Guide The Best of Phil Baker-2011: Personal Technology at Home, on the Road and on the Go

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Recent years have seen interest in device tracking and localization using acoustic signals. Further, tracking multiple concurrent acoustic transmissions from VR devices today requires sacrificing accuracy or frame rate. We present MilliSonic, a novel system that pushes the limits of acoustic based motion tracking.

Our core contribution is a novel localization algorithm that can provably achieve sub-millimeter 1D tracking accuracy in the presence of multipath, while using only a single beacon with a small 4-microphone array. Further, MilliSonic enables concurrent tracking of up to four smartphones without reducing frame rate or accuracy. Our evaluation shows that MilliSonic achieves 0. MilliSonic enables two previously infeasible interaction applications: a 3D tracking of VR headsets using the smartphone as a beacon and b fine-grained 3D tracking for the Google Cardboard VR system using a small microphone array.

Microtasks enable people with limited time and context to contribute to a larger task. In this paper we explore casual microtasking, where microtasks are embedded into other primary activities so that they are available to be completed when convenient. Participants were most likely to complete the writing microtasks during periods of the day associated with low focus, and would occasionally use them as a springboard to open the original document in Word. These findings suggest casual microtasking can help people leverage spare micromoments to achieve meaningful micro-goals, and even encourage them to return to work.

While there is widespread recognition of the need to provide people with vision impairments PVI equitable access to cultural institutions such as art galleries, this is not easy.

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We present the results of a collaboration with a regional art gallery who wished to open their collection to PVIs in the local community. We describe a novel model that provides three different ways of accessing the gallery, depending upon visual acuity and mobility: virtual tours, self-guided tours and guided tours. As far as possible the model supports autonomous exploration by PVIs.

It was informed by a value sensitive design exploration of the values and value conflicts of the primary stakeholders. Existing co-design methods support verbal children on the autism spectrum in the design process, while their minimally-verbal peers are overlooked. These emphasise the rich detail that can be conveyed in the moment, through recognising occurrences of, for example, Joint Attention, Turn Taking and Imitation.

We worked in an autism-specific primary school over 20 weeks with ten children, aged 5 to 8. We co-designed a playful prototype, the TangiBall, using the three iterative phases of CDBW; the Foundation Phase preparation for interaction , the Interaction Phase designing-and-reflecting in the moment and the Reflection Phase reflection-on-action. We contribute a novel co-design approach and present moments of interaction, the micro instances in design in which minimally-verbal children on the spectrum can convey meaning beyond words, through their actions, interactions, and attentional foci.


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These moments of interaction provide design insight, shape design direction, and reveal unique strengths, interests, and abilities. Finally, the emotional utility of each encountered thread was rated while looking over a recording of the interaction. We report that Facebook browsing was, overall, an emotionally positive experience; that recall of threads exhibited classic primacy and recency serial order effects; that recalled threads were both more positive and more valenced less neutral on average, than forgotten threads; and that overall emotional valence judgments were predicted, statistically, by the peak and end thread judgments.

We find no evidence that local quit decisions were driven by the emotional utility of threads. In the light of these findings, we discuss the suggestion that emotional utility might partly explain the attractiveness of reading the news feed, and that an emotional memory bias might further increase the attractiveness of the newsfeed in prospect. While repair work has recently been getting increasing attention in HCI, recycling practices have still remained relatively understudied, especially in the context of the Global South.

In doing so, this paper offers the work of the bhangaris through an articulation of their hands and their uses. Drawing from a rich body of scholarly work on social science, we define and contextualize three characteristics of the hand of a bhangari: knowledge, care, and skills and collaboration. Our study also highlights the pains and sufferings involved in this profession. Interacting with a smartphone using touch input and speech output is challenging for visually impaired people in mobile and public scenarios, where only one hand may be available for input e.

To address these issues, we propose EarTouch, a one-handed interaction technique that allows the users to interact with a smartphone using the ear to perform gestures on the touchscreen. Users hold the phone to their ears and listen to speech output from the ear speaker privately. We report how the technique was designed, implemented, and evaluated through a series of studies. Results show that EarTouch is easy, efficient, fun and socially acceptable to use.

In countries where languages with non-Latin characters are prevalent, people use a keyboard with two language modes namely, the native language and English, and often experience mode errors. In the studies considering Korean-English dual input, Auto-switch was ineffective. On the contrary, Preview significantly reduced the mode errors from Public sharing is integral to online platforms. This includes the popular multimedia messaging application Snapchat, on which public sharing is relatively new and unexplored in prior research.

In mobile-first applications, sharing contexts are dynamic. As platforms increasingly rely on user-generated content, it is important to also broadly understand user motivations and considerations in public sharing. We explored these aspects of content sharing through a survey of 1, Snapchat users. Our results indicate that users primarily have intrinsic motivations for publicly sharing Snaps, such as to share an experience with the world, but also have considerations related to audience and sensitivity of content. Additionally, we found that Snaps shared publicly were contextually different from those privately shared.

Our findings suggest that content sharing systems can be designed to support sharing motivations, yet also be sensitive to private contexts. We present Cluster Touch, a combined user-independent and user-specific touch offset model that improves the accuracy of touch input on smartphones for people with motor impairments, and for people experiencing situational impairments while walking. Cluster Touch combines touch examples from multiple users to create a shared user-independent touch model, which is then updated with touch examples provided by an individual user to make it user-specific.

Owing to this combination, Cluster Touch allows people to quickly improve the accuracy of their smartphones by providing only 20 touch examples.

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In a user study with 12 people with motor impairments and 12 people without motor impairments, but who were walking, Cluster Touch improved touch accuracy by Furthermore, in an offline analysis of existing mobile interfaces, Cluster Touch improved touch accuracy by 8. While prior research has revealed the promising impact of concept mapping on learning, few have comprehensively modeled different cognitive behaviors during concept mapping.

In addition, existing concept mapping tools lack effective feedback to support better learning behaviors. This work presents MindDot, a concept map-based learning environment that facilitates the cognitive process of comparing and integrating related concepts via two forms of support.

A hyperlink support and an expert template. Study results suggested that both types of support had positive impact on the development of comparative strategies and that hyperlink support enhanced learning. We further evaluated the cognitive learning progress at a fine-grained level with two forms of visualizations. We then extracted several behavioral patterns that provided insights about the cognitive progress in learning.

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Conventional hearing aids frame hearing impairment almost exclusively as a problem. To this end, we developed a method to speculate simultaneously about not-yet-experienced positive meanings and not-yet-existing technology. First, we gathered already existing activities in which divergent hearing was experienced as an advantage rather than as a burden. The paper provides valuable insights into the interests and expectations of people with divergent hearing as well as a methodological contribution to a possibility-driven design.

Failure is a common artefact of challenging experiences, a fact of life for interactive systems but also a resource for aesthetic and improvisational performance.

We present a study of how three professional pianists performed an interactive piano composition that included playing hidden codes within the music so as to control their path through the piece and trigger system actions. We reveal how apparent failures to play the codes occurred for diverse reasons including mistakes in their playing, limitations of the system, but also deliberate failures as a way of controlling the system, and how these failures provoked aesthetic and improvised responses from the performers.

We propose that creative and performative interfaces should be designed to enable aesthetic failures and introduce a taxonomy that compares human approaches to failure with approaches to capable systems, revealing new creative design strategies of gaming, taming, riding and serving the system. People with health concerns go to online health support groups to obtain help and advice.

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To do so, they frequently disclose personal details, many times in public. Although research in non-health settings suggests that people self-disclose less in public than in private, this pattern may not apply to health support groups where people want to get relevant help. These channel effects probably occur because the public channels are the primary venue for support exchange, while the private channels are mainly used for follow-up conversations. We discuss theoretical and practical implications of our work. Playful technology has the potential to support physical activity PA among wheelchair users, but little is known about design considerations for this audience, who experience significant access barriers.

First, we present findings from an interview study with eight physically active wheelchair users. Second, we build on the interviews in a survey that received 44 responses from a broader group of wheelchair users.

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Results show that the anticipation of positive experiences was the strongest predictor of engagement with PA, and that accessibility concerns act as barriers both in terms of PA participation and technology use. We present four design goals — emphasizing enjoyment,involving others, building knowledge and enabling flexibility — to make our findings actionable for researchers and designers wishing to create accessible playful technology to support PA. Vulnerability is a common experience in everyday life and is frequently perceived as a flaw to be excised in technology design.

Yet, research indicates it is an essential aspect of wholehearted living among others. We describe the Research-through-Design process that helped us to discover and articulate the possibility space of vulnerability in the design of social wearables, as support for producing a sense of social empowerment and connection among wearers within the LARP. We describe the design and deployment of Olly, a domestic music player that enables people to re-experience digital music they listened to in the past.

FM listening history metadata archive to occasionally select a song from their past, but offers no user control over what is selected or when.

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We deployed Olly in 3 homes for 15 months to explore how its slow pace might support experiences of reflection and reminiscence. Findings revealed that Olly became highly integrated in participants lives with sustained engagement over time. They drew on Olly to reflect on past life experiences and reactions indicated an increase in perceived value of their Last. FM archive. Olly also provoked reflections on the temporalities of personal data and technology.

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Findings are interpreted to present opportunities for future HCI research and practice. Notions of what counts as a contribution to HCI continue to be contested as our field expands to accommodate perspectives from the arts and humanities. We designed a mobile neurofeedback app, called Mind-Full, based on existing design guidelines. Our goal was for young children in lower socio-economic status schools to improve their ability to self-regulate anxiety by using Mind-Full. In this paper we report on quantitative outcomes from a sixteen-week field evaluation with 20 young children aged 5 to 8.

Our methodological contribution includes using a control group, validated measures of anxiety and stress, and assessing transfer and maintenance. Thermoplastic and Fused Deposition Modeling FDM based 4D printing are rapidly expanding to allow for space- and material-saving 2D printed sheets morphing into 3D shapes when heated.