evaluations of ubiquitous applications, by conducting an initial study in a controlled environment in order to determine which aspects to study in a more realistic setting. }, Author = {Stavros Antifakos and Adrian Schwaninger and Bernt Schiele}, Bibsource = {DBLP, http://dblp.uni-trier.de}, Booktitle = {Ubicomp}, Crossref = {DBLP:conf/huc/2004}, Date-Added = {2006-12-17 22:11:10 +0100}, Date-Modified = {2006-12-28 10:59:49 +0100}, Ee = {http://springerlink.metapress.com/openurl.asp?genre=article{\&}issn=0302-9743{\&}volume=3205{\&}spage=54}, Keywords = {context-awareness, lab studies, quantitative research methods, uncertainty}, Local-Url = {file://localhost/Users/fabien/Documents/papers/ubicomp04_antifakos_schwaninger_schiele.pdf}, Pages = {54-69}, Title = {Evaluating the Effects of Displaying Uncertainty in Context-Aware Applications.}, Url = {http://www.mis.informatik.tu-darmstadt.de/Publications/papers/ubicomp04_antifakos_schwaninger_schiele.pdf}, Year = {2004}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEDUuLi9wYXBlcnMvdWJpY29tcDA0X2FudGlmYWtvc19zY2h3YW5pbmdlcl9zY2hpZWxlLnBkZtIbDxwdV05TLmRhdGFPEQHyAAAAAAHyAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYfdWJpY29tcDA0X2FudGlmYWtvc19zIzc5ODNCLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeYO70a8GgAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAL0a1EgAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIASk1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczp1Ymljb21wMDRfYW50aWZha29zX3MjNzk4M0IucGRmAA4AWAArAHUAYgBpAGMAbwBtAHAAMAA0AF8AYQBuAHQAaQBmAGEAawBvAHMAXwBzAGMAaAB3AGEAbgBpAG4AZwBlAHIAXwBzAGMAaABpAGUAbABlAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgBJVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvdWJpY29tcDA0X2FudGlmYWtvc19zY2h3YW5pbmdlcl9zY2hpZWxlLnBkZgAAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoA4gDnAO8C5QLnAuwC9QMAAwQDEgMZAyIDJwMqAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAzc=}, Bdsk-Url-1 = {http://www.mis.informatik.tu-darmstadt.de/Publications/papers/ubicomp04_antifakos_schwaninger_schiele.pdf}} @inproceedings{Antifakos:2005pd, Abstract = {For automatic or context-aware systems a major issue is user trust, which is to a large extent determined by system reliability. For systems based on sensor input which are inherently uncertain or even uncomplete there is little hope that they will ever be perfectly reliable. In this paper we test the hypothesis if explicitly displaying the current confidence of the system increases the usability of such systems. For the example of a context-aware mobile phone, the experiments show that displaying confidence information increases the user's trust in the system.}, Address = {New York, NY, USA}, Annote = {http://www.girardin.org/fabien/blog/2006/02/19/towards-improving-trust-in-context-aware-systems-displaying-system-confidence/ Antifakos, S., Kern, N., Schiele, B., & Schwaninger, A. (2005). Towards improving trust in context aware systems by displaying system confidence. ACM International Conference Proceeding Series, 111, 9-14. The principal contribution of this paper is a study in which we show the effect of displaying system confidence on user trust. The proposal is based on the fact that users are used to and highly successful in dealing with unreliable and uncertain information throughout their daily lives. The authors propose to display system reliability explicitly and leverage from the user's ability to choose the appropriate action. Our experiments show that when system confidence is displayed, users more often rely on the system. This suggests an increase of the user's trust in the system. Providing a feedback mechanism seems mandatory in the context of ubiquitous computing. Modeling uncertainties and advanced inference mechanisms might not be enough. According to Bellotti and Edwards, context systems cannot be designed simply to act on our behalf. Rather they propose that those systems will have to defer to users in an efficient and non-obtrusive way. Similarly, Bubb-Lewis and Scerbo [Getting to know you: Human-computer communication in adaptive automation] argue that the only way of reducing uncertainty is by exchanging information between the automatic system and the human user. Context-aware and automatic system seem to provide similar feature. There are already some context-aware and automatic systems that propose the use of different feedback mechanisms. However, their effects on user's trust and system usability have not been evaluated. Reference to read: B. Muir. Trust in automation: Part i. theoretical issues in the study of trust and human intervention in automated systems. Ergonomics, 37(11):1905--1922, 1994. Relation to my thesis: It would be interesting to have a group perform a collaborative task and evaluate if displaying the ubiquitous environment reliability improves that performance. Atifakos et al. fail to mention the tradeoff between the cognitive load for displaying uncertainty and the added value that it provides. Evaluating the Effects of Displaying Uncertainty in Context-Aware Applications: One issue to be considered in future work is the tradeoff between the cognitive load, which displaying uncertainty information causes, and the added value that it provides. I follow Bellotti and Edwards (for context-aware) and Bubb-Lewis and Scerbo (for automatic system) who conclude that systems cannot be designed simply to act on our behalf. A challenge is to define what ``efficient and non-obtrusive way'' to communicate uncertainty, and nurture trust in the system. Trust and handling uncertainty are tightly related. There are many methods of presenting feedback in an effort towards making systems more predictable. Atifakos et al. show one way to evaluate them. }, Author = {Stavros Antifakos and Nicky Kern and Bernt Schiele and Adrian Schwaninger}, Booktitle = {MobileHCI '05: Proceedings of the 7th international conference on Human computer interaction with mobile devices \& services}, Date-Added = {2006-12-17 22:01:33 +0100}, Date-Modified = {2006-12-28 11:04:28 +0100}, Doi = {http://doi.acm.org/10.1145/1085777.1085780}, Isbn = {1-59593-089-2}, Keywords = {context-awareness, human-computer interaction, uncertainty, lab studies, quantitative research methods, system confidence}, Local-Url = {file://localhost/Users/fabien/Documents/papers/p9-antifakos.pdf}, Location = {Salzburg, Austria}, Pages = {9--14}, Publisher = {ACM Press}, Rating = {5}, Read = {Yes}, Title = {Towards improving trust in context-aware systems by displaying system confidence.}, Url = {http://doi.acm.org/10.1145/1085777.1085780}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBouLi9wYXBlcnMvcDktYW50aWZha29zLnBkZtIbDxwdV05TLmRhdGFPEQGSAAAAAAGSAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYQcDktYW50aWZha29zLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeX979QmjkAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAAL9QfhkAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAO01hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpwOS1hbnRpZmFrb3MucGRmAAAOACIAEABwADkALQBhAG4AdABpAGYAYQBrAG8AcwAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIALlVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL3A5LWFudGlmYWtvcy5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAxwDMANQCagJsAnECegKFAokClwKeAqcCrAKvAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAArw=}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1085777.1085780}} @article{Ackerman:2000, Abstract = {Over the last 10 years, Computer-Supported Cooperative Work (CSCW) has identified a base set of findings. These findings are taken almost as assumptions within the field. In summary, they argue that human activity is highly flexible, nuanced, and contextualized and that computational entities such as information transfer, roles, and policies need to be similarly flexible, nuanced, and contextualized. However, current systems cannot fully support the social world uncovered by these findings. This paper argues that there is an inherent gap between the social requirements of CSCW and its technical mechanisms. The social-technical gap is the divide between what we know we must support socially and what we can support technically. Exploring, understanding, and hopefully ameliorating this social-technical gap is the central challenge for CSCW as a field and one of the central problems for HCI. Indeed, merely attesting the continued centrality of this gap could be one of the important intellectual contributions of CSCW. This paper also argues that the challenge of the social-technical gap creates an opportunity to refocus CSCW as a Simonian science of the artificial.}, Annote = {http://www.girardin.org/fabien/blog/2006/02/16/the-intellectual-challenge-of-cscw-the-gap-between-social-requirements-and-technical-feasibility/ Mark S. Ackerman. ``The Intellectual Challenge of CSCW: The Gap Between Social Requirements and Technical Feasibility.'' John Carroll (ed.), HCI in the New Millennium, Addison-Wesley, 2001. In CSCW, there is an inherent gap that divides what we know we must support socially and what we can support technically. Exploring, understanding, and ameliorating this gap is the central challenge of CSCW as a field and one of the central problems for HCI. CSCW assumptions and findings: * Social activity is fluid and nuanced, and this makes systems technically difficult to construct properly and often awkward to use (Garfinkel 1967; Strauss 1993). * Members of organizations sometimes have different (and multiple) goals, and conflict may be important as cooperation in obtaining issue resolutions (Kling 1991) * Exceptions are normal in work progresses (Suchman, & Wynn, 1984) * People prefer to know who else is present in a shared space, and they use this awareness to guide their work (Erickson, et al., 1999) * Visibility of communication exchanges and of information enables learning and greater efficiencies (Hutchins, 1995) * The norm for using a CSCW system are often actively negotiated among users (Strauss, 1991) * There appears to be a critical mass problem for CSCW systems (Markus, 1990) * People not only adapt to their systems, they adapt their systems to their needs (co-evolution) (Orlikowski, 1993; O'Day, Bobrow, Shirley, 1996) * Incentives are critical There are two major arguments against the importance of any social-technical gap: 1. Some new technology or software technique will shortly solve the gap (unlikely) 2. The gap is merely historical circumstance and we will adapt to the gap in some form (co-evolution: we adapt resources in the environment to our needs. Our culture will adapt itself or the limitations of the technology, so the technical limitations are not important). It goes against a central premise of HCI that we should not force users to adapt. If the social-technical gap is real, important, and likely to remain, then we must 1. ameliorate the effects of the gap 2. further understand the gap So far, CSCW has only been working on first-order approximation, that is tractable solutions that partially solve specific problems with known trade-offs. CSCW shares problems of generalizability from small groups to a general population (as do all social sciences), prediction of affordances (as does HCI), and the applicability of new technological possibilities (as does the rest of computer sciences) Study Design Construction Cycle Relation to my thesis: This paper provides on overview of CSCW and the high-level challenge for the framework of my thesis (I am less interested in the CSCW as a science section). My thesis has a natural emphasis on ``what we can support technically'', how to deal with the limitations when they are hardly manageable due to the complexity of the real world, and how it impacts the social. Ways to find a balances between technically working and organizationally workable in ubicomp. My work is linked to Greenberg and Marwood, CSCW technical researchers who demonstrated the social-technical gap (Marwood, B., & Greenberg, S. (1994). Real Time Groupware as a Distributed System: Concurrency Control and Its Effect on the Interface. Proceedings of the Computer Supported Cooperative Work : 207-217. If concurrency control is not established, people may invoke conflicting actions. As a result, the group may become confused because displays are inconsistent, and the groupware document corrupted due to events being handled out of order. (p. 207) My claim is that a technical solution is unlikely and co-evolution does not solve everything especially with the constant evolution of technologies and our techno-push world. However, I am wondering on gow to go beyond first-order approximation and constributing ``cool toys''. }, Author = {Ackerman, Mark S.}, Citeulike-Article-Id = {471844}, Date-Added = {2006-12-17 21:41:23 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Journal = {Human-Computer Interaction}, Keywords = {cscw, ubicomp, human-computer interaction}, Local-Url = {file://localhost/Users/fabien/Documents/papers/hci.final.pdf}, Month = {September}, Number = {2/3}, Pages = {181--203}, Rating = {5}, Read = {Yes}, Title = {The Intellectual Challenge of CSCW: The Gap Between Social Requirements and Technical Feasibility}, Url = {http://www.eecs.umich.edu/ ackerm/pub/00a10/hci.final.pdf}, Volume = {15}, Year = {2000}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBcuLi9wYXBlcnMvaGNpLmZpbmFsLnBkZtIbDxwdV05TLmRhdGFPEQGGAAAAAAGGAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYNaGNpLmZpbmFsLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeXtLX4p1AAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAALX4izAAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAOE1hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpoY2kuZmluYWwucGRmAA4AHAANAGgAYwBpAC4AZgBpAG4AYQBsAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgArVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvaGNpLmZpbmFsLnBkZgAAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoAxADJANECWwJdAmICawJ2AnoCiAKPApgCnQKgAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAq0=}, Bdsk-Url-1 = {http://www.eecs.umich.edu/%20ackerm/pub/00a10/hci.final.pdf}} @article{Abowd:2002dq, Abstract = {The authors discuss how, to reach Weiser's human-centered vision of ubiquitous computing, we must address several clear goals. First, the everyday practices of people must be understood and supported. Second, the world must be augmented through the provisioning of heterogeneous devices offering different forms of interactive experience. Finally, the networked devices must be orchestrated to provide for a holistic user experience. The authors overview how these goals have affected research in three areas: the definition of the appropriate physical interaction experience; the discovery of general application features; and the evolution of theories for designing and evaluation the human experience in ubicomp.}, Address = {Piscataway, NJ, USA}, Annote = {http://www.girardin.org/fabien/blog/2006/01/16/the-human-experience-in-ubicomp/ In ``The Human Experience'' Abowd, Gregory D., Elizabeth D. Mynatt, and Tom Rodden. In IEEE Pervasive Computing, 2002, the authors focus on physical interaction, general application features, and theories of design and evaluation to match the goals of Weiser's human-centered vision of ubiquitous computing: * Everyday practices of people must be understood and supported * The world must be augmented through the provisioning of heterogeneous devices offering different forms of interactive experience * Networked devices must be orchestrated to provide for a holistic user experience. Defining the appropriate physical interaction experience The advance of sensing and recognition technologies allow us to move beyond the traditional input as explicit communication. Therefor there is a shift toward implicit from explicit means of human input to more implicit form of input: In other words our natural interactions with the physical environment provide sufficient input to a variety of attendant services, without any further user intervention. For example, walking into a space is enough to announce your presence and identity in that location. I would ponderate such statements. As we saw in CatchBob! we must be careful with the balance between implicit and explicit communication. Explicit input carries an intention, it is an act of communication, while implicit input misses this kind of contextual information. Depending on the context, stepping in a space might not be enough or might be too much to announce a presence. Explicit input is the user's way master the measured world and to control his relation between the physical and virtual world. The communication from the environment to the user - the output - has become highly distributed. The challenge is to coordinate across many output locations and modalities without overwhelming our limited attention spans. Seamless integration of physical and virtual worlds Of course, the noble goal of ``seamless integration'' raises my eyebrows. I have a tendency to be more pragmatic and not advertise the ``S''(eamless) word in ubicomp. Somehow, I like to stick with Weiser's ``phase I'' but have nothing against reading ``post-phase I'' thoughts and visions. Abrow et al. notice the emergence of three features in ubicomp applications: * We must be able to use implicitly sensed context from physical and electronic electronic environment to determine a given service's correct behavior. * We must provision automated service to easily capture and store memories of live experiences and serve them up for later use * We move towared the infusion of ubicomp into our everyday lives, the services provided will need to become constantly available partners with the human users, always interrupted and easily resumed. I am wondering here how much implicit, automated and omnipresent is good for the user. Where is the balance? And then how much can we master this balance in uncontrolled environments? An obvious challenge is to make context-aware computing truly ubiquitous? Everyday computing Everyday computing promotes informal and unstructured activities typical of much of our everyday lives. It focuses on activities rather than on tasks. [{\ldots}] Of course, activities and tasks are not unrelated to each other. Often an activity will comprise several tasks, but the activity itself is more that these component parts. [{\ldots}] The emphasis on designing for continuously available interaction requires addressing these features of informal daily lifes: * They rarely have a clear beginning or end * Interruption is expected as users switch attention * Multiple activities operate concurrently and might be loosely coordinated * Time is an important discriminator in characterizing the ongoing relationship between people and computer * Associative models of information are needed, because information is reused from multiple perspectives Theories of design and evaluation The shift from a single machine with and individual to a broader set of organizational and social arrangements has seen the development of new models of interaction to support the design process in broader organizational setting. The ubicomp community is currently exploring three main models of cognition as guides for future design a evaluation Activity theory Built on Lev Vygotsky's work (The Instrumental Method in Psychology): activity theory recognizes concepts such as goals (objects), actions, and operations. However, both goals and actions are fluid, based on the world's changing physical state instead of more fixed, a priori plans. [{\ldots}] The user's behavior is shaped by the capabilities implicit in the tool itself.32 Ubicomp's efforts informed by activity theory, therefore, focus on the transformational properties of artifacts and the fluid execution of actions and operations. Situated action In this model, knowledge in the world continually shapes the ongoing interpretation and execution of a task. [{\ldots}] Ubicomp's efforts informed by a situated action also emphasize improvisational behavior and would not require, nor anticipate, the user to follow a predefined script. Distributed cognition This theory focuses on the collaborative process, where multiple people use multiple objects to achieve a larger systems goal [{\ldots}] Ubicomp efforts informed by distributed cognition focus on designing for a larger system goal in contrast to using an individual appliance. These efforts emphasize how information is encoded in objects and how different users translate or transcribe that information. Richer understanding of settings There is an obvious need to gain a rich understanding of the everyday world to inform IT development. The challenge for ubicomp designers is uncover the very practices through which people live and to make these invisible practices visible and available to the developers to ubicomp environments (as already mentioned in Resonances and Everyday Life: Ubiquitous Computing and the City). Assessment of use We must also assess the utility of ubicomp solutions: To understand ubicomp's impact on everyday life, we navigate a delicate balance between predicting how novel technologies will serve a real human need and observing authentic use and subsequent coevolution of human activities and novel technologies. [{\ldots}] there has been surprisingly little research published from an evaluation or end-user perspective in the ubicomp community. The need for new measures There is still the question of how to apply qualitative and quantitative evaluation methods and doing empricial evaluation with the deployment of more living laboratories.: Evaluation in HCI reflects these roots and is often predicated on notions of task and the measurement of performance and efficiency in meeting these goals and tasks. However, it is not clear that these measures can apply universally across activities when we move away from structured and paid work to other activities. [{\ldots}] This shift away from the world of work means that there is still the question of how to apply qualitative or quantitative evaluation methods[{\ldots}] By pushing on the deployment of more living laboratories for ubicomp research, the science and practice of HCI evaluation will mature. }, Author = {Gregory D. Abowd and Elizabeth D. Mynatt and Tom Rodden}, Date-Added = {2006-12-17 21:26:46 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Doi = {http://dx.doi.org/10.1109/MPRV.2002.993144}, Issn = {1536-1268}, Journal = {IEEE Pervasive Computing}, Keywords = {ubicomp, human-computer interaction}, Local-Url = {file://localhost/Users/fabien/Documents/papers/humanExperience-ieee2002.pdf}, Number = {1}, Pages = {48--57}, Publisher = {IEEE Educational Activities Department}, Rating = {5}, Read = {Yes}, Title = {The Human Experience}, Volume = {1}, Year = {2002}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECYuLi9wYXBlcnMvaHVtYW5FeHBlcmllbmNlLWllZWUyMDAyLnBkZtIbDxwdV05TLmRhdGFPEQHCAAAAAAHCAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADCkdeCSCsAAAAHlNYcaHVtYW5FeHBlcmllbmNlLWllZWUyMDAyLnBkZgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAeXwLtdXFAAAAAAAAAAAAABAAIAAAkgAAAAAAAAAAAAAAAAAAAABnBhcGVycwAQAAgAAMKRu2IAAAARAAgAALtdQDAAAAABABAAB5TWAAeT0AAHk8MAAHCHAAIAR01hY2ludG9zaCBIRDpVc2VyczpmYWJpZW46RG9jdW1lbnRzOnBhcGVyczpodW1hbkV4cGVyaWVuY2UtaWVlZTIwMDIucGRmAAAOADoAHABoAHUAbQBhAG4ARQB4AHAAZQByAGkAZQBuAGMAZQAtAGkAZQBlAGUAMgAwADAAMgAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIAOlVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL2h1bWFuRXhwZXJpZW5jZS1pZWVlMjAwMi5wZGYAEwABLwAAFQACAA3//wAAgAbSHyAhIlgkY2xhc3Nlc1okY2xhc3NuYW1loyIjJF1OU011dGFibGVEYXRhVk5TRGF0YVhOU09iamVjdNIfICYnoickXE5TRGljdGlvbmFyeQAIABEAGwAkACkAMgBEAEkATABRAFMAXABiAGkAdAB8AIMAhgCIAIoAjQCPAJEAkwCgAKoA0wDYAOACpgKoAq0CtgLBAsUC0wLaAuMC6ALrAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAvg=}, Bdsk-Url-1 = {http://dx.doi.org/10.1109/MPRV.2002.993144}} @article{Streitz:2005bh, Abstract = {It seems like a paradox but it will soon become reality: The rate at which computers disappear will be matched by the rate at which information technology will increasingly permeate our environment and our live}, Address = {New York, NY, USA}, Annote = {An introduction to the current them of ubiquitous computing. The authors claim that the goal is to interact with information, to communicate and to collaborate with people, rather than interacting with computers (Human-Information Interaction). The computer moves into the background. The disappearance can be physical and mental. The recurring themes in ubicomp field are: - Interaction design: how can we design from transparency and coherent experiences. Returning to the real world as the starting point for design and trying to exploit the affordances of real-world objects provide seems to be one way of tackling these problems. - Sensing and context: Location is certainly central, but it is one parameter of a larger set determining the overall context. - Essential infrastructure: long lived and robust infrastructure for ambient and ubiquitous computing. Since the infrastructure is meant to be invisible it will be necessary to develop an understanding of what failure means and how malfunctioning is communicated to the users - Discovery: assimilating and filtering information from various sources and determining relevance - Privacy, trust, and security: new approaches to take into account the social and technical aspects of security to determine the acceptance of ubiquitous computing to the general public }, Author = {Norbert Streitz and Paddy Nixon}, Date-Added = {2006-12-17 21:13:00 +0100}, Date-Modified = {2009-04-28 11:55:16 +0200}, Doi = {http://doi.acm.org/10.1145/1047671.1047700}, Issn = {0001-0782}, Journal = {Commun. ACM}, Keywords = {ubicomp, human-computer interaction, theory}, Local-Url = {file://localhost/Users/fabien/Documents/papers/p32-streitz.pdf}, Number = {3}, Pages = {32--35}, Publisher = {ACM Press}, Rating = {4}, Read = {Yes}, Title = {Introduction}, Volume = {48}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBkuLi9wYXBlcnMvcDMyLXN0cmVpdHoucGRm0hsPHB1XTlMuZGF0YU8RAY4AAAAAAY4AAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1g9wMzItc3RyZWl0ei5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5ftv3lF+VBERiBDQVJPAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAv3kp2QAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA6TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOnAzMi1zdHJlaXR6LnBkZgAOACAADwBwADMAMgAtAHMAdAByAGUAaQB0AHoALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASAC1Vc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9wMzItc3RyZWl0ei5wZGYAABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMYAywDTAmUCZwJsAnUCgAKEApICmQKiAqcCqgAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAAK3}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/1047671.1047700}} @electronic{Nokia:2002oz, Abstract = {WModern mobile phones are small computers, with limited processing power by desktop standards, but power enough to run a small game. If you have a recent phone, you have more processing power in your pocket than ran the Lunar Lander. Today's phones are also by their very nature networked computers, efficiently sending and receiving digital data. Primarily geared for voice data, they can send and receive other kinds of data as well. This inherent ability to share information offers a unique opportunity to design games wherein players interact with other players, perhaps even on the other side of the world.}, Annote = {Nokia defines 6 limitations to developping mobile applications: Small screen size: developpers must still optimize their applications for different phones Limited color and sound support Limited application size High latency. Latency is the aount of tie it takes between the moment a machine makes a request and the moment it receives a response. While the carriers are working to expand the amount of bandwidth available to mobile phones, they have not made latency a priority. Interruptibility is crucial. the application must be able to pause and recover without crashing, causing play problems Evolving technologies. Need to support hanset specific APIs}, Author = {Nokia}, Date-Added = {2005-12-21 14:12:01 +0100}, Date-Modified = {2006-12-28 16:51:06 +0100}, Keywords = {pervasive game, location-awareness, design}, Local-Url = {file://localhost/Users/fabien/Documents/papers/Mobile_Game_Intro_v1_1.pdf}, Month = {January}, Title = {Introduction to Mobile Game Development}, Url = {http://sw.nokia.com/id/3f4d7e31-f200-46db-8f10-611f953485e8/Mobile_Game_Intro_v1_1.pdf}, Urldate = {21 January 2003}, Year = {2002}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfECQuLi9wYXBlcnMvTW9iaWxlX0dhbWVfSW50cm9fdjFfMS5wZGbSGw8cHVdOUy5kYXRhTxEBugAAAAABugACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWGk1vYmlsZV9HYW1lX0ludHJvX3YxXzEucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl9i/KQAmAAAAAAAAAAAAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAAC/KOQGAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACAEVNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6TW9iaWxlX0dhbWVfSW50cm9fdjFfMS5wZGYAAA4ANgAaAE0AbwBiAGkAbABlAF8ARwBhAG0AZQBfAEkAbgB0AHIAbwBfAHYAMQBfADEALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASADhVc2Vycy9mYWJpZW4vRG9jdW1lbnRzL3BhcGVycy9Nb2JpbGVfR2FtZV9JbnRyb192MV8xLnBkZgATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDRANYA3gKcAp4CowKsArcCuwLJAtAC2QLeAuEAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAAC7g==}, Bdsk-Url-1 = {http://sw.nokia.com/id/3f4d7e31-f200-46db-8f10-611f953485e8/Mobile_Game_Intro_v1_1.pdf}} @inproceedings{Benford:2002rr, Abstract = {Staging public performances can be a fruitful approach to CVE research. We describe four experiences: Out of This World, a gameshow; Avatar Farm, a participatory drama; Desert Rain, a mixed reality performance; and Can You See Me Now?, a game that mixed on-line players with players on the streets. For each, we describe how a combination of ethnography, audience feedback and analysis of system logs led to new design insights, especially in the areas of orchestration and making activity available to viewers. We propose enhancing this approach with new tools for manipulating, analysing and sharing 3D recordings of CVEs. }, Address = {New York, NY, USA}, Annote = {The Mixed Reality Laboratory at the University of Nottingham conducts research with the approach of staging public performances involves taking emerging technology out of the laboratory and working with professionals to create an event that can be placed before the public. In Staging and Evaluating Public Performance as an Approach to CVE Research, they describe how they evaluate public performances: - Andience feedback and discussion - Ethnography: natural observational method that seeks to provide rich description of human activity - System instrumentation and analysis of logs: log as much data as possible at participants' machines and as it passes across the network (avatar movements, interactions with virtual objects, audio packets and text messages. These logs can then be analysed statistically in order to uncover significant patterns of user activity. The results can support or contradict other observations. They present 4 examples of public performance in CVEs (Out of This World, Avatar Farm, Desert Rain) and most interestingly ``Can You See Me Now?'' after which a number of issues were raised: - With the experience, the runners exploited areas of good GPS coverage - The players would have benefited from better knowledge of the local environment on the streets - Streamed walkie-talkie communication was an important part of generating excitement of the players, especially when their names were mentioned by the runners. - The monitoring interfaces were too fragmented, detailed and expert specific. A shared higher level interface that provided an overview of the state of the game with possible drilling down into greater detailed would have been an improvement. In the Reflexion and improvments part they mention that the analysis of system logs is also more problematic than it needs to be. At present, there is no agreed format for log data and no readily available suites of analysis tools. Other quick notes: Making good art and good computer science - in our experience, it is difficult to make something that is both artistically and technically groundbreaking. Indeed, interdisciplinary researchers often suffer from the expectation that they will be excellent at two or more disciplines. Work to make it work: activities required by participants to establish and maintain their interactions}, Author = {Steve Benford and Mike Fraser and Gail Reynard and Boriana Koleva and Adam Drozd}, Booktitle = {CVE '02: Proceedings of the 4th international conference on Collaborative virtual environments}, Date-Added = {2005-12-21 14:01:22 +0100}, Date-Modified = {2006-12-28 12:16:06 +0100}, Journal = {Third ACM Conference on Collaborative Virtual Environments (CVE'02), pages . ACM Press, November 2002}, Keywords = {qualitative research methods, pervasive game, uncertainty, location-awareness}, Local-Url = {file://localhost/Users/fabien/Documents/papers/2002-benford-0.pdf}, Pages = {80-87}, Publisher = {ACM Press}, Read = {Yes}, Title = {Staging and evaluating public performances as an approach to CVE research.}, Url = {http://doi.acm.org/10.1145/571878.571891}, Year = {2002}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBwuLi9wYXBlcnMvMjAwMi1iZW5mb3JkLTAucGRm0hsPHB1XTlMuZGF0YU8RAZoAAAAAAZoAAgAADE1hY2ludG9zaCBIRAAAAAAAAAAAAAAAAAAAAMKR14JIKwAAAAeU1hIyMDAyLWJlbmZvcmQtMC5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB5dHu2FYxAAAAAAAAAAAAAEAAgAACSAAAAAAAAAAAAAAAAAAAAAGcGFwZXJzABAACAAAwpG7YgAAABEACAAAu2E8pAAAAAEAEAAHlNYAB5PQAAeTwwAAcIcAAgA9TWFjaW50b3NoIEhEOlVzZXJzOmZhYmllbjpEb2N1bWVudHM6cGFwZXJzOjIwMDItYmVuZm9yZC0wLnBkZgAADgAmABIAMgAwADAAMgAtAGIAZQBuAGYAbwByAGQALQAwAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgAwVXNlcnMvZmFiaWVuL0RvY3VtZW50cy9wYXBlcnMvMjAwMi1iZW5mb3JkLTAucGRmABMAAS8AABUAAgAN//8AAIAG0h8gISJYJGNsYXNzZXNaJGNsYXNzbmFtZaMiIyRdTlNNdXRhYmxlRGF0YVZOU0RhdGFYTlNPYmplY3TSHyAmJ6InJFxOU0RpY3Rpb25hcnkACAARABsAJAApADIARABJAEwAUQBTAFwAYgBpAHQAfACDAIYAiACKAI0AjwCRAJMAoACqAMkAzgDWAnQCdgJ7AoQCjwKTAqECqAKxArYCuQAAAAAAAAIBAAAAAAAAACgAAAAAAAAAAAAAAAAAAALG}, Bdsk-Url-1 = {http://doi.acm.org/10.1145/571878.571891}} @inproceedings{Loer:2005, Abstract = {Mobility of ubiquitous systems offers the possibility of using the current context to infer information that might otherwise require user input. This can either make user interfaces more intuitive or cause subtle and confusing mode changes. We discuss the analysis of such systems that will allow the designer to predict potential pitfalls before the design is fielded. Whereas the current predominant approach to understanding mobile systems is to build and explore experimental prototypes, our exploration highlights the possibility that early models of an interactive system might be used to predict problems with embedding in context before costly mistakes have been made. Analysis based on model checking is used to contrast configuration and context issues in two interfaces to a process control system.}, Annote = {L. Loer and D. Harrison discuss a way to analysis of context aware systems that will allow the designer to predict potential pitfalls before the design is fielded. Current predominent approach to understanding mobile systems is to build and explore experimental prototypes. Their exploration highlights the possibilities to predict problems with embedding in context before costly mistakes have been made.}, Author = {Karsten Loer and Michael D. Harrison}, Booktitle = {INTERACT}, Date-Added = {2005-10-27 16:30:44 +0200}, Date-Modified = {2006-12-28 17:48:43 +0100}, Editor = {Maria Francesca Costabile and Fabio Patern}, Journal = {Human-Computer Interaction - INTERACT 2005, IFIP TC13 International Conference, Rome, Italy, September 12-16, 2005, Proceedings}, Keywords = {human-computer interaction, uncertainty, context-awareness}, Local-Url = {file://localhost/Users/fabien/Documents/papers/LoerH05.pdf}, Pages = {184-197}, Publisher = {Springer}, Rating = {4}, Read = {Yes}, Series = {Lecture notes in computer science}, Title = {Analysing User Confusion in Context Aware Mobile Applications}, Url = {http://homepages.cs.ncl.ac.uk/michael.harrison/papers/LoerH05.pdf}, Volume = {3585}, Year = {2005}, Bdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGBwpZJGFyY2hpdmVyWCR2ZXJzaW9uVCR0b3BYJG9iamVjdHNfEA9OU0tleWVkQXJjaGl2ZXISAAGGoNEICVRyb290gAGoCwwXGBkaHiVVJG51bGzTDQ4PEBMWWk5TLm9iamVjdHNXTlMua2V5c1YkY2xhc3OiERKABIAFohQVgAKAA4AHXHJlbGF0aXZlUGF0aFlhbGlhc0RhdGFfEBUuLi9wYXBlcnMvTG9lckgwNS5wZGbSGw8cHVdOUy5kYXRhTxEBfgAAAAABfgACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAwpHXgkgrAAAAB5TWC0xvZXJIMDUucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHl9G/Twl+AAAAAAAAAAAAAQACAAAJIAAAAAAAAAAAAAAAAAAAAAZwYXBlcnMAEAAIAADCkbtiAAAAEQAIAAC/Tu1eAAAAAQAQAAeU1gAHk9AAB5PDAABwhwACADZNYWNpbnRvc2ggSEQ6VXNlcnM6ZmFiaWVuOkRvY3VtZW50czpwYXBlcnM6TG9lckgwNS5wZGYADgAYAAsATABvAGUAcgBIADAANQAuAHAAZABmAA8AGgAMAE0AYQBjAGkAbgB0AG8AcwBoACAASABEABIAKVVzZXJzL2ZhYmllbi9Eb2N1bWVudHMvcGFwZXJzL0xvZXJIMDUucGRmAAATAAEvAAAVAAIADf//AACABtIfICEiWCRjbGFzc2VzWiRjbGFzc25hbWWjIiMkXU5TTXV0YWJsZURhdGFWTlNEYXRhWE5TT2JqZWN00h8gJieiJyRcTlNEaWN0aW9uYXJ5AAgAEQAbACQAKQAyAEQASQBMAFEAUwBcAGIAaQB0AHwAgwCGAIgAigCNAI8AkQCTAKAAqgDCAMcAzwJRAlMCWAJhAmwCcAJ+AoUCjgKTApYAAAAAAAACAQAAAAAAAAAoAAAAAAAAAAAAAAAAAAACow==}, Bdsk-Url-1 = {http://homepages.cs.ncl.ac.uk/michael.harrison/papers/LoerH05.pdf}}