SEACHI 2016: Smart Cities for Better Living with HCI and UX
Workshop Summaries
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Sari, Eunice
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Tedjasaputra, Adi
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Ghazali, Masitah
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Do, Ellen Yi-Luen
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Duh, Henry
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Lugmayr, Artur
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Hanson, Erica
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3395-3399
© Copyright 2016 ACM
Summary: Smart Cities are proliferating around the world, including in the Southeast
Asia region. While many developed countries have started defining their Smart
Cities, most Southeast Asian countries are still exploring their own ideal
Smart Cities. Consisting of mostly developing countries, the Southeast Asian
countries have a need to learn from their own cultural heritage, history,
political, economic, social and technological contexts to discover Smart City
models that work best for better living of their residents. In this context,
Human Computer Interaction (HCI) and User Experience (UX) approaches may offer
a number of value propositions for the learning, reusing, adapting, designing,
developing, inventing, innovating, and sustaining Smart Cities and their
inhabitants in Southeast Asia. Thus, this full day symposium aims to explore
the relationship between HCI, UX and the development of Smart Cities for better
living in Southeast Asian countries in comparison to the Smart Cities around
the world.
Influence of Organizational Culture and Communication on the Successful
Implementation of Information Technology in Hospitals
Culture, Health and Quality of Life
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Xie, Shuyan
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Helfert, Markus
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Lugmayr, Artur
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Heimgärtner, Rüdiger
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Holzinger, Andreas
CCD 2013: 5th International Conference on Cross-Cultural Design, Part II:
Cultural Differences in Everyday Life
2013-07-21
v.2
p.165-174
Keywords: Communication; Empathy; Hospital Culture; Information Technology; Model
© Copyright 2013 Springer-Verlag
Summary: In this paper, we report on a case study examining types of organizational
culture influencing communication as an important factor in the study of
successful IT adoption and implementation in health care. We observed a
hospital organization and focused on technological innovations and the
accompanying communication factors in the successful implementation of IT. The
results demonstrate the importance of the organizational culture as an
important factor in establishing well-balanced communication as a primary
influence factor in the implementation of new technologies. Based on
theoretical and empirical insights, we propose a model describing the
relationship of organizational culture, communication, and the level of success
in the implementation and adaptation of new IT systems in hospitals.
Aesthetic Intelligence: The Role of Design in Ambient Intelligence
Workshops
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Röcker, Carsten
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Kasugai, Kai
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Plewe, Daniela Alina
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Kiriyama, Takashi
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Lugmayr, Artur
Proceedings of the 2012 International Joint Conference on Ambient
Intelligence
2012-11-13
p.445-446
Keywords: Ambient Intelligence; Ubiquitous Computing; Smart Spaces; Aesthetics;
Design; Architecture; Urban Informatics
© Copyright 2012 Springer-Verlag
Summary: This paper illustrates the rationale behind the second international
workshop on Aesthetic Intelligence. The workshop addresses the multiple facets
of aesthetics in the design process of Ambient Intelligence technologies,
especially in the fields of architecture, industrial and interface design as
well as human-computer interaction.
3rd Workshop on Semantic Ambient Media Experience (SAME) -- In Conjunction
with AmI-2010
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Lugmayr, Artur
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Stockleben, Björn
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Kaario, Juha
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Pogorelc, Bogdan
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Risse, Thomas
Proceedings of the 2010 International Joint Conference on Ambient
Intelligence
2010-11-10
p.342-345
Keywords: ambient intelligence; ubiquitous computation; pervasive computation;
pervasive e-commerce; media studies; ambient health
© Copyright 2010 Springer-Verlag
Summary: The SAME workshop takes place for the 3rd time in 2010, and it's theme in
this year was creating the business value-creation, vision, media theories and
technology for ambient media. SAME differs from other workshops due to its
interactive and creative touch and going beyond simple powerpoint
presentations. Several results will be published by AMEA -- the AMbient Media
Association (www.AmbientMediaAssociation.org).
HCI in the Era of Ambient Media -- And beyond 2009 INTERACT Tutorial
Tutorials
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Lugmayr, Artur
Proceedings of IFIP INTERACT'09: Human-Computer Interaction
2009-08-24
v.2
p.938-939
Keywords: ubiquitous computation; ambient media; pervasive computation
© Copyright 2009 IFIP
Summary: According to McLuhan, "the medium is the message" -- but what means
interaction and what is the medium in the age of ubiquitous and pervasive
computation -- when the medium is 'in' daily objects? Ambient media are media
that are embedded throughout our natural environment -- location based
services, context awareness, emotional responsive interfaces, touch and gesture
based interfaces, haptics and biometrics, sensor perception, mobile devices,
and smart data mining are the technological enabler for smart media
environments. The latest trends from emotional computation, affective
computation, and tangible media lay the foundations for this new and exciting
form of media existing far beyond screen concepts and mouse based interaction
metaphors. The tutorial trains participants in the basic technologies as tools
for the design of new interactive 'ambient' environments. It presents case
studies and latest research results in the field of ambient media, ranging from
ambient assisting living, user experience design, user contributed content, and
mobile services. After the tutorial the participants should understand the
principles of ambient media with its underlying concepts and methods,
especially emphasizing human-computer-interaction. As roundup, the tutorial
presents a more visionary viewpoint to the future of media technology: the use
of biological metaphors for interactive environments (biomedia).
Distributed profiling in a partitioned ambient network
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Bruns, Volker
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Reymann, Simon
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Lugmayr, Artur
Proceedings of the 2007 International Conference on Mobile and Ubiquitous
Multimedia
2007-12-12
p.34-41
© Copyright 2007 ACM
Summary: We elaborate a model for distributed profiling and profile sharing in a
decentralized network. The proposed solution achieves the goal of supplying
devices from the user's environment with personal content, enabling them to
offer personalized services. Special emphasis is put on the synchronization of
multi-sourced profiles and a detailed procedure that follows the optimistic
replication paradigm is presented. The model was verified in a prototype
software implementation, called Portable Personality, which is briefly
described and an exemplary scenario was realized.
Immaterial display for interactive advertisements
Games in new environments part 1
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Rakkolainen, Ismo K.
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Lugmayr, Artur K.
Proceedings of the 2007 International Conference on Advances in Computer
Entertainment Technology
2007-06-13
p.95-98
© Copyright 2007 ACM
Summary: We present some of our experiments with the "immaterial" walk-through
FogScreen for advertising. We use interactivity for creating visually
compelling advertisements with the immaterial screens in mid-air.
An immaterial projection screen has many advantages for advertisements and
other applications. It is visually intriguing and can also be made two-sided so
that the opposing viewers on each side see both their side of the screen and
each other through it, and can even walk through it. The screen is unbreakable
and stays always clean.
Our results show that the audience stayed with the walk-through
advertisement over extended periods of time and the overall comments were
positive. It was generally assessed to be very captivating and inspiring.
However, the whole concept of immaterial, interactive mid-air display is so new
that viewers would have needed more instructions for using it, like for example
a text in mid-air saying "touch me" or such. This underlines the importance of
well-designed content with any media platform.