DOI	YEAR	TITLE	AUTHOR_KEYWORDS	ABSTRACT	KEYWORDS
dx.doi.org%2F10.1007%2F11428572_1.html	2005	Audio Location Accurate Low Cost Location Sensing	 	Audio location is a technique for performing accurate 3D location sensing using off the shelf audio hardware The use of off the shelf hardware allows audio location deployment to be low cost and simple for users as compared to other currently available centimetre scale location sensing systems which have significant custom hardware and installation labour requirements Another advantage of audio location is the ability to locate users who are not carrying any special location enabling tag by using sounds that the user themselves can make such as finger clicking Described herein are the various design parameters for audio location systems the applicability of audio location for novel 3D user interfaces based on human sounds and a quantitative evaluation of a working prototype	audio locationbased sensing hardware design application evaluation
dx.doi.org%2F10.1007%2F11428572_10.html	2005	A Formal Model of Obfuscation and Negotiation for Location Privacy	 	Obfuscation concerns the practice of deliberately degrading the quality of information in some way so as to protect the privacy of the individual to whom that information refers In this paper we argue that obfuscation is an important technique for protecting an individual s location privacy within a pervasive computing environment The paper sets out a formal framework within which obfuscated location based services are defined This framework provides a computationally efficient mechanism for balancing an individual s need for high quality information services against that individual s need for location privacy Negotiation is used to ensure that a location based service provider receives only the information it needs to know in order to provide a service of satisfactory quality The results of this work have implications for numerous applications of mobile and location aware systems as they provide a new theoretical foundation for addressing the privacy concerns that are acknowledged to be retarding the widespread acceptance and use of location based services	privacy locationbased ubiquitouscomputing framework systems application mobiledevice
dx.doi.org%2F10.1007%2F11428572_11.html	2005	A Conceptual Framework for Camera Phone Based Interaction Techniques	 	This paper proposes and evaluates interaction techniques for camera equipped mobile phones The proposed techniques are based on a visual code system that provides a number of orientation parameters such as target pointing rotation tilting distance and relative movement Our conceptual framework defines a set of fundamental physical gestures that form a basic vocabulary for describing interaction when using mobile phones capable of reading visual codes These interaction primitives can be combined to create more complex and expressive interactions A stateless interaction model allows for specifying interaction sequences which guide the user with iconic and auditory cues In using the parameters of the visual code system as a means of input our framework enhances the currently limited input capabilities of mobile phones Moreover it enables users to interact with real world objects in their current environment We present an XML based specification language for this model a corresponding authoring tool and a generic interpreter application for Symbian phones	evaluation interactiontechnique video mobiledevice framework gestureinteraction audio application
dx.doi.org%2F10.1007%2F11428572_12.html	2005	u Photo Interacting with Pervasive Services Using Digital Still Images	 	This paper presents u Photo which is an interactive digital still image including information of pervasive services associated with networked appliances and sensors in pervasive computing environment U Photo Tools can generate a u Photo and provide methods for discovering contextual information about these pervasive services Users can easily find out this information through the metaphor of taking a photograph the users use u Photo by clicking on a physical entity in a digital still image In addition u Photo makes managing information more efficient because the still image has embedded visual information Using u Photo and u Photo Tools we conducted various demonstrations and performed usability tests The results of these tests show that u Photo Tools are easy to learn We also present that the time that expert u Photo users take to find the object in piles of u Photos is shorter than the time it take to find the object in piles of text based descriptions	photograph systems sensing ubiquitouscomputing contextawareness video usability
dx.doi.org%2F10.1007%2F11428572_13.html	2005	Towards Massively Multi user Augmented Reality on Handheld Devices	 	Augmented Reality AR can naturally complement mobile computing on wearable devices by providing an intuitive interface to a three dimensional information space embedded within physical reality Unfortunately current wearable AR systems are relatively complex expensive fragile and heavy rendering them unfit for large scale deployment involving untrained users outside constrained laboratory environments Consequently the scale of collaborative multi user experiments have not yet exceeded a handful of participants In this paper we present a system architecture for interactive infrastructure independent multi user AR applications running on off the shelf handheld devices We implemented a four user interactive game installation as an evaluation setup to encourage playful engagement of participants in a cooperative task Over the course of five weeks more than five thousand visitors from a wide range of professional and socio demographic backgrounds interacted with our system at four different locations	augmentedreality mobiledevice wearablecomputing application game evaluation task locationbased
dx.doi.org%2F10.1007%2F11428572_14.html	2005	Design Methodology for Context Aware Wearable Sensor Systems	 	Many research projects dealing with context aware wearable systems encounter similar issues where to put the sensors which features to use and how to organize the system These issues constitute a multi objective optimization problem largely determined by recognition accuracy user comfort and power consumption To date this optimization problem is mostly addressed in an ad hoc manner based on experience as well as trial and error approaches In this paper we seek to formalize this optimization problem and pave the way towards an automated system design process We first present a formal description of the optimization criteria and system requirements We then outline a methodology for the automatic derivation of Pareto optimal systems from such a description As initial verification we apply our methodology to a simple standard recognition task using a set of hardware components body locations and features typically used in wearable systems We show that our methodology produces good results and that a simple example can provide information that an experienced system designer would have problems extracting by other means	contextawareness wearablecomputing sensing dataanalysis energy task hardware locationbased
dx.doi.org%2F10.1007%2F11428572_15.html	2005	Collaborative Sensing in a Retail Store Using Synchronous Distributed Jam Signalling	 	The retail store environment is a challenging application area for Pervasive Computing technologies It has demanding base conditions due to the number and complexity of the interdependent processes involved We present first results of an ongoing study with dm drogerie markt a large chemist s retailer that indicate that supporting product monitoring tasks with novel pervasive technology is useful but still needs technical advances Based on this study we uncover problems that occur when using identification technology such as RFID for product monitoring The individual identification struggles with data overload and inefficient channel access due to the high number of tags involved We address these problems with the concept of Radio Channel Computing combining approaches from information theory such as the method of types and multiple access adder channels We realise data pre processing on the physical layer and significantly improve response time and scalability With mathematical formulation simulations and a real world implementation we evaluate and prove the usefulness of the proposed system	ubiquitouscomputing task rfid network scalability mathematical simulation evaluation
dx.doi.org%2F10.1007%2F11428572_16.html	2005	Parasitic Mobility for Pervasive Sensor Networks	 	Distributed sensor networks offer many new capabilities for contextually monitoring environments By making such systems mobile we increase the application space for the distributed network mainly by providing dynamic context dependent deployment continual relocatability automatic node recovery and a larger area of coverage In existing models the addition of actuation to the nodes has exacerbated three of the main problems with distributed systems power usage node size and node complexity In this paper we propose a solution to these problems in the form of parasitically actuated nodes that harvest their mobility and local navigational intelligence by selectively engaging and disengaging from mobile hosts in their environment We analyze the performance of parasitically mobile distributed networks through software simulations and design implement and demonstrate hardware prototypes	sensing mobiledevice application energy navigationsystem software simulation hardware
dx.doi.org%2F10.1007%2F11428572_17.html	2005	Decision Theoretic Planning Meets User Requirements Enhancements and Studies of an Intelligent Shopping Guide	 Mobile commerce navigation support decision theoretic planning user studies recommender systems explanation 	This paper reports on extensions to a decision theoretic location aware shopping guide and on the results of user studies that have accompanied its development On the basis of the results of an earlier user study in a mock up of a shopping mall we implemented an improved version of the shopping guide A new user study with the improved system in a real shopping mall confirms in a much more realistic setting the generally positive user attitudes found in the earlier study The new study also sheds further light on the usability issues raised by the system some of which can also arise with other mobile guides and recommenders One such issue concerns desire of users to be able to understand and second guess the system s recommendations This requirement led to the development of an explanation component for the decision theoretic guide which was evaluated in a smaller follow up study in the shopping mall	locationbased usability mobiledevice recommend evaluation
dx.doi.org%2F10.1007%2F11428572_18.html	2005	Integrating Intra and Extra Gestures into a Mobile and Multimodal Shopping Assistant	 	Accompanying the rise of mobile and pervasive computing applications now need to adapt to their surrounding environments and provide users with information in the environment in an easy and natural manner In this paper we describe a user interface that integrates multimodal input on a handheld device with external gestures performed with real world artifacts The described approach extends reference resolution based on speech handwriting and gesture to that of real world objects that users may hold in their hands We discuss the varied interaction channels available to users that arise from mixing and matching input modalities on the mobile device with actions performed in the environment We also discuss the underlying components required in handling these extended multimodal interactions and present an implementation of our ideas in a demonstrator called the Mobile ShopAssist This demonstrator is then used as the basis for a recent usability study that we describe on user interaction within mobile contexts	mobiledevice ubiquitouscomputing application gestureinteraction speech usability
dx.doi.org%2F10.1007%2F11428572_19.html	2005	AwareMirror A Personalized Display Using a Mirror	 	In this paper we propose a personalized display AwareMirror an augmented mirror AwareMirror presents information relevant to a person in front of it by super imposing his her image A toothbrush has been chosen as an identification tool while proximity sensors have been utilized to detect a person s position in front of the mirror Also three types of information that can affect a user s decision have been selected The mirror has been constructed using an acrylic magic mirror board and ordinal computer monitor The acrylic board has been attached in front of the monitor and only bright color from the display can penetrate the board As a result of preliminary evaluation we found that the mirror is useful to offer information in an unobtrusive manner while preserving its metaphor	sensing evaluation
dx.doi.org%2F10.1007%2F11428572_2.html	2005	Using Sound Source Localization in a Home Environment	 	In this paper we examine the feasibility of sound source localization SSL in a home environment and explore its potential to support inference of communication activity between people Motivated by recent research in pervasive computing that uses a variety of sensor modes to infer high level activity we are interested in exploring how the relatively simple information of SSL might contribute Our SSL system covers a significant portion of the public space in a realistic home setting by adapting traditional SSL algorithms developed for more highly controlled lab environments We describe engineering tradeoffs that result in a localization system with a fairly good 3D resolution To help make design decisions for deploying a SSL system in a domestic environment we provide a quantitative assessment of the accuracy and precision of our system We also demonstrate how such a sensor system can provide a visualization to help humans infer activity in that space Finally we show preliminary results for automatic detection of face to face conversations	homesetting ubiquitouscomputing sensing urban systems design dataanalysis video
dx.doi.org%2F10.1007%2F11428572_20.html	2005	Embedded Assessment Overcoming Barriers to Early Detection with Pervasive Computing	 	Embedded assessment leverages the capabilities of pervasive computing to advance early detection of health conditions In this approach technologies embedded in the home setting are used to establish personalized baselines against which later indices of health status can be compared Our ethnographic and concept feedback studies suggest that adoption of such health technologies among end users will be increased if monitoring is woven into preventive and compensatory health applications such that the integrated system provides value beyond assessment We review health technology advances in the three areas of monitoring compensation and prevention We then define embedded assessment in terms of these three components The validation of pervasive computing systems for early detection involves unique challenges due to conflicts between the exploratory nature of these systems and the validation criteria of medical research audiences We discuss an approach for demonstrating value that incorporates ethnographic observation and new ubiquitous computing tools for behavioral observation in naturalistic settings such as the home	ubiquitouscomputing health homesetting qualitativemethods feedback application
dx.doi.org%2F10.1007%2F11428572_3.html	2005	Tracking Locations of Moving Hand Held Displays Using Projected Light	 	Lee et al have recently demonstrated display positioning using optical sensors in conjunction with temporally coded patterns of projected light This paper extends that concept in two important directions First we enable such sensors to determine their own location without using radio synchronization signals???? allowing cheaper sensors and protecting location privacy Second we track the optical sensors over time using adaptive patterns minimizing the extent of distracting temporal codes to small regions thus enabling the remainder of the illuminated region to serve as a useful display while tracking Our algorithms have been integrated into a prototype system that projects content onto a small moving surface to create an inexpensive hand held display for pervasive computing applications	sensing locationbased network privacy systems ubiquitouscomputing application
dx.doi.org%2F10.1007%2F11428572_4.html	2005	Bathroom Activity Monitoring Based on Sound	 	In this paper an automated bathroom activity monitoring system based on acoustics is described The system is designed to recognize and classify major activities occurring within a bathroom based on sound Carefully designed HMM parameters using MFCC features are used for accurate and robust bathroom sound event classification Experiments to validate the utility of the system were performed firstly in a constrained setting as a proof of concept and later in an actual trial involving real people using their bathroom in the normal course of their daily lives Preliminary results are encouraging with the accuracy rate for most sound categories being above 84 We sincerely believe that the system contributes towards increased understanding of personal hygiene behavioral problems that significantly affect both informal care giving and clinical care of dementia patients	sensing design dataanalysis
dx.doi.org%2F10.1007%2F11428572_5.html	2005	Simultaneous Tracking and Activity Recognition STAR Using Many Anonymous Binary Sensors	 	In this paper we introduce the simultaneous tracking and activity recognition STAR problem which exploits the synergy between location and activity to provide the information necessary for automatic health monitoring Automatic health monitoring can potentially help the elderly population live safely and independently in their own homes by providing key information to caregivers Our goal is to perform accurate tracking and activity recognition for multiple people in a home environment We use a bottom up approach that primarily uses information gathered by many minimally invasive sensors commonly found in home security systems We describe a Rao Blackwellised particle filter for room level tracking rudimentary activity recognition i e whether or not an occupant is moving and data association We evaluate our approach with experiments in a simulated environment and in a real instrumented home	activityrecognition locationbased health homesetting sensing security mathematical evaluation simulation
dx.doi.org%2F10.1007%2F11428572_6.html	2005	Enhancing Semantic Spaces with Event Driven Context Interpretation	 	One important functionality provided by a context aware infrastructure is to derive high level contexts on behalf of context aware applications High level contexts are summary descriptions about users states and surroundings which are generally inferred from low level explicit contexts directly provided by hardware sensors and software programs In Semantic Space an ontology based context aware infrastructure high level contexts are derived using context reasoning In this paper we present another approach to deriving high level contexts in Semantic Space event driven context interpretation We show how event driven context interpretation can leverage on the context model and dynamic context acquisition representation in Semantic Space as well as easily integrate into Semantic Space Differing from the context reasoning approach our proposed event driven context interpreter offers better performance in terms of flexibility scalability and processing time We also present a prototype of the event driven context interpreter we are building within Semantic Space to validate the feasibility of the new approach	contextawareness hardware sensing software scalability
dx.doi.org%2F10.1007%2F11428572_7.html	2005	The Java Context Awareness Framework JCAF A Service Infrastructure and Programming Framework for Context Aware Applications	 	Context awareness is a key concept in ubiquitous computing But to avoid developing dedicated context awareness sub systems for specific application areas there is a need for more generic programming frameworks Such frameworks can help the programmer develop and deploy context aware applications faster This paper describes the Java Context Awareness Framework JCAF which is a Java based context awareness infrastructure and programming API for creating context aware computer applications The paper presents the design goals of JCAF its runtime architecture and its programming model The paper presents some applications of using JCAF in three different applications and discusses lessons learned from using JCAF	contextawareness ubiquitouscomputing framework application
dx.doi.org%2F10.1007%2F11428572_8.html	2005	Place Lab Device Positioning Using Radio Beacons in the Wild	 	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	locationbased mobiledevice network sensing dataanalysis
dx.doi.org%2F10.1007%2F11428572_9.html	2005	Social Disclosure of Place From Location Technology to Communication Practices	 	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	locationbased systems design mobiledevice usability socialnetwork
dx.doi.org%2F10.1007%2F11551201_1.html	2005	CarpetLAN A Novel Indoor Wireless like Networking and Positioning System	 	CarpetLAN is a novel indoor wireless like broad band networking and positioning system It uses the floor surface and the human body as an Ethernet cable and weak electric fields as the transmission media Portable and wearable devices can connect to the network while the user stands or walks on the floor connection speed is 10Mbps Home and office appliances can also access the network if they are just put on the floor CarpetLAN also provides an indoor positioning function which is urgently needed for realizing ubiquitous communication This electric field based transmission system yields ultra micro communication cells so the positions of humans and appliances can be detected with about 1 meter accuracy	locationbased network wearablecomputing walk homesetting dataanalysis
dx.doi.org%2F10.1007%2F11551201_10.html	2005	Learning and Recognizing the Places We Go	 	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 BeaconPrint 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	locationbased mobiledevice application sensing homesetting systems network task qualitativemethods dataanalysis
dx.doi.org%2F10.1007%2F11551201_11.html	2005	Visually Interactive Location Aware Computing	 	The physical disappearance of the computer associated with Ubicomp has led to a number of interaction challenges Due to the lack of an interface users are losing control over applications running in Ubicomp environments Furthermore the limited ability for these applications to provide feedback makes it difficult for users to understand their workings and dependencies We investigate whether an interaction paradigm based on the visualising location aware applications on a head mounted display is feasible and whether it has the potential to improve the user experience in the same way graphical user interfaces did for the desktop We show the feasibility of the idea by building an Augmented Reality interface to a location aware environment Initial user trials indicate that the user experience can be improved through in situ visualisation	application feedback locationbased augmentedreality
dx.doi.org%2F10.1007%2F11551201_12.html	2005	DigiDress A Field Trial of an Expressive Social Proximity Application	 	In May 2005 Nokia Sensor application www nokia com sensor was launched allowing mobile phone users to create digital identity expressions seen by other users within Bluetooth range This paper describes the design and mass scale longitudinal field trial of a precursor prototype called DigiDress 618 participants voluntarily used the application for an average of 25 days The identity expressions created were both serious and playful revealing and non revealing Factors influencing the identity expression included strategies for personal impression management privacy concerns and social feedback The application was used with both acquainted and unacquainted people and viewing the identity expression of people nearby was one major motivation for continued use Direct communication features such as Bluetooth messages were not commonly adopted DigiDress acted as a facilitator for real social interaction between previously unacquainted users Privacy concerns and their alleviations as well as use barriers were identified	sensing application mobiledevice network design fieldstudy privacy feedback socialinteraction
dx.doi.org%2F10.1007%2F11551201_13.html	2005	Control Deception and Communication Evaluating the Deployment of a Location Enhanced Messaging Service	 	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	mobiledevice locationbased systems application design evaluation
dx.doi.org%2F10.1007%2F11551201_14.html	2005	Place Its A Study of Location Based Reminders on Mobile Phones	 	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 de sign 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	contextawareness application evaluation mobiledevice systems locationbased design
dx.doi.org%2F10.1007%2F11551201_15.html	2005	Time Ownership and Awareness The Value of Contextual Locations in the Home	 	Our goal in this paper is to clearly delineate how households currently manage communication and coordination information this will provide practitioners and designers with a more complete view of information in the home and how technology embedded within the home can augment communication and coordination of home inhabitants Through contextual interviews we identify five types of communicative information reminders and alerts awareness and scheduling notices visual displays and resource coordination These information types are created and understood by home inhabitants as a function of contextual locations within the home The choice of location is important to the functioning of the home and is highly nuanced Location helps home inhabitants understand time when others need to interact with that information as well as ownership who this information belongs to and who should receive it It also provides them with awareness of the actions and locations of others These findings resonate and further elaborate on work by other researchers	homesetting design qualitativemethods video locationbased
dx.doi.org%2F10.1007%2F11551201_16.html	2005	Living for the Global City Mobile Kits Urban Interfaces and Ubicomp	 	Using ethnographic methods 28 young professionals across the global cities of London Los Angeles and Tokyo were studied to understand in some detail what items they carried with them their mobile kits and how they used these items to access people places and services through various urban interfaces The findings are analyzed in terms of these cities as existing sites of ubiquitous information and communication technology ICT use More specifically findings are considered with respect to the prospects in these cities for ubicomp as a paradigm of trusted environmentally embedded computing as opposed to a wearable computing paradigm of individual self sufficiency Overall at least for the young professional class studied practices of urban interfacing were remarkably similar across all three cities studied suggesting that ubicomp systems might be developed to address the range of urban concerns and to unburden and empower urbanites	qualitativemethods mobiledevice systems urban wearablecomputing ubiquitouscomputing
dx.doi.org%2F10.1007%2F11551201_17.html	2005	From Interaction to Participation Configuring Space Through Embodied Interaction	 	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	audio design
dx.doi.org%2F10.1007%2F11551201_18.html	2005	Scanning Objects in the Wild Assessing an Object Triggered Information System	 	We describe the results of a field deployment of the AURA system which links online content to physical objects through machine readable tags AURA runs on commercially available pocket computers using integrated bar code scanners wireless networks and web services We conducted a real world deployment with twenty participants over five weeks The results from our field study illustrate the importance of moving beyond demonstrations and testing system design assumptions in the real world as our field study highlighted several places that our seemingly reasonable design assumption did not match with real usage Our experience deploying AURA highlighted several key features for mobile object triggered information systems including handling groups of items and a robust offline experience	physicalcomputing network web systems fieldstudy design mobiledevice informationsystem
dx.doi.org%2F10.1007%2F11551201_19.html	2005	Abaris Evaluating Automated Capture Applied to Structured Autism Interventions	 	We present an example of an automated capture application which provides access to details of discrete trial training a highly structured intervention therapy often used with developmentally disabled children This domain presents an interesting case study for capture technology because of the well defined practices and the tradition of manual recording and review of materials There is a strong motivation for therapists to review the rich record of therapy sessions that is made possible by recorded video but acceptance hinges on minimal intrusion upon the human activities To achieve that we leverage several perception technologies that fit with the natural activities of the live experience and allow the creation of meaningful indices We also critically explore the contribution various perception technologies have on the overall utility of the capture system	application children video activityrecognition
dx.doi.org%2F10.1007%2F11551201_2.html	2005	u Texture Self Organizable Universal Panels for Creating Smart Surroundings	 	This paper introduces a novel way to allow non expert users to create smart surroundings Non smart everyday objects such as furniture and appliances found in homes and offices can be converted to smart ones by attaching computers sensors and devices In this way non smart components that form non smart objects are made smart in advance For our first prototype we have developed u Texture a self organizable universal panel that works as a building block The u Texture can change its own behavior autonomously through recognition of its location its inclination and surrounding environment by assembling these factors physically We have demonstrated several applications to confirm that u Textures can create smart surroundings easily without expert users	homesetting sensing mobiledevice physicalcomputing locationbased application
dx.doi.org%2F10.1007%2F11551201_20.html	2005	To Frame or Not to Frame The Role and Design of Frameless Displays in Ubiquitous Applications	 	A frameless display is a display with no perceptible boundaries it appears to be embodied in the physical world Frameless displays are created by projecting visual elements on a black background into a physical environment By considering visual arts and design theory together with our own experience building about a dozen applications we argue the importance of this technique in creating ubiquitous computer applications that are truly contextualized in the physical world Nine different examples using frameless displays are described providing the background for a systematization of frameless displays pros and cons together with a basic set of usage guidelines The paper also discusses the differences and constraints on user interaction with visual elements in a frameless display	video design application ubiquitouscomputing
dx.doi.org%2F10.1007%2F11551201_21.html	2005	Picking Pockets on the Lawn The Development of Tactics and Strategies in a Mobile Game	 	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	mobiledevice game network systems urban evaluation
dx.doi.org%2F10.1007%2F11551201_22.html	2005	ActiveTheatre A Collaborative Event Based Capture and Access System for the Operating Theatre	 	Building capture and access C amp A applications for use in the operation theatre differs greatly from C amp A applications built to support other settings e g meeting rooms or classrooms Based on field studies of surgical operations this paper explores how to design C amp A applications for the operation theatre Based on the findings from our field work we have built the ActiveTheatre a C amp A prototype ActiveTheatre is built to support collaboration in and around the operating theatre to capture events instead of automatically capturing everything and to be integrated with existing applications already present in the operation theatre The ActiveTheatre prototype has been developed in close co operation with surgeons and nurses at a local hospital The work on the prototype and our initial evaluations have provided an insight into how to design capture and access applications that are going to be used in other settings than the meeting room	application fieldstudy design evaluation
dx.doi.org%2F10.1007%2F11551201_3.html	2005	Fast and Robust Interface Generation for Ubiquitous Applications	 	We present Supple a novel toolkit which automatically generates interfaces for ubiquitous applications Designers need only specify declarative models of the interface and desired hardware device and Supple uses decision theoretic optimization to automatically generate a concrete rendering for that device This paper provides an overview of our system and describes key extensions that barred the previous version reported in???? 3 from practical application Specifically we describe a functional modeling language capable of representing complex applications We propose a new adaptation strategy split interfaces which speeds access to common interface features without disorienting the user We present a customization facility that allows designers and end users to override Supple s automatic rendering decisions We describe a distributed architecture which enables computationally impoverished devices to benefit from Supple interfaces Finally we present experiments and a preliminary user study that demonstrate the practicality of our approach	application design hardware mobiledevice
dx.doi.org%2F10.1007%2F11551201_4.html	2005	Analysis of Chewing Sounds for Dietary Monitoring	 	The paper reports the results of the first stage of our work on an automatic dietary monitoring system The work is part of a large European project on using ubiquitous systems to support healthy lifestyle and cardiovascular disease prevention We demonstrate that sound from the user s mouth can be used to detect that he she is eating The paper also shows how different kinds of food can be recognized by analyzing chewing sounds The sounds are acquired with a microphone located inside the ear canal This is an unobtrusive location widely accepted in other applications hearing aids headsets To validate our method we present experimental results containing 3500 seconds of chewing data from four subjects on four different food types typically found in a meal Up to 99 accuracy is achieved on eating recognition and between 80 to 100 on food type classification	sensing health food locationbased application dataanalysis
dx.doi.org%2F10.1007%2F11551201_5.html	2005	Preventing Camera Recording by Designing a Capture Resistant Environment	 	With the ubiquity of camera phones it is now possible to capture digital still and moving images anywhere raising a legitimate concern for many organizations and individuals Although legal and social boundaries can curb the capture of sensitive information it sometimes is neither practical nor desirable to follow the option of confiscating the capture device from an individual We present the design and proof of concept implementation of a capture resistant environment that prevents the recording of still and moving images without requiring any cooperation on the part of the capturing device or its operator Our solution involves a tracking system that uses computer vision for locating any number of retro reflective CCD or CMOS camera sensors in a protected area A pulsing light is then directed at the lens distorting any imagery the camera records Although the directed light interferes with the camera s operation it can be designed to minimally impact the sight of other humans in the environment	video mobiledevice locationbased computervision sensing design
dx.doi.org%2F10.1007%2F11551201_6.html	2005	Self Mapping in 802 11 Location Systems	 	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	locationbased network mobiledevice dataanalysis urban systems evaluation
dx.doi.org%2F10.1007%2F11551201_7.html	2005	A Study of Bluetooth Propagation Using Accurate Indoor Location Mapping	 	The ubiquitous computing community has widely researched the use of 802 11 for the purpose of location inference Meanwhile Bluetooth is increasingly widely deployed due to its low power consumption and cost This paper describes a study of Bluetooth radio propagation using an accurate indoor location system to conduct fine grained signal strength surveys We discuss practical problems and requirements encountered setting up the infrastructure using the ultrasonic Active Bat indoor location system and limitations of the commodity Bluetooth devices used We conclude that Bluetooth is poorly suited to the purpose of fine grained low latency location inference due to specification and hardware limitations and note that the movement speed of mobile devices is an important factor in calculating available bandwidth We publish our data sets of signal strength samples for the community to freely use in future research	ubiquitouscomputing socialnetwork network locationbased energy qualitativemethods mobiledevice hardware dataanalysis
dx.doi.org%2F10.1007%2F11551201_8.html	2005	A New Method for Auto calibrated Object Tracking	 	Ubiquitous computing technologies which are cheap and easy to use are more likely to be adopted by users beyond the ubiquitous computing community We present an ultrasonic only tracking system that is cheap to build self calibrating and self orientating and has a convenient form factor The system tracks low power tags in three dimensions The tags are smaller than AAA batteries and last up to several years on their power source The system can be configured to track either multiple near stationary objects or a single fast moving object Full test results are provided and use of the system within a home application is discussed	ubiquitouscomputing socialnetwork locationbased energy homesetting application
dx.doi.org%2F10.1007%2F11551201_9.html	2005	Accurate GSM Indoor Localization	 	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 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	locationbased ubiquitouscomputing socialnetwork network dataanalysis
dx.doi.org%2F10.1007%2F11748625_1.html	2006	A Practical Approach to Recognizing Physical Activities	 	We are developing a personal activity recognition system that is practical reliable and can be incorporated into a variety of health care related applications ranging from personal fitness to elder care To make our system appealing and useful we require it to have the following properties i data only from a single body location needed and it is not required to be from the same point for every user ii should work out of the box across individuals with personalization only enhancing its recognition abilities and iii should be effective even with a cost sensitive subset of the sensors and data features In this paper we present an approach to building a system that exhibits these properties and provide evidence based on data for 8 different activities collected from 12 different subjects Our results indicate that the system has an accuracy rate of approximately 90 while meeting our requirements We are now developing a fully embedded version of our system based on a cell phone platform augmented with a Bluetooth connected sensor board	activityrecognition health application locationbased sensing dataanalysis systems mobiledevice network
dx.doi.org%2F10.1007%2F11748625_10.html	2006	Domino Exploring Mobile Collaborative Software Adaptation	 	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	application software mobiledevice recommend game security privacy
dx.doi.org%2F10.1007%2F11748625_11.html	2006	Keep Your Eyes on the Road and Your Finger on the Trigger Designing for Mixed Focus of Attention in a Mobile Game for Brief Encounters	 	In this paper we present an initial user feedback study of the Road Rager prototype Road Rager is a mixed reality game designed to enable passengers in different cars to play against each other during an encounter in traffic We are concerned with how to design a game which balances the player s focus of attention between traffic and the computer interfaces to provide a game which is comprehensive interesting and challenging during a very limited lifetime The study shows that a tangible user interface enables the player to handle the interaction in the game while watching for cars in the vicinity Further the users found multiplayer gaming during brief encounters exciting However the study also showed that minimalism is critical to the design The gestures should preferably be indexical rather than symbolic and elaborate forms of identification as a condition for manipulative success should be avoided Finally tangible user interfaces also allow a type of gaming where players only focus on the computers interface which suppresses the experience of combining traffic interaction with computer interaction	feedback game design car gestureinteraction
dx.doi.org%2F10.1007%2F11748625_12.html	2006	Unobtrusive Multimodal Biometrics for Ensuring Privacy and Information Security with Personal Devices	 	The need for authenticating users of ubiquitous mobile devices is becoming ever more critical with the increasing value of information stored in the devices and of services accessed via them Passwords and conventional biometrics such as fingerprint recognition offer fairly reliable solutions to this problem but these methods require explicit user authentication and are used mainly when a mobile device is being switched on Furthermore conventional biometrics are sometimes perceived as privacy threats This paper presents an unobtrusive method of user authentication for mobile devices in the form of recognition of the walking style gait and voice of the user while carrying and using the device While speaker recognition in noisy conditions performs poorly combined speaker and accelerometer based gait recognition performs significantly better In tentative tests with 31 users the Equal Error Rate varied between 2 and 12 depending on noise conditions typically less than half of the Equal Error Rates of individual modalities	security mobiledevice systems privacy walk speech sensing
dx.doi.org%2F10.1007%2F11748625_13.html	2006	LoKey Leveraging the SMS Network in Decentralized End to End Trust Establishment	 	People increasingly depend on the digital world to communicate with one another but such communication is rarely secure Users typically have no common administrative control to provide mutual authentication and sales of certified public keys to individuals have made few inroads The only remaining mechanism is key exchange Because they are not authenticated users must verify the exchanged keys through some out of band mechanism Unfortunately users appear willing to accept any key at face value leaving communication vulnerable This paper describes LoKey a system that leverages the Short Message Service SMS to verify keys on users behalf SMS messages are small expensive and slow but they utilize a closed network between devices phones that are nearly ubiquitous and authenticate with the network operator Our evaluation shows LoKey can establish and verify a shared key in approximately 30 seconds provided only that one correspondent knows the other s phone number By verifying keys asynchronously two example applications an instant messaging client and a secure email service can provide assurances of message privacy integrity and source authentication while requiring only that users know the phone number of their correspondent	security systems mobiledevice evaluation application privacy
dx.doi.org%2F10.1007%2F11748625_14.html	2006	Scalability in a Secure Distributed Proof System	 	A logic based language is often adopted in systems for pervasive computing because it provides a convenient way to define rules that change the behavior of the systems dynamically Those systems might define rules that refer to the users context information to provide context aware services For example a smart home application could define rules referring to the location of a user to control the light of a house automatically In general the context information is maintained in different administrative domains and it is therefore desirable to construct a proof in a distributed way while preserving each domain s confidentiality policies In this paper we introduce such a system a secure distributed proof system for context sensitive authorization and show that our novel caching and revocation mechanism improves the performance of the system which depends on public key cryptographic operations to protect confidential information in rules and facts Our revocation mechanism maintains dependencies among facts and recursively revokes across multiple hosts all the cached facts that depend on a fact that has become invalid Our initial experimental results show that our caching mechanism which maintains both positive and negative facts significantly reduces the latency for handling a logical query	ubiquitouscomputing contextawareness systems homesetting application locationbased security
dx.doi.org%2F10.1007%2F11748625_15.html	2006	Secure Mobile Computing Via Public Terminals	 	The rich interaction capabilities of public terminals can make them more convenient to use than small personal devices such as smart phones However the use of public terminals to handle personal data may compromise privacy We present a system that enables users to access their applications and data securely using a combination of public terminals and a more trusted personal device Our system i provides users with capabilities to censor the public terminal display so that it does not show private data ii filters input events coming from the public terminal so that maliciously injected keyboard pointer events do not compromise privacy and iii enables users to view personal information and perform data entry via their personal device A key feature of our system is that it works with unmodified applications A prototype implementation of the system has been publicly released for Linux and Windows The results arising from a pilot usability study based on this implementation are presented	mobiledevice privacy application security usability
dx.doi.org%2F10.1007%2F11748625_16.html	2006	iCAP Interactive Prototyping of Context Aware Applications	 	Although numerous context aware applications have been developed and there have been technological advances for acquiring contextual information it is still difficult to develop and prototype interesting context aware applications This is largely due to the lack of programming support available to both programmers and end users This lack of support closes off the context aware application design space to a larger group of users We present iCAP a system that allows end users to visually design a wide variety of context aware applications including those based on if then rules temporal and spatial relationships and environment personalization iCAP allows users to quickly prototype and test their applications without writing any code We describe the study we conducted to understand end users mental models of context aware applications how this impacted the design of our system and several applications that demonstrate iCAP s richness and ease of use We also describe a user study performed with 20 end users who were able to use iCAP to specify every application that they envisioned illustrating iCAP s expressiveness and usability	contextawareness design video spatial application usability
dx.doi.org%2F10.1007%2F11748625_17.html	2006	iCam Precise at a Distance Interaction in the Physical Environment	 	Precise indoor localization is quickly becoming a reality but application demonstrations to date have been limited to use of only a single piece of location information attached to an individual sensing device The localized device is often held by an individual allowing applications often unreliably to make high level predictions of user intent based solely on that single piece of location information In this paper we demonstrate how effective integration of sensing and laser assisted interaction results in a handheld device the iCam which simultaneously calculates its own location as well as the location of another object in the environment We describe how iCam is built and demonstrate how location aware at a distance interaction simplifies certain location aware activities	locationbased application sensing mobiledevice dataanalysis
dx.doi.org%2F10.1007%2F11748625_18.html	2006	Gesture Signature for Ambient Intelligence Applications A Feasibility Study	 	This work investigates the feasibility of a personal verification system using gestures as biometric signatures Gestures are captured by low power low cost tri axial accelerometers integrated into an expansion pack for palmtop computers The objective of our study is to understand whether the mobile system can recognize its owner by how she he performs a particular gesture acting as a gesture signature The signature can be used for obtaining access to the mobile device but the handheld device can also act as an intelligent key to provide access to services in an ambient intelligence scenario Sample gestures are analyzed and classified using supervised and unsupervised dimensionality reduction techniques Results on a set of benchmark gestures performed by several individuals are encouraging	gestureinteraction energy sensing mobiledevice systems ambient design
dx.doi.org%2F10.1007%2F11748625_19.html	2006	Exploring the Effects of Target Location Size and Position System Accuracy on Location Based Applications	 	We describe an examination of various physical and human factors which influence the effectiveness of location based applications By varying both the target location size and position system accuracy and hence the ease of use of an application we are able to identify physical constraints which apply as well as quantifying performance and evaluating human factors A movement analysis is proposed which allows us to formulate a set of equations that relate the time to find the target to the target location size distance and positioning system accuracy We validate our work using a game based application digital hopscotch in which the location size and the accuracy of the positioning system are varied A further set of tests is performed outdoors using a GPS based application We show that the results from these experiments concur with the results from our equations This work may be usefully embedded in software packages that allow designers to build location based applications	locationbased application dataanalysis evaluation game software design
dx.doi.org%2F10.1007%2F11748625_2.html	2006	Building Reliable Activity Models Using Hierarchical Shrinkage and Mined Ontology	 	Activity inference based on object use has received considerable recent attention Such inference requires statistical models that map activities to the objects used in performing them Proposed techniques for constructing these models hand definition learning from data and web extraction all share the problem of model incompleteness it is difficult to either manually or automatically identify all the possible objects that may be used to perform an activity or to accurately calculate the probability with which they will be used In this paper we show how to use auxiliary information called an ontology about the functional similarities between objects to mitigate the problem of model incompleteness We show how to extract a large relevant ontology automatically from WordNet an online lexical reference system for the English language We adapt a statistical smoothing technique called shrinkage to apply this similarity information to counter the incompleteness of our models Our results highlight two advantages of performing shrinkage First overall activity recognition accuracy improves by 15 11 by including the ontology to re estimate the parameters of models that are automatically mined from the web Shrinkage can therefore serve as a technique for making web mined activity models more attractive Second smoothing yields an increased recognition accuracy when objects not present in the incomplete models are used while performing an activity When we replace 100 of the objects with other objects that are functionally similar we get an accuracy drop of only 33 when using shrinkage as opposed to 91 66 equivalent to random guessing without shrinkage If training data is available shrinkage further improves classification accuracy	statistics urban web dataanalysis
dx.doi.org%2F10.1007%2F11748625_20.html	2006	Displays in the Wild Understanding the Dynamics and Evolution of a Display Ecology	 	Large interactive display systems are becoming increasingly pervasive but most have been studied in isolation rather than in the context of other technologies in the environment We present an in depth field evaluation of large interactive displays within a multi display work environment used in the NASA Mars Exploration Rover MER missions a complex and authentic use setting We uncover how the role of such displays evolves in the context of other displays as tasks and collaboration practices change as well as how tasks migrate among different displays over time Finally we present suggestions for how to evaluate the success of large interactive displays and multi display environments in collaborative work environments based on our findings	publicdisplay evaluation security task
dx.doi.org%2F10.1007%2F11748625_21.html	2006	Modeling Human Behavior from Simple Sensors in the Home	 	Pervasive sensors in the home have a variety of applications including energy minimization activity monitoring for elders and tutors for household tasks such as cooking Many of the common sensors today are binary e g IR motion sensors door close sensors and floor pressure pads Predicting user behavior is one of the key enablers for applications While we consider smart home data here the general problem is one of predicting discrete human actions Drawing on Activity Theory the language as action principle and speech understanding research we argue that smoothed n grams are very appropriate for this task We built such a model and applied it to data gathered from 3 smart home installations The data showed a classic Zipf or power law distribution similar to speech and language We found that the predictive accuracy of the n gram model ranges from 51 to 39 which is significantly above the baseline for the deployments of 16 76 and 70 sensors While we cannot directly compare this result with other work lack of shared data by examination of high entropy zones in the datasets e g the kitchen triangle we argue that accuracies around 50 are best possible for this task	sensing homesetting task dataanalysis application speech energy
dx.doi.org%2F10.1007%2F11748625_22.html	2006	Using a Live In Laboratory for Ubiquitous Computing Research	 	Ubiquitous computing researchers are increasingly turning to sensor enabled living laboratories for the study of people and technologies in settings more natural than a typical laboratory We describe the design and operation of the PlaceLab a new live in laboratory for the study of ubiquitous technologies in home settings Volunteer research participants individually live in the PlaceLab for days or weeks at a time treating it as a temporary home Meanwhile sensing devices integrated into the fabric of the architecture record a detailed description of their activities The facility generates sensor and observational datasets that can be used for research in ubiquitous computing and other fields where domestic contexts impact behavior We describe some of our experiences constructing and operating the living laboratory and we detail a recently generated sample dataset available online to researchers	ubiquitouscomputing sensing design homesetting mobiledevice
dx.doi.org%2F10.1007%2F11748625_23.html	2006	The Diet Aware Dining Table Observing Dietary Behaviors over a Tabletop Surface	 	We are what we eat Our everyday food choices affect our long term and short term health In the traditional health care professionals assess and weigh each individual s dietary intake using intensive labor at high cost In this paper we design and implement a diet aware dining table that can track what and how much we eat To enable automated food tracking the dining table is augmented with two layers of weighing and RFID sensor surfaces We devise a weight RFID matching algorithm to detect and distinguish how people eat To validate our diet aware dining table we have performed experiments including live dining scenarios afternoon tea and Chinese style dinner multiple dining participants and concurrent activities chosen randomly Our experimental results have shown encouraging recognition accuracy around 80 We believe monitoring the dietary behaviors of individuals potentially contribute to diet aware healthcare	food health design rfid sensing systems dataanalysis
dx.doi.org%2F10.1007%2F11748625_24.html	2006	Lessons for the Future Experiences with the Installation and Use of Today s Domestic Sensors and Technologies	 	Domestic environments are receiving increasing attention as sites of deployment for pervasive technologies as evidenced by the growing number of studies of homes and maturing technologies in prototype aware smart homes The challenge now is to move technologies out of purpose built homes into everyday environments in ways that will fit with existing buildings and the people who live in them However there are many aspects of this future vision that people live with right now in the form of sensors and technologies already in the home We describe findings from three studies in home interviews a questionnaire about home sensors and interviews with commercial smart home installers that explore current experiences with sensors and technologies in the home These lead us to reflect on the implicit assumptions in and future design directions for pervasive research for the home	homesetting ubiquitouscomputing sensing qualitativemethods design
dx.doi.org%2F10.1007%2F11748625_3.html	2006	 Need to Know Examining Information Need in Location Discourse	 	Location discourse involves the active or passive sharing of location information between individuals Related applications include mobile friend locators and location dependent messaging Privacy issues pertaining to location disclosure have been considered in research and relevant design guidelines are emerging however what location information a user actually needs to know has received little systematic analysis to date In this paper we present results from a questionnaire study and a diary study considering location information need We provide a classification of location discourse and the factors which impact location need showing that seemingly small changes in a scenario can yield drastically different location information needs Finally we summarize trends that are of interest to designers of location discourse applications	locationbased application mobiledevice privacy design qualitativemethods dataanalysis
dx.doi.org%2F10.1007%2F11748625_4.html	2006	Collaborative Localization Enhancing WiFi Based Position Estimation with Neighborhood Links in Clusters	 	Location aware services can benefit from accurate and reliable indoor location tracking The widespread adoption of 802 11x wireless LAN as the network infrastructure creates the opportunity to deploy WiFi based location services with few additional hardware costs While recent research has demonstrated adequate performance localization error increases significantly in crowded and dynamic situations due to electromagnetic interferences This paper proposes collaborative localization as an approach to enhance position estimation by leveraging more accurate location information from nearby neighbors within the same cluster The current implementation utilizes ZigBee radio as the neighbor detection sensor This paper introduces the basic model and algorithm for collaborative localization We also report experiments to evaluate its performance under a variety of clustering scenarios Our results have shown 28 2 56 accuracy improvement over the baseline system Ekahau a commercial WiFi localization system	locationbased systems network hardware crowd sensing evaluation design dataanalysis
dx.doi.org%2F10.1007%2F11748625_5.html	2006	Risks of Using AP Locations Discovered Through War Driving	 	Many pervasive computing applications depend on knowledge of user location Because most current location sensing techniques work only either indoors or outdoors researchers have started using 802 11 beacon frames from access points APs to provide broader coverage To use 802 11 beacons they need to know AP locations Because the actual locations are often unavailable they use estimated locations from war driving But these estimated locations may be different from actual locations In this paper we analyzed the errors in these estimates and the effect of these errors on other applications that depend on them We found that the estimated AP locations have a median error of 32????meters We considered the error in tracking user positions both indoors and outdoors Using actual AP locations we could improve the accuracy as much as 70 for indoors and 59 for outdoors We also analyzed the effect of using estimated AP locations in computing AP coverage range and estimating interference among APs The coverage range appeared to be shorter and the interference appeared to be more severe than in reality	ubiquitouscomputing application locationbased sensing network dataanalysis
dx.doi.org%2F10.1007%2F11748625_6.html	2006	Declarative Support for Sensor Data Cleaning	 	Pervasive applications rely on data captured from the physical world through sensor devices Data provided by these devices however tend to be unreliable The data must therefore be cleaned before an application can make use of them leading to additional complexity for application development and deployment Here we present Extensible Sensor stream Processing ESP a framework for building sensor data cleaning infrastructures for use in pervasive applications ESP is designed as a pipeline using declarative cleaning mechanisms based on spatial and temporal characteristics of sensor data We demonstrate ESP s effectiveness and ease of use through three real world scenarios	application physicalcomputing sensing mobiledevice framework design spatial
dx.doi.org%2F10.1007%2F11748625_7.html	2006	Detecting and Interpreting Muscle Activity with Wearable Force Sensors	 	In this paper we present a system for assessing muscle activity by using wearable force sensors placed on the muscle surface Such sensors are very thin power efficient and have also been demonstrated as pure textile devices so that they can be easily integrated in such garments as elastic underwear or tight shorts shirt On the example upper leg muscle we show how good signal quality can be reliably acquired under realistic conditions We then show how information about general user context can be derived from the muscle activity signal We first look at the modes of locomotion problem which is a well studied benchmark like problem in the community We then demonstrate the correlation between the signals from our system and user fatigue We conclude with a discussion of other types of information that can be derived from the muscle activity based on physiological considerations and example data form our experiments	wearablecomputing sensing energy mobiledevice socialnetwork
dx.doi.org%2F10.1007%2F11748625_8.html	2006	The Design of a Portable Kit of Wireless Sensors for Naturalistic Data Collection	 	In this paper we introduce MITes a flexible kit of wireless sensing devices for pervasive computing research in natural settings The sensors have been optimized for ease of use ease of installation affordability and robustness to environmental conditions in complex spaces such as homes The kit includes six environmental sensors movement movement tuned for object usage detection light temperature proximity and current sensing in electric appliances The kit also includes five wearable sensors onbody acceleration heart rate ultra violet radiation exposure RFID reader wristband and location beacons The sensors can be used simultaneously with a single receiver in the same environment This paper describes our design goals and results of the evaluation of some of the sensors and their performance characteristics Also described is how the kit is being used for acquisition of data in non laboratory settings where real time multi modal sensor information is acquired simultaneously from several sensors worn on the body and up to several hundred sensors distributed in an environment	network sensing mobiledevice ubiquitouscomputing homesetting wearablecomputing health rfid locationbased design evaluation
dx.doi.org%2F10.1007%2F11748625_9.html	2006	The Smart Tachograph Individual Accounting of Traffic Costs and Its Implications	 	Today several costs caused by road traffic may either be only roughly approximated or cannot be clearly assigned to the drivers causing them or both They are typically distributed evenly among a large fraction of drivers which is both unfair and economically inefficient We have built a prototypical platform called the Smart Tachograph that allows us to measure traffic related costs on an individual basis thus supporting a more fine granular charging of the responsible parties Sensors observe the manner and circumstances in which a vehicle is driven while several accounting authorities can evaluate this information and charge motorists on a pay per use basis The Smart Tachograph offers valuable insights for the deployment of future ubiquitous computing services in general its implementation has obvious requirements in terms of security and privacy its deployment model is realistic through the strong economic incentives it offers and its usage directly affects core societal values such as fairness and trust This paper summarizes our design considerations and discusses the feasibility and wider economic and societal implications of fielding such a system	systems sensing car evaluation ubiquitouscomputing security privacy socialinteraction hci
dx.doi.org%2F10.1007%2F11853565_1.html	2006	A Quantitative Method for Revealing and Comparing Places in the Home	 	Increasing availability of sensor based location traces for individuals combined with the goal of better understanding user context has resulted in a recent emphasis on algorithms for automatically extracting users significant places from location data Place finding can be characterized by two sub problems 1 finding significant locations and 2 assigning semantic labels to those locations the problem of moving from location to place 8 Existing algorithms focus on the first sub problem and on finding city level locations We use a principled approach in adapting Gaussian Mixture Models GMMs to provide a first solution for finding significant places within the home based on the first set of long term precise location data collected from several homes We also present a novel metric for quantifying the similarity between places which has the potential to assign semantic labels to places by comparing them to a library of known places We discuss several implications of these new techniques for the design of Ubicomp systems	sensing locationbased systems homesetting ubiquitouscomputing
dx.doi.org%2F10.1007%2F11853565_10.html	2006	Scribe4Me Evaluating a Mobile Sound Transcription Tool for the Deaf	 	People who are deaf or hard of hearing may have challenges communicating with others via spoken words and may have challenges being aware of audio events in their environments This is especially true in public places which may not have accessible ways of communicating announcements and other audio events In this paper we present the design and evaluation of a mobile sound transcription tool for the deaf and hard of hearing Our tool Scribe4Me is designed to improve awareness of sound based information in any location When a button is pushed on the tool a transcription of the last 30 seconds of sound is given to the user in a text message Transcriptions include dialog and descriptions of environmental sounds We describe a 2 week field study of an exploratory prototype which shows that our approach is feasible highlights particular contexts in which it is useful and provides information about what should be contained in transcriptions	audio design evaluation mobiledevice locationbased fieldstudy
dx.doi.org%2F10.1007%2F11853565_11.html	2006	SenseCam A Retrospective Memory Aid	 	This paper presents a novel ubiquitous computing device the SenseCam a sensor augmented wearable stills camera SenseCam is designed to capture a digital record of the wearer s day by recording a series of images and capturing a log of sensor data We believe that reviewing this information will help the wearer recollect aspects of earlier experiences that have subsequently been forgotten and thereby form a powerful retrospective memory aid In this paper we review existing work on memory aids and conclude that there is scope for an improved device We then report on the design of SenseCam in some detail for the first time We explain the details of a first in depth user study of this device a 12 month clinical trial with a patient suffering from amnesia The results of this initial evaluation are extremely promising periodic review of images of events recorded by SenseCam results in significant recall of those events by the patient which was previously impossible We end the paper with a discussion of future work including the application of SenseCam to a wider audience such as those with neurodegenerative conditions such as Alzheimer s disease	ubiquitouscomputing mobiledevice sensing wearablecomputing video design energy evaluation application
dx.doi.org%2F10.1007%2F11853565_12.html	2006	Development of a Privacy Addendum for Open Source Licenses Value Sensitive Design in Industry	 	Drawing on Value Sensitive Design we developed a workable privacy addendum for an open source software license that not only covers intellectual property rights while allowing software developers to modify the software the usual scope of an open source license but also addresses end user privacy One central innovation of our work entails the integration of an informed consent model and a threat model for developing privacy protections for ubiquitous location aware systems We utilized technology that provided a device s location information in real time Intel s POLS a sister system to Intel s Place Lab In January 2006 POLS was released under a license combining the substantive terms of the Eclipse Public License together with this privacy addendum In this paper we describe how we developed the privacy addendum present legal terms and discuss characteristics of our design methods and results that have implications for protecting privacy in ubiquitous information systems released in open source	design privacy software locationbased mobiledevice informationsystem
dx.doi.org%2F10.1007%2F11853565_13.html	2006	Mobility Detection Using Everyday GSM Traces	 	Recognition of everyday physical activities is difficult due to the challenges of building informative yet unobtrusive sensors The most widely deployed and used mobile computing device today is the mobile phone which presents an obvious candidate for recognizing activities This paper explores how coarse grained GSM data from mobile phones can be used to recognize high level properties of user mobility and daily step count We demonstrate that even without knowledge of observed cell tower locations we can recognize mobility modes that are useful for several application domains Our mobility detection system was evaluated with GSM traces from the everyday lives of three data collectors over a period of one month yielding an overall average accuracy of 85 and a daily step count number that reasonably approximates the numbers determined by several commercial pedometers	health sensing mobiledevice locationbased application evaluation dataanalysis
dx.doi.org%2F10.1007%2F11853565_14.html	2006	Practical Metropolitan Scale Positioning for GSM Phones	 	This paper examines the positioning accuracy of a GSM beacon based location system in a metropolitan environment We explore five factors effecting positioning accuracy location algorithm choice scan set size simultaneous use of cells from different providers training and testing on different devices and calibration data density We collected a 208 hour 4350Km driving trace of three different GSM networks covering the Seattle metropolitan area We show a median error of 94m in downtown and 196m in residential areas using a single GSM network and the best algorithm for each area Estimating location using multiple providers cells reduces median error to 65 134 meters and 95 error to 163m in the downtown area which meets the accuracy requirements for E911 We also show that a small 60 hour calibration drive is sufficient for enabling a metropolitan area similar to Seattle	locationbased systems mobiledevice dataanalysis
dx.doi.org%2F10.1007%2F11853565_15.html	2006	Predestination Inferring Destinations from Partial Trajectories	 	We describe a method called Predestination that uses a history of a driver s destinations along with data about driving behaviors to predict where a driver is going as a trip progresses Driving behaviors include types of destinations driving efficiency and trip times Beyond considering previously visited destinations Predestination leverages an open world modeling methodology that considers the likelihood of users visiting previously unobserved locations based on trends in the data and on the background properties of locations This allows our algorithm to smoothly transition between out of the box with no training data to more fully trained with increasing numbers of observations Multiple components of the analysis are fused via Bayesian inference to produce a probabilistic map of destinations Our algorithm was trained and tested on hold out data drawn from a database of GPS driving data gathered from 169 different subjects who drove 7 335 different trips	dataanalysis locationbased systems urban
dx.doi.org%2F10.1007%2F11853565_16.html	2006	Fish n Steps Encouraging Physical Activity with an Interactive Computer Game	 	A sedentary lifestyle is a contributing factor to chronic diseases and it is often correlated with obesity To promote an increase in physical activity we created a social computer game Fish n Steps which links a player s daily foot step count to the growth and activity of an animated virtual character a fish in a fish tank As further encouragement some of the players fish tanks included other players fish thereby creating an environment of both cooperation and competition In a fourteen week study with nineteen participants the game served as a catalyst for promoting exercise and for improving game players attitudes towards physical activity Furthermore although most player s enthusiasm in the game decreased after the game s first two weeks analyzing the results using Prochaska s Transtheoretical Model of Behavioral Change suggests that individuals had by that time established new routines that led to healthier patterns of physical activity in their daily lives Lessons learned from this study underscore the value of such games to encourage rather than provide negative reinforcement especially when individuals are not meeting their own expectations to foster long term behavioral change	health game
dx.doi.org%2F10.1007%2F11853565_17.html	2006	Hitchers Designing for Cellular Positioning	 Mobile games cellular positioning ubiquitous computing seamful design 	Hitchers is a game for mobile phones that exploits cellular positioning to support location based play Players create digital hitch hikers giving them names destinations and questions to ask other players and then drop them into their current phone cell Players then search their current cell for hitchers pick them up answer their questions carry them to new locations and drop them again providing location labels as hint to where they can be found In this way hitchers pass from player to player phone to phone and cell to cell gathering information and encouraging players to label cells with meaningful place names A formative study of Hitchers played by 47 players over 4 months shows how the seams in cellular positioning including varying cell size density and overlap affected the experience Building on previous discussions of designing for uncertainty and seamful design we consider five ways of dealing with these seams removing hiding managing revealing and exploiting them This leads us to propose the mechanism of a dynamic search focus to explore new visualization tools for cellular data and to reconsider the general relationship between virtual and physical worlds in location based games	game mobiledevice locationbased design video physicalcomputing
dx.doi.org%2F10.1007%2F11853565_18.html	2006	Embedding Behavior Modification Strategies into a Consumer Electronic Device A Case Study	 	Ubiquitous computing technologies create new opportunities for preventive healthcare researchers to deploy behavior modification strategies outside of clinical settings In this paper we describe how strategies for motivating behavior change might be embedded within usage patterns of a typical electronic device This interaction model differs substantially from prior approaches to behavioral modification such as CD ROMs sensor enabled technology can drive interventions that are timelier tailored subtle and even fun To explore these ideas we developed a prototype system namedViTo On one level ViTo functions as a universal remote control for a home entertainment system The interface of this device however is designed in such a way that it may unobtrusively promote a reduction in the user s television viewing while encouraging an increase in the frequency and quantity of non sedentary activities The design of ViTo demonstrates how a variety of behavioral science strategies for motivating behavior change can be carefully woven into the operation of a common consumer electronic device Results of an exploratory evaluation of a single participant using the system in an instrumented home facility are presented	ubiquitouscomputing health mobiledevice sensing interactiontechnique homesetting design evaluation
dx.doi.org%2F10.1007%2F11853565_19.html	2006	Instrumenting the City Developing Methods for Observing and Understanding the Digital Cityscape	 	We approach the design of ubiquitous computing systems in the urban environment as integral to urban design To understand the city as a system encompassing physical and digital forms and their relationships with people s behaviours we are developing applying and refining methods of observing recording modelling and analysing the city physically digitally and socially We draw on established methods used in the space syntax approach to urban design Here we describe how we have combined scanning for discoverable Bluetooth devices with two such methods gatecounts and static snapshots We report our experiences in developing field testing and refining these augmented methods We present initial findings on the Bluetooth landscape in a city in terms of patterns of Bluetooth presence and Bluetooth naming practices	design ubiquitouscomputing urban network mobiledevice
dx.doi.org%2F10.1007%2F11853565_2.html	2006	Principles of Smart Home Control	 	Seeking to be sensitive to users smart home researchers have focused on the concept of control They attempt to allow users to gain control over their lives by framing the problem as one of end user programming But families are not users as we typically conceive them and a large body of ethnographic research shows how their activities and routines do not map well to programming tasks End user programming ultimately provides control of devices But families want more control of their lives In this paper we explore this disconnect Using grounded contextual fieldwork with dual income families we describe the control that families want and suggest seven design principles that will help end user programming systems deliver that control	homesetting qualitativemethods urban task mobiledevice design
dx.doi.org%2F10.1007%2F11853565_20.html	2006	Voting with Your Feet An Investigative Study of the Relationship Between Place Visit Behavior and Preference	 	Real world recommendation systems personalized mobile search and online city guides could all benefit from data on personal place preferences However collecting explicit rating data of locations as users travel from place to place is impractical This paper investigates the relationship between explicit place ratings and implicit aspects of travel behavior such as visit frequency and travel time We conducted a four week study with 16 participants using a novel sensor based experience sampling tool called My Experience Me which we developed for mobile phones Over the course of the study Me was used to collect 3 458 in situ questionnaires on 1 981 place visits Our results show that first sensor triggered experience sampling is a useful methodology for collecting targeted information in situ Second despite the complexities underlying travel routines and visit behavior there exist positive correlations between place preference and automatically detectable features like visit frequency and travel time And third we found that when combined visit frequency and travel time result in stronger correlations with place rating than when measured individually Finally we found no significant difference in place ratings due to the presence of others	recommend mobiledevice locationbased sensing qualitativemethods
dx.doi.org%2F10.1007%2F11853565_21.html	2006	Lo Fi Matchmaking A Study of Social Pairing for Backpackers	 	It is technically feasible for mobile social software such as pairing or matchmaking systems to introduce people to others and assist information exchange However little is known about the social structure of many mobile communities or why they would want such pairing systems While engaged in other work determining requirements for a mobile travel assistant we saw a potentially useful application for a pairing system to facilitate the exchange of travel information between backpackers To explore this area we designed two studies involving usage of a low fidelity role prototype of a social pairing system for backpackers Backpackers rated the utility of different pairing types and provided feedback on the social implications of being paired based on travel histories Practical usage of the social network pairing activity and the implications of broader societal usage are discussed	mobiledevice software socialnetwork application design feedback socialinteraction
dx.doi.org%2F10.1007%2F11853565_22.html	2006	Experiences from Real World Deployment of Context Aware Technologies in a Hospital Environment	 	Context aware computing is a central concept in ubiquitous computing and many suggestions for context aware technologies and applications have been proposed There is however little evidence on how these concepts and technologies play out in a real world setting In this paper we describe and discuss our experiences from an ongoing deployment of a suite of context aware technologies and applications in a hospital environment including a context awareness infrastructure a location tracking system and two context aware applications running on interactive wall displays and mobile phones Based on an analysis of the use of these systems we observe that many of the ideas behind context aware computing are valid and that the context aware applications are useful for clinicians in their work By reflecting on the nature of the designed context aware technologies we present a model which states that the triggering of context awareness actions depend upon the accuracy of the sensed context information the degree to which you know which action to perform in a given situation and the consequence of performing the action	contextawareness ubiquitouscomputing application locationbased mobiledevice design sensing
dx.doi.org%2F10.1007%2F11853565_23.html	2006	Doing Community Co construction of Meaning and Use with Interactive Information Kiosks	 	One of the challenges for ubiquitous computing is to design systems that can be both understood by their users and at the same time understand the users themselves As information and its meaning becomes more associated with the communities that provide and use it how will it be possible to build effective systems for these users We have been examining these issues via ethnographic analysis of the information and community supporting system that we have developed and employed at conference events This paper presents initial analysis and suggests greater focus on the interaction between members of micro communities of users in future ubicomp research	ubiquitouscomputing design socialnetwork qualitativemethods
dx.doi.org%2F10.1007%2F11853565_24.html	2006	Moving on from Weiser s Vision of Calm Computing Engaging UbiComp Experiences	 calm computing Weiser user experiences engaged living Ubi Comp history pervasive technologies proactive computing 	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	computervision contextawareness ambient ubiquitouscomputing
dx.doi.org%2F10.1007%2F11853565_25.html	2006	Ferret RFID Localization for Pervasive Multimedia	 	The pervasive nature of multimedia recording devices enables novel pervasive multimedia applications with automatic inexpensive and ubiquitous identification and locationing abilities We present the design and implementation of Ferret a scalable system for locating nomadic objects augmented with RFID tags and displaying them to a user in real time We present two alternative algorithms for refining a postulation of an object s location using a stream of noisy readings from an RFID reader an online algorithm for real time use on a mobile device and an offline algorithm for use in post processing applications We also present methods for detecting when nomadic objects move and how to reset the algorithms to restart the refinement process An experimental evaluation of the Ferret prototype shows that i Ferret can refine object locations to only 1 of the reader s coverage region in less than 2 minutes with small error rate 2 22 ii Ferret can detect nomadic objects with 100 accuracy when the nomadic distances exceed 20cm and iii Ferret works with a variety of user mobility patterns	mobiledevice application locationbased scalability rfid systems dataanalysis
dx.doi.org%2F10.1007%2F11853565_26.html	2006	PowerLine Positioning A Practical Sub Room Level Indoor Location System for Domestic Use	 	Using existing communications infrastructure such as 802 11 and GSM researchers have demonstrated effective indoor localization Inspired by these previous approaches and recognizing some limitations of relying on infrastructure users do not control we present an indoor location system that uses an even more ubiquitous domestic infrastructure the residential powerline PowerLine Positioning PLP is an inexpensive technique that uses fingerprinting of multiple tones transmitted along the powerline to achieve sub room level localization We describe the basics behind PLP and demonstrate how it compares favorably to other fingerprinting techniques	network locationbased
dx.doi.org%2F10.1007%2F11853565_27.html	2006	UbiREAL Realistic Smartspace Simulator for Systematic Testing	 	In this paper we propose a simulator for facilitating reliable and inexpensive development of ubiquitous applications where each application software controls a lot of information appliances based on the state of external environment user s contexts and preferences The proposed simulator realistically reproduces behavior of application software on virtual devices in a virtual 3D space For this purpose the simulator provides functions to facilitate deployment of virtual devices in a 3D space simulates communication among the devices from MAC level to application level and reproduces the change of physical quantities e g temperature caused by devices e g air conditioners Also we keep software portability between virtual devices and real devices As the most prominent function of the simulator we provide a systematic and visual testing method for testing whether a given application software satisfies specified requirements	simulation application software mobiledevice naturalenvironment video
dx.doi.org%2F10.1007%2F11853565_28.html	2006	Instant Matchmaking Simple and Secure Integrated Ubiquitous Computing Environments	 	Effective ubiquitous computing applications need to integrate users personal devices and data with the devices and resources they encounter around them Previous work addressed this problem by simply enabling the user to take all of their data with them wherever they go In this paper we present a more flexible approach the instant matchmaker a personal device that allows a user to seamlessly and securely connect his local computing environment with his other personal resources wherever they are The matchmaker provides an intuitive user experience while simultaneously enabling extremely fine grained control over access to resources We have implemented a cellphone based matchmaker and explored its use in a secure media sharing application The matchmaker concept however is general and can be used to enable a range of appealing and secure ubicomp applications	ubiquitouscomputing application mobiledevice security systems
dx.doi.org%2F10.1007%2F11853565_29.html	2006	A Wirelessly Powered Platform for Sensing and Computation	 	We present WISP a wireless battery free platform for sensing and computation that is powered and read by a standards compliant Ultra High Frequency UHF RFID reader To the reader the WISP appears to be an ordinary RFID tag The WISP platform includes a general purpose programmable flash microcontroller and implements the bi directional communication primitives required by the Electronic Product Code EPC RFID standard which allows it to communicate arbitrary sensor data via an EPC RFID reader by dynamically changing the ID it presents to the reader For each 64 bit packet the WISP s microcontroller dynamically computes the 16 bit CRC that the EPC standard requires of valid packets Because the WISP device can control all bits of the presented ID 64 bits of sensor data can be communicated with a single RFID read event As an example of the system in operation we present 13 hours of continuous valued light level data measured by the device All the measurements were made using power harvested from the RFID reader No battery and no wired connections for either power or data were used As far as we are aware this paper reports the first fully programmable computing platform that can operate using power transmitted from a long range UHF RFID reader and communicate arbitrary multi bit data in response to a single RFID reader poll event	network energy systems sensing rfid mobiledevice
dx.doi.org%2F10.1007%2F11853565_3.html	2006	Historical Analysis Using the Past to Design the Future	 	Ubicomp developers are increasingly borrowing from other disciplines such as anthropology and creative design to inform their design process In this paper we demonstrate that the discipline of history similarly has much to offer ubicomp research Specifically we describe a historically grounded approach to designing ubicomp systems and applications for the home We present findings from a study examining aging and housework that demonstrate how our approach can be useful to sensitize ubicomp developers to the impact of cultural values on household technology to reunderstand the home space and to spur development of new design spaces Our findings suggest that historically grounded research approaches may be useful in more deeply understanding and designing for context both in and outside of the home	design ubiquitouscomputing application homesetting
dx.doi.org%2F10.1007%2F11853565_30.html	2006	Automated Application Specific Tuning of Parameterized Sensor Based Embedded System Building Blocks	 	We previously developed building blocks to enable end users to construct customized sensor based embedded systems to help monitor and control a users environment Because design objectives like battery lifetime reliability and responsiveness vary across applications these building blocks have software configurable parameters that control features like operating voltage frequency and communication baud rate The parameters enable the same blocks to be used in diverse applications in turn enabling mass produced and hence low cost blocks However tuning block parameters to an application is hard We thus present an automated approach wherein an end user simply defines objectives using an intuitive graphical method and our tool automatically tunes the parameter values to those objectives The automated tuning improved satisfaction of design objectives compared to a default general purpose block configuration by 40 on average and by as much as 80 The tuning required only 10 20 minutes of end user time for each application	sensing design energy application software
dx.doi.org%2F10.1007%2F11853565_4.html	2006	Extending Authoring Tools for Location Aware Applications with an Infrastructure Visualization Layer	 	In current authoring tools for location aware applications the designer typically places trigger zones onto a map of the target environment and associates these with events and media assets However studies of deployed experiences have shown that the characteristics of the usually invisible ubiquitous computing infrastructure especially limited coverage and accuracy have a major impact on an experience We propose a new approach in which designers work with three layers of information information about the physical world information about digital media but also visualizations of ubiquitous infrastructure We describe the implementation of a prototype authoring tool that embodies this approach and describe how it has been used to author a location based game for mobile phones called Tycoon We then outline the key challenges involved in generalizing this approach to more powerful authoring tools including acquiring and visualizing infrastructure data acquiring map data and flexibly specifying how digital content relates to both of these	locationbased application design urban ubiquitouscomputing dataanalysis physicalcomputing video game mobiledevice energy
dx.doi.org%2F10.1007%2F11853565_5.html	2006	Automated Generation of Basic Custom Sensor Based Embedded Computing Systems Guided by End User Optimization Criteria	 	We describe a set of fixed function and programmable blocks eBlocks previously developed to provide non programming non electronics experts the ability to construct and customize basic embedded computing systems We present a novel and powerful tool that combined with these building blocks enables end users to automatically generate an optimized physical implementation derived from a virtual system function description Furthermore the tool allows the end user to specify optimization criteria and constraint libraries that guide the tool in generating a suitable physical implementation without requiring the end user to have prior programming or electronics experience We summarize experiments illustrating the ability of the tool to generate physical implementations corresponding to various end user defined goals The tool enables end users having little or no electronics or programming experience to build useful customized basic sensor based computing systems from existing low cost building blocks	energy sensing
dx.doi.org%2F10.1007%2F11853565_6.html	2006	An Experimental Comparison of Physical Mobile Interaction Techniques Touching Pointing and Scanning	 	This paper presents an analysis implementation and evaluation of the physical mobile interaction techniques touching pointing and scanning Based on this we have formulated guidelines that show in which context which interaction technique is preferred by the user Our main goal was to identify typical situations and scenarios in which the different techniques might be useful or not In support of these aims we have developed and evaluated within a user study a low fidelity and a high fidelity prototype to assess scanning pointing and touching interaction techniques within different contexts Other work has shown that mobile devices can act as universal remote controls for interaction with smart objects but to date there has been no research which has analyzed when a given mobile interaction technique should be used In this research we analyze the appropriateness of three interaction techniques as selection techniques in smart environments	mobiledevice interactiontechnique touch design evaluation physicalcomputing smartspace
dx.doi.org%2F10.1007%2F11853565_7.html	2006	An Exploratory Study of How Older Women Use Mobile Phones	 Elderly mobile phone older adults focus group questionnaire 	This paper reports on issues related to the use of mobile phones by women aged 60 years and over The study started with a series of focus group discussions which covered usage patterns problems benefits ideal phone design and desired and unwanted features It then moved to an exploration of the group s cooperative learning process when encountering an unfamiliar mobile phone The issues raised in the discussions were translated into an online questionnaire which was responded to by 67 women aged 60 and over This study makes two main contributions to the field First it is one of a very few studies that provides a diagrammatic representation of older mobile phone female users cooperative learning process and strategies Second the study presents a combination of quantitative and qualitative data which provides more nuanced interpretation and understanding of the use of mobile phones by older women	mobiledevice qualitativemethods design
dx.doi.org%2F10.1007%2F11853565_8.html	2006	Farther Than You May Think An Empirical Investigation of the Proximity of Users to Their Mobile Phones	 	Implicit in much research and application development for mobile phones is the assumption that the mobile phone is a suitable proxy for its owner s location We report an in depth empirical investigation of this assumption in which we measured proximity of the phone to its owner over several weeks of continual observation Our findings summarizing results over 16 different subjects of a variety of ages and occupations establish baseline statistics for the proximity relationship in a typical US metropolitan market Supplemental interviews help us to establish reasons why the phone and owner are separated leading to guidelines for developing mobile phone applications that can be smart with respect to the proximity assumption We show it is possible to predict the proximity relationship with 86 confidence using simple parameters of the phone such as current cell ID current date and time signal status charger status and ring vibrate mode	application mobiledevice locationbased statistics qualitativemethods dataanalysis haptic
dx.doi.org%2F10.1007%2F11853565_9.html	2006	 No More SMS from Jesus Ubicomp Religion and Techno spiritual Practices	 	Over the last decade new information and communication technologies have lived a secret life For individuals and institutions around the world this constellation of mobile phones personal computers the internet software games and other computing objects have supported a complex set of religious and spiritual needs In this paper I offer a survey of emerging and emergent techno spiritual practices and the anxieties surrounding their uptake I am interested in particular in the ways in which religious uses of technology represent not only a critique of dominant visions of technology s futures but also suggest a very different path s for ubiquitous computing s technology envisioning and development	mobiledevice internet software game qualitativemethods ubiquitouscomputing
dx.doi.org%2F10.1007%2F3-540-39959-3_1.html	2000	Event Driven Personalizable Mobile Interactive Spaces	 	Infrastructure is currently being deployed for delivering multimedia services IP end to end Mobile devices and application resources because of their computing capabilities can be enabled with adaptive functionality to shape the services according to the communication conditions and the user s context This raises the question of how events should be managed to create a common awareness of multimedia content and resources in mobile networks These events can be generated either by the user s behavior movement availability of new mobile resources or the application server content changes In this paper we propose XML based protocols and agent functionality operating on a distributed tuple space to accommodate common awareness of these events in applications for mobile users without the necessity of these events being defined or announced in advance This facilitates the creation of a new class of personalizable applications in interactive mobile spaces as demonstrated in our urban wireless test bed	systems mobiledevice application network urban
dx.doi.org%2F10.1007%2F3-540-39959-3_10.html	2000	A Context Sensitive Nomadic Exhibition Guide	 	The paper describes a nomadic guide that considers the context of use CoU for information selection and presentation A nomadic system is de fined by continuous access to information spaces independent from specific de vices The CoU is defined by the location and characteristics of the user Inter ests of the user deduced from the navigation in the physical and information space are the main goal of information adaptation in the paper A prototype of a nomadic system that adapts the information to the user needs is presented	locationbased navigationsystem
dx.doi.org%2F10.1007%2F3-540-39959-3_11.html	2000	Exploiting Location Based Composite Devices to Support and Facilitate Situated Ubiquitous Computing	 	Small screen appliances such as cellular phones or Personal Digital Assistants PDAs enjoy enormous popularity as is evidenced by the tremendous commercial success One focus of the ubiquitous research community is the potential utility of this class of devices beyond that of a basic organizer or communication device The pocket sized requirement imposes constraints upon the computational power and user interface of these small screen devices This paper describes the Composite Device Computing Environment CDCE that offers a framework for supporting nomadic users with small screen devices for the retrieval of rich contents and the access of diverse services CDCE provides a communication network infrastructure for seeking unifying and exploiting any surrounding devices as a means to overcome the small screen client constraints This paper describes the architecture and reports the current status of the ongoing realization of CDCE	mobiledevice socialnetwork energy systems framework
dx.doi.org%2F10.1007%2F3-540-39959-3_12.html	2000	Location Aware Information Delivery withComMotion 	 	 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	locationbased systems privacy sensing urban mobiledevice speech
dx.doi.org%2F10.1007%2F3-540-39959-3_13.html	2000	CybreMinder A Context Aware System for Supporting Reminders	 	Current tools do not provide adequate support to users for handling reminders The main reason for this is the lack of use of rich context that speci fies when a reminder should be presented to its recipient We describe Cybre Minder a prototype context aware tool that supports users in sending and re ceiving reminders that can be associated to richly described situations involving time place and more sophisticated pieces of context These situations better define when reminders should be delivered enhancing our ability to deal with them more effectively We describe how the tool is used and how it was devel oped using our previously developed Context Toolkit infrastructure for context aware computing	contextawareness
dx.doi.org%2F10.1007%2F3-540-39959-3_14.html	2000	Using Handheld Devices in Synchronous Collaborative Scenarios	 	In this paper we present a platform specially designed for groupware applications running on handheld devices Common groupware platforms request desktop computers as underlying hardware platforms The fundamental different nature of handheld devices has a great impact on the platform e g resource limitations have to be considered the network is slow and unstable Often personal data are stored on handheld devices thus mechanisms have to ensure privacy These considerations lead to the QuickStep platform Sample applications developed with QuickStep demonstrate the strengths of the QuickStep environment	systems design application mobiledevice hardware privacy
dx.doi.org%2F10.1007%2F3-540-39959-3_15.html	2000	Smartcards How to Put Them to Use in a User Centric System	 	Unlike many other classes of hardware smartcards do not have the ability to communicate securely with the user Deprived of me ans to keep the owner informed the positive properties of smartcards are difficult to utilize We explore the area at the border between smartcards and other more powerful and thus more useful machines On the other side of this border we find the Personal Digital Assistant PDA In our view to be useful as an extension of the users private sphere a machine must at least have enough functionality and resources to create trustworthy digital signatures to speak for the user as it were A less resourceful machine can merely act as a memory prothesis helping the owner remembering addresses and phone numbers Smartcards are designed to be tamper resistant and as such they seem ideal as a minimal machine However trustworthy digital signatures can not be created by smartcards alone simply because the user does not know what is given to the card for signing In order to be trusted that is being able to make trustworthy digi tal signatures a smartcard must be supported by some infrastructure outside the card proper We explore what must be included in such an infrastructure and demonstrate that trustworthy digital signatures can in fact be made using a standard smartcard We argue that based on this fact nontrivial distributed systems can be constructed by utilizing smartcards a nontrivial system is one where holders of smartcards are first class citizens Asserting that a smartcard can act as a trusted machine gives new opportunities for designers of user centric systems Assuming that smartcards are here to stay finding ways to apply them in constructive manners is prudent	hardware security energy mobiledevice design citizen
dx.doi.org%2F10.1007%2F3-540-39959-3_16.html	2000	Using Dynamic Mediation to Integrate COTS Entities in a Ubiquitous Computing Environment	 Ubiquitous Computing Automatic Mediation Service Composition Ad hoc Applications Software Infrastructure 	The original vision of ubiquitous computing	ubiquitouscomputing
dx.doi.org%2F10.1007%2F3-540-39959-3_17.html	2000	EVENTMANAGER Support for the Peripheral Awareness of Events	 	EVENTMANAGER is a tool that supports peripheral awareness by ena bling users to be notified when events of interest take place within their work place environment Our initial implementation of the tool allows users to speci fy events based on people and their locations within the physical environment e g the event of Joe entering his office We describe the context of the envi ronment in which the tool is used the event specification language the features embodied in the interfaces and some potential extensions for future versions of the tool	locationbased
dx.doi.org%2F10.1007%2F3-540-39959-3_18.html	2000	Safety and Comfort of Eyeglass Displays	 	An eyeglass display features two micro displays and both eyes are presented with the same image This configuration is safer than virtual reality helmets which give rise to severe vision problems and nausea They are also safer than monocular displays which impair judgement of distance speed and size Current eyeglass display products are occluded and are likely to produce vergence lock a potential health hazard We suggest that eyeglass displays should allow good peripheral vision and should be used in relatively light environments to counteract vergence lock	health
dx.doi.org%2F10.1007%2F3-540-39959-3_2.html	2000	EasyLiving Technologies for Intelligent Environments	 	The EasyLiving project is concerned with development of an architecture and technologies for intelligent environments which allow the dy namic aggregation of diverse I O devices into a single coherent user experi ence Components of such a system include middleware to facilitate distrib uted computing world modelling to provide location based context perception to collect information about world state and service description to support decomposition of device control internal logic and user interface This paper describes the current research in each of these areas highlighting some common requirements for any intelligent environment	mobiledevice middleware locationbased systems
dx.doi.org%2F10.1007%2F3-540-39959-3_3.html	2000	Beyond the Control Room Mobile Devices for Spatially Distributed Interaction on Industrial Process Plants	 	The industrial control room has been a strong shaping image for design of information technology at process plants and even for information and control systems in other areas Based on recent studies of the work of process operators and on ethnographically inspired fieldwork this paper question the relevance of control room type interfaces The paper suggests new types of mobile interfaces which enables the operators to configure and apply individual temporary views of the plant originating in the problem focus of the operator To explore the relevance of such new interfaces a number of design concepts are suggested The design of a particular device The Pucketizer Personal Bucket Organizer has been developed in close collaboration with process operators at a wastewater treatment plant The paper concludes that mobile interfaces for spatially distributed interaction such as the Pucketizer seem to have generic qualities reaching beyond the immediate context at process plants	design qualitativemethods mobiledevice spatial
dx.doi.org%2F10.1007%2F3-540-39959-3_4.html	2000	PowerView Using Information Links and Information Views to Navigate and Visualize Information on Small Displays	 	PowerView is a PDA application designed to support people with situational information primarily during conversations and meetings with other people PowerView was designed to address a number of issues in interface design concerning both information visualization and interaction on small mobile devices In terms of information visualization the system was required to provide the user with a single integrated information system that enabled quick access to related information once an object of interest had been selected In terms of interaction the system was required to enable easy and efficient information retrieval including single handed use of the device These problems were addressed by introducing Information Links and Information Views An evaluation of the application against the standard application suite bundle of the PDA a Casio Cassiopeia E 11 proved the interfaces equivalent in usability even though the PowerView application uses a novel interface paradigm and the test subjects were given no training time with the system	mobiledevice application design video informationsystem evaluation usability
dx.doi.org%2F10.1007%2F3-540-39959-3_5.html	2000	A Comparison of Free Interaction Modes for Mobile Layout System	 	The interaction mode in a mobile layout system was studied An evaluation experiment was designed and conducted to compare five interaction modes single pen based pen voice pen keyboard mouse voice mouse keyboard Subjects were instructed to fulfill the basic tasks of a layout plan de sign system such as locating shaping the property of and modifying the coor dinate setting of an object In plan setting modification time accuracy rate and subjective preferences a pen based system proved the best pen voice fol lowed This experiment confirmed that different availability of interaction modes resulted in different interaction efficiency in the mobile layout environ ment The experiment also provided information on the possible efficient com bination of interaction modes This paper gives statistical support to indicate that use of pen is preferable to voice in setting and modification procedures in mobile technology	mobiledevice evaluation design speech task locationbased dataanalysis statistics
dx.doi.org%2F10.1007%2F3-540-39959-3_6.html	2000	Real World Graphical User Interfaces	 	Although the age of information appliances is getting close current remote control devices are too awkward and we cannot control sophisticated equipments without using graphical computer terminals We propose a new interaction technique called the Real world GUI where users can control real world appliances just like performing GUI operati ons on graphical computer terminals using a new input device called the FieldMouse FieldMouse is a device which consists of an ID recognizer and a motion sensing device Using a FieldMouse various GUI tools like buttons menus sliders and others can be used on any surface and ob jects just like using a mouse on a desktop computer Users can control or program various information appliances as easily as performing GUI operations on graphical computer terminals	interactiontechnique mobiledevice sensing
dx.doi.org%2F10.1007%2F3-540-39959-3_7.html	2000	Lessons Learned from the Design of a Mobile Multimedia System in the MOBY DICK Project	 	Recent advances in wireless networking technology and the exponen tial development of semiconductor technology have engendered a new para digm of computing called personal mobile computing This offers a vision of the future with a much richer and more exciting set of architecture research challenges than extrapolations of the current desktop architectures In particu lar these devices will have limited battery resources will handle diverse data types and will operate in environments that are insecure dynamic and which vary significantly in time and location The research performed in the Moby Dick project is about designing such a mobile multimedia system This paper discusses the approach made in the Moby Dick project to solve some of these problems discusses its contributions and accesses what was learned from the project	network mobiledevice energy locationbased design
dx.doi.org%2F10.1007%2F3-540-39959-3_8.html	2000	Notable At the Intersection of Annotations and Handheld Technology	 	The Notable annotation system enables users to annotate paper documents using handheld devices in a mobile environment This paper describes the design issues and solutions that arose in creating Notable with a particular focus on design challenges at the intersection of annotations and handheld technology Novel design strategies include separating the annotation writing platform from the document viewing platform providing search as the method for document selection offering context sensitive phrase completion and icon based graphical pinning for fine granularity annotation anchoring and including some support for coordinating group annotation activity	mobiledevice design systems contextawareness
dx.doi.org%2F10.1007%2F3-540-39959-3_9.html	2000	Creating Web Representations for Places	 	We believe that the future consists of nomadic people depending upon mobile appliances using World Wide Web protocols to communicate with services offered in real world places Use of web protocols provides a ubiquitous communication infrastructure and allows interaction with the multitude of existing web based services Part of the challenge to realize our vision is to bridge the physical and virtual worlds by creating web representations for people places and things that interact virtually as they interact physically We believe that an interesting set of new services can be provided by bridging the virtual and physical worlds in this way This paper describes our experience with building a general place manager infrastructure useful for creating web representations for physical places Although we leverage a general web presence architecture for building all different types of web presence this paper focuses on the specific needs for building web representations for places	mobiledevice web network systems physicalcomputing
dx.doi.org%2F10.1007%2F3-540-45427-6_1.html	2001	Assembling the Planetary Computer	 	After twenty years the S curve of building out the wired internet with hundreds of millions of PCs as its end points is flattening out with corresponding lowering of the growth rates of the major suppliers of that global infrastructure At the same time several new S curves are reaching their steep slope as ubiquitous computing begins to sweep the planet Leading this will be a vast expansion in heterogeneous end points to a new wireless internet moving IP throughout the physical world Billions of internet connected cell phones embedded processors hand held devices sensors and actuators will lead to radical new applications in biomedicine transportation environmental monitoring and interpersonal communication and collaboration The combination of wireless LANs the third generation of cellular phones satellites and the increasing use of the FCC unlicensed wireless band will cover the world with connectivity The resulting vast increase in data streams augmented by the advent of ass market broadband to homes and businesses will drive the backbone of the internet to a pure optical lambda switched network of tremendous capacity Finally peer to peer computing and storage will increasingly provide a vast untapped capability to power this emergent planetary computer	internet ubiquitouscomputing network physicalcomputing mobiledevice sensing application homesetting energy
dx.doi.org%2F10.1007%2F3-540-45427-6_10.html	2001	Smart Its Friends A Technique for Users to Easily Establish Connections between Smart Artefacts	 	Ubiquitous computing is associated with a vision of everything being connected to everything However for successful applications to emerge it will not be the quantity but the quality and usefulness of connections that will matter Our concern is how qualitative relations and more selective connections can be established between smart artefacts and how users can retain control over artefact interconnection We propose context proximity for selective artefact communication using the context of artefacts for matchmaking We further suggest to empower users with simple but effective means to impose the same context on a number of artefacts To prove our point we have implemented Smart Its Friends small embedded devices that become connected when a user holds them together and shakes them	ubiquitouscomputing application mobiledevice
dx.doi.org%2F10.1007%2F3-540-45427-6_11.html	2001	Integrating Meeting Capture within a Collaborative Team Environment	 	Meeting capture has been a common subject of research in the ubiquitous computing community for the past decade However the majority of the research has focused on technologies to support the capture but not enough on the motivation for accessing the captured record and the impact on everyday work practices based on extended authentic use of a working capture and access system Our long term research agenda is to build capture services for distributed workgroups that provide appropriate motivation and further understand how access of captured meetings impacts work practices To do this we have developed a testbed for meeting capture as part of a larger distributed work system called TeamSpace In this paper we discuss the requirements for meeting capture within TeamSpace describe the initial prototype developed and report on initial usage	socialnetwork security systems
dx.doi.org%2F10.1007%2F3-540-45427-6_12.html	2001	A Ubiquitous Service Environment with Active Documents for Teamwork Support	 	We present a ubiquitous service environment for teamwork supported by Active Documents The environment consists of a physically dressed conference room and a software architecture based on Java and Jini At the application level mobile agent technology provide Active Documents that utilize context information and distributed resources to support users We also present a prototype and preliminary results from observations in a meeting scenario	systems software application mobiledevice contextawareness design
dx.doi.org%2F10.1007%2F3-540-45427-6_13.html	2001	Digital Assistant for Supporting Conference Participants An Attempt to Combine Mobile Ubiquitous and Web Computing	 	This paper describes a project of providing digital assistants to support participants in an academic conference We provided participants at the conference with a personal assistant system with mobile and ubiquitous computing technologies and facilitated communications among the participants We also made online services available via the Web to encourage the participants to continue their relationships even after the conference In this paper we show the system we provided for the project and report the results	mobiledevice ubiquitouscomputing systems web
dx.doi.org%2F10.1007%2F3-540-45427-6_14.html	2001	The Family Intercom Developing a Context Aware Audio Communication System	 	We are exploring different forms of intra and inter home audio communication Though much technology exists to support this human human communication none of them make effective use of the context of the communication partners We aim to augment a domestic environment with knowledge of the location and activities of its occupants The Family Intercom provides a test bed to explore how this context supports a variety of lightweight communication opportunities between collocated and remote family members It is particularly important that context about the status of the callee be communicated to the caller so that the appropriate social protocol for continuing a conversation can be performed by the caller	homesetting audio locationbased network
dx.doi.org%2F10.1007%2F3-540-45427-6_16.html	2001	The Conversational Role of Electronic Guidebooks	 	We describe an electronic guidebook prototype and report on a study of its use in a historic house Visitors were given a choice of information delivery modes and generally preferred audio played through speakers In this delivery mode visitors assigned the electronic guidebook a conversational role e g it was granted turns in conversation it introduced topics of conversation and visitors responded to it verbally We illustrate the integration of the guidebook into natural conversation by showing that discourse with the electronic guidebook followed the conversational structure of storytelling We also demonstrate that visitors coordinated object choice and physical positioning to ensure that the electronic guidebooks played a role in their conversations Because the visitors integrated the electronic guidebooks in their existing conversations with their companions they achieved social interactions with each other that were more fulfilling than those that occur with other presentation methods such as traditional headphone audio tours	audio socialinteraction
dx.doi.org%2F10.1007%2F3-540-45427-6_17.html	2001	Who What When Where How Design Issues of Capture amp Access Applications	 	One of the general themes in ubiquitous computing is the construction of devices and applications to support the automated capture of live experiences and the future access of those records Over the past five years our research group has developed many different capture and access applications In this paper we present an overview of six of these applications We discuss the different design issues encountered while creating each of these applications and share our approaches to solving these issues in comparison and in contrast with other work found in the literature From these issues we define the large design space for automated capture and access This design space may then serve as a point of reference for designers to extract the requirements for systems to be developed in the future	ubiquitouscomputing mobiledevice application design
dx.doi.org%2F10.1007%2F3-540-45427-6_18.html	2001	Unearthing Virtual History Using Diverse Interfaces to Reveal Hidden Virtual Worlds	 	We describe an application in which museum visitors hunt for virtual history outdoors capture it and bring it back indoors for detailed inspection This application provides visitors with ubiquitous access to a parallel virtual world as they move through an extended physical space Diverse devices including mobile wireless interfaces for locating hotspots of virtual activity outdoors provide radically different experiences of the virtual depending upon location task and available equipment Initial reflections suggest that the physical design of such devices needs careful attention so as to encourage an appropriate style of use We also consider the extension of our experience to support enacted scenes Finally we discuss potential benefits of using diverse devices to make a shared underlying virtual world ubiquitously available throughout physical space	application locationbased physicalcomputing mobiledevice network task design
dx.doi.org%2F10.1007%2F3-540-45427-6_19.html	2001	KISS the Tram Exploring the PDA as Support for Everyday Activities	 	Most of today s common PDA applications do not leverage the prospects of the PDA We want to explore PDAs and other mobile devices as new media focusing on their unique qualities not as limited PCs Moreover we focus on support for everyday life We present a user test of an application for catching the tram based on this approach as well as guidance from the ever relevant principle Keep it simple stupid	mobiledevice application
dx.doi.org%2F10.1007%2F3-540-45427-6_2.html	2001	 GeoNotes Social and Navigational Aspects of Location Based Information Systems	 	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	locationbased informationsystem navigationsystem
dx.doi.org%2F10.1007%2F3-540-45427-6_20.html	2001	Subtle and Public Notification Cues for Mobile Devices	 	Mobile information technology increasingly influences everyday life When used in social contexts several problems regarding how mobile devices convey notifications arise Auditory notification cues such as those generally used by mobile phones can be intrusive and attention demanding Tactile cues such as vibrations are very private and subtle However since it is hard for other people nearby to perceive such cues it can be awkward to understand the actions which a notification cue can give rise to i e tactile cues are not public We discuss the design space of notification cues for mobile devices and propose an exploration of the space which combines the two dimensions of subtlety and publicity We conclude with a description of current and future work	mobiledevice audio haptic design
dx.doi.org%2F10.1007%2F3-540-45427-6_21.html	2001	 InfoScope Link from Real World to Digital Information Space	 	We describe an information augmentation system infoScope and applications integrating handheld device with a color camera to provide enhanced information perception services to users InfoScope uses a color camera as an input device to capture scene images from the real world and utilize computer vision techniques to extract information from real world convert them into digital world as text information and augment them back to the original scene location The user can see both the real world and information together on display of the handheld device We have implemented two applications First one is an automatic sign text translation for foreign travelers where a user may use infoScope whenever they want to see texts or signs in their own language where they are originally written in foreign language in the scene and extracted from scene images automatically by using computer vision techniques The second application is Information Augmentation in the City where a user can see information associated with building or a place overlaid onto real scene images on their PDA s display	application mobiledevice video systems computervision locationbased
dx.doi.org%2F10.1007%2F3-540-45427-6_22.html	2001	At Home with Ubiquitous Computing Seven Challenges	 Home ubiquitous computing context awareness domestic technologies evaluation 	The smart home offers a new opportunity to augment people s lives with ubiquitous computing technology that provides increased communications awareness and functionality Recently a number of trends have increased the likelihood that the aware home can soon become a reality We examine a number of challenges from the technical social and pragmatic domains that we feel must be overcome before the vision of the smart home posited by ubiquitous computing research can become a reality Our hope in raising these issues is to create a conversation among researchers in the varied disciplines that make up ubiquitous computing In particular we hope to raise awareness of the existing literature on the adoption use and history of domestic technologies as well as the use of situated studies and the benefits that these can bring to bear on the design and evaluation of technologies for the home	homesetting ubiquitouscomputing
dx.doi.org%2F10.1007%2F3-540-45427-6_23.html	2001	Privacy by Design Principles of Privacy Aware Ubiquitous Systems	 	This paper tries to serve as an introductory reading to privacy issues in the field of ubiquitous computing It develops six principles for guiding system design based on a set of fair information practices common in most privacy legislation in use today notice choice and consent proximity and locality anonymity and pseudonymity security and access and recourse A brief look at the history of privacy protection its legal status and its expected utility is provided as a background	privacy ubiquitouscomputing security
dx.doi.org%2F10.1007%2F3-540-45427-6_24.html	2001	TrekTrack A Round Wristwatch Interface for SMS Authoring	 Mobile computing round display polar coordinate navigation SMS text entry input devices wheel interface angular movement radial movement 	The user interface for text messaging via SMS has changed little since the technology was introduced on cell phones Authoring text with a phone keypad is tedious and error prone Furthermore the cell phone intrudes into other activities while hands hold it for authoring In this paper we suggest a future alternative user interface for SMS messages based on a round wristwatch device Two button wheels are used to access a round hi res color display Text input is done with a round soft keyboard that maps intuitively to the button wheels using the angular and radial movements of polar coordinates Furthermore a wristwatch device has an aesthetics that is less intrusive than a cell phone Since the device is always deployed authoring is easily interrupted to use the hands for other tasks Informal user evaluation of a prototype implementation suggests that this novel round design provides an improved user experience for authoring SMS compared to cell phones	mobiledevice urban task evaluation design
dx.doi.org%2F10.1007%2F3-540-45427-6_25.html	2001	A Compact Wireless Self Powered Pushbutton Controller	 	We describe a compact piezoelectric pushbutton and associated minimal circuitry that is able to wirelessly transmit a digital ID code to the immediate region e g 50 100 foot radius upon a single button push without the need of batteries or other energy sources Such devices have the potential of enabling controls and interfaces to be introduced into interactive environments without requiring any wiring optical acoustic lines of sight or batteries	network energy mobiledevice
dx.doi.org%2F10.1007%2F3-540-45427-6_26.html	2001	Interacting at a Distance Using Semantic Snarfing	 	It is difficult to interact with computer displays that are across the room which can be important in meetings and when controlling computerized devices A popular approach is to use laser pointers tracked by a camera but interaction techniques using laser pointers tend to be imprecise error prone and slow Therefore we have developed a new interaction style where the laser pointer or other pointing technique such pointing with a finger or even eye tracking indicates the region of interest and then the item there is copied snarfed to the user s handheld device such as a Palm or PocketPC handheld If the content changes on the PC the handheld s copy will be updated as well Interactions can be performed on the handheld using familiar direct manipulation techniques and then the modified version is sent back to the PC The content often must be reformatted to fit the properties of the handheld to facilitate natural interaction	mobiledevice video interactiontechnique
dx.doi.org%2F10.1007%2F3-540-45427-6_27.html	2001	The Everywhere Displays Projector A Device to Create Ubiquitous Graphical Interfaces	 	This paper introduces the Everywhere Displays projector a device that uses a rotating mirror to steer the light from an LCD DLP projector onto different surfaces of an environment Issues of brightness oblique projection distortion focus obstruction and display resolution are examined Solutions to some of these problems are described together with a plan to use a video camera to allow device free interaction with the projected images The ED projector is a practical way to create ubiquitous graphical interfaces to access computational power and networked data In particular it is envisioned as an alternative to the carrying of laptops and to the installation of displays in furniture objects and walls In addition the use of ED projectors to augment reality without the use of goggles is examined and illustrated with examples	mobiledevice video energy augmentedreality
dx.doi.org%2F10.1007%2F3-540-45427-6_28.html	2001	UniCast OutCast amp GroupCast Three Steps Toward Ubiquitous Peripheral Displays	 	Artifacts and surfaces that can display digital content are proliferating at a steady rate Many of these displays will be peripheral i e used for content that is not directly related to one s primary activities However what kinds of content would people want to see on such peripheral displays We have begun to investigate the use of peripheral displays in three workplace contexts within an individual office UniCast outside an individual office OutCast and in a common area GroupCast	
dx.doi.org%2F10.1007%2F3-540-45427-6_29.html	2001	Multibrowsing Moving Web Content across Multiple Displays	 	Although ubiquitous computing hardware technology is widely available today we believe one key factor in making ubiquitous computing useful is a framework for exploiting multiple heterogeneous displays whether fixed or on mobile computing devices to view and browse information To address this issue we propose multibrowsing Multibrowsing is a framework that extends the information browsing metaphor of the Web across multiple displays It does so by providing the machinery for coordinating control among a collection of Web browsers running on separate displays in a ubiquitous computing environment The displays may be public e g wall sized fixed screens or private e g the screens of individuals laptops or handhelds The resulting system extends browser functionality for existing content by allowing users to move existing pages or linked information among multiple displays and also enables the creation of new content targeted specifically for multi display environments Since it uses Web standards it accommodates any device or platform already supported by the Web and leverages the vast existing body of Web content and services We describe the design and implementation of multibrowsing and a variety of scenarios in which we have found it useful in our test bed ubiquitous computing environment	ubiquitouscomputing hardware framework mobiledevice web systems design
dx.doi.org%2F10.1007%2F3-540-45427-6_3.html	2001	A Probabilistic Room Location Service for Wireless Networked Environments	 	The popularity of wireless networks has increased in recent years and is becoming a common addition to LANs In this paper we investigate a novel use for a wireless network based on the IEEE 802 11 standard inferring the location of a wireless client from signal quality measures Similar work has been limited to prototype systems that rely on nearest neighbor techniques to infer location In this paper we describe Nibble a Wi Fi location service that uses Bayesian networks to infer the location of a device We explain the general theory behind the system and how to use the system along with describing our experiences at a university campus building and at a research lab We also discuss how probabilistic modeling can be applied to a diverse range of applications that use sensor data	network locationbased systems mobiledevice application sensing
dx.doi.org%2F10.1007%2F3-540-45427-6_30.html	2001	On the Design of Personal amp Communal Large Information Scale Appliances	 	As large displays become less expensive and more common throughout our working environments we believe they will become pervasive much as telephones were the ubiquitous communication devices of the previous generation When large displays are coupled to an authentication device e g a badge reader and put on a network they permit very rapid personal content access The BlueBoard project explores the design of large displays that can be used as temporary personal access points to personalized content yet also be used as display surfaces for small groups of people who want to easily share content between themselves We ve developed several design points that make BlueBoards simple for individual and small group use 1 p cons to refer to a person for information access and exchange 2 assuring users that information displayed on a BlueBoard is truly transient 3 providing a basic set of tools for immediate walk up use and 4 giving the BlueBoard a sense of where it s located for contextually appropriate information display	publicdisplay mobiledevice security design network walk sensing locationbased
dx.doi.org%2F10.1007%2F3-540-45427-6_31.html	2001	Serendipity within a Ubiquitous Computing Environment A Case for Opportunistic Browsing	 	We investigate an important interaction that can take place in a ubiquitous computing environment that of opportunistic browsing a form of information gathering on the fly Opportunistic browsing is characterised by being ubiquitous unintentional and effortless In this paper we clarify the concept of opportunistic browsing and place it within a cognitive framework We further discuss the nature of the interactions that can be triggered by the serendipitous discovery of information through opportunistic browsing and the importance of context awareness and we identify important research issues	ubiquitouscomputing framework contextawareness
dx.doi.org%2F10.1007%2F3-540-45427-6_4.html	2001	Location Information Managment	 	We describe an approach to the management of location events deriving from a variety of sensors and sensor technologies The approach uses a region based spatial algorithm to integrate low level location information producing events that approximate closely to the needs of application programs Preliminary experience indicates that the approach yields a very worthwhile reduction in the event traffic that must be handled by applications	locationbased sensing spatial systems application
dx.doi.org%2F10.1007%2F3-540-45427-6_5.html	2001	Low Cost Indoor Positioning System	 	This report describes a low cost indoor position sensing system utilising a combination of radio frequency and ultrasonics U sing a single rf transmitter and four ceiling mounted ultrasonic transmitters it provides coverage in a typical room in an area greater than 8m by 8m As well as finding position within a room it uses data encoded into the rf signal to determine the relevant web server for a building and which floor and room the user is in I t is intended to be used primarily by wearable mobile computers though it has also been extended for use as a tracking system	locationbased sensing network web systems wearablecomputing mobiledevice
dx.doi.org%2F10.1007%2F3-540-45427-6_6.html	2001	Making Everyday Life Easier Using Dense Sensor Networks	 	Advances in hardware are enabling the creation of small inexpensive devices and sensors Hundreds or thousands of these devices can be connected using low power multi hop wireless networks These networks foster a new class of ubiquitous computing applications called proactive computing In proactive applications computing occurs in the background without requiring human interaction humans participate to access information or to modify control policies This paper provides an overview of the application of a large wireless network of sensors to solve everyday problems in the workplace It describes the implementation of one application that allows people in the workplace to easily find empty conference rooms e g for impromptu meetings Drawing on this experience we identify technical challenges and possible directions for building dense networks of sensors that enable proactive computing	hardware mobiledevice sensing energy network ubiquitouscomputing application
dx.doi.org%2F10.1007%2F3-540-45427-6_7.html	2001	ICrafter A Service Framework for Ubiquitous Computing Environments	 	In this paper we propose ICrafter a framework for services and their user interfaces in a class of ubiquitous computing environments The chief objective of ICrafter is to let users flexibly interact with the services in their environment using a variety of modalities and input devices We extend existing service frameworks in three ways First to offload services and user input devices ICrafter provides infrastructure support for UI selection generation and adaptation Second ICrafter allows UIs to be associated with service patterns for on the fly aggregation of services Finally ICrafter facilitates the design of service UIs that are portable but still reflect the context of the local environment In addition we also focus on the system properties such as incremental deployability and robustness that are critical for ubiquitous computing environments We describe the goals and architecture of ICrafter a prototype implementation that validates its design and the key lessons learnt from our experiences	framework systems ubiquitouscomputing mobiledevice design
dx.doi.org%2F10.1007%2F3-540-45427-6_8.html	2001	Using JIT Compilation and Configurable Runtime Systems for Efficient Deployment of Java Programs on Ubiquitous Devices	 	As the proliferation of ubiquitous devices moves computation away from the conventional desktop computer boundaries distributed systems design is being exposed to new challenges A distributed system supporting a ubiquitous computing application must deal with a wider spectrum of hardware architectures featuring structural and functional differences and resources limitations Due to its architecture independent infrastructure and object oriented programming model the Java programming environment can support flexible solutions for addressing the diversity among these devices Unfortunately Java solutions are often associated with high costs in terms of resource consumption which limits the range of devices that can benefit from this approach In this paper we present an architecture that deals with the cost and complexity of running Java programs by partitioning the process of Java program execution between system nodes and remote devices The system nodes prepare a Java application for execution on a remote device by generating device specific native code and application specific runtime system on the fly The resulting infrastructure provides the flexibility of a high level programming model and the architecture independence specific to Java At the same time the amount of resources consumed by an application on the targeted device are comparable to that of a native implementation	mobiledevice systems ubiquitouscomputing hardware application
dx.doi.org%2F10.1007%2F3-540-45427-6_9.html	2001	Software Infrastructure for Ubiquitous Computing Environments Supporting Synchronous Collaboration with Heterogeneous Devices	 	In ubiquitous computing environments multiple users work with a wide range of different devices In many cases users interact and collaborate using multiple heterogeneous devices at the same time The configuration of the devices should be able to change frequently due to a highly dynamic flexible and mobile nature of new work practices This produces new requirements for the architecture of an appropriate software infrastructure In this paper an architecture designed to meet these requirements is proposed To test its applicability this architecture was used as the basis for the implementation of BEACH the software infrastructure of i LAND the ubiquitous computing environment at GMD IPSI It provides the functionality for synchronous cooperation and interaction with roomware components i e room elements with integrated information technology In conclusion our experiences with the current implementation are presented	ubiquitouscomputing mobiledevice software design application
dx.doi.org%2F10.1007%2F3-540-45809-3_1.html	2002	Context Aware Computing A Test Case	 	Through an iterative design approach we have proposed and evaluated ways of incorporating user created information into context aware systems We implemented and tested a location sensitive college campus tour guide called Campus Aware that allows users to annotate physical spaces with text notes The goal was to provide visitors to the campus with a sense of the activities going on in the environment Our evaluation of Campus Aware revealed that users provided unique content that was interesting and useful to others They also served as moderators posting corrections to inaccurate notes and answering questions posed by other users We discovered that our system easily became a distraction and was not able to detect location precisely enough to prevent user confusion Our findings suggest new ways to make context aware systems easier for users to comprehend and enjoy	design evaluation contextawareness locationbased physicalcomputing sensing
dx.doi.org%2F10.1007%2F3-540-45809-3_10.html	2002	Face Responsive Interfaces From Direct Manipulation to Perceptive Presence	 	Systems for tracking faces using computer vision have recently become practical for human computer interface applications We are developing prototype systems for face responsive interaction exploring three different interface paradigms direct manipulation gazemediated agent dialog and perceptually driven remote presence We consider the characteristics of these types of interactions and assess the performance of our system on each application We have found that face pose tracking is a potentially accurate means of cursor control and selection is seen by users as a natural way to guide agent dialog interaction and can be used to create perceptually driven presence artefacts which convey real time awareness of a remote space	computervision hci application
dx.doi.org%2F10.1007%2F3-540-45809-3_11.html	2002	Vision Based Face Tracking System for Large Displays	 	In this paper we present a stereo based face tracking system which can track the 3D position and orientation of a user in real time and the system s application for interaction with a large display Our tracking system incorporates dynamic update of template images for tracking facial features so that the system can successfully track a user s face for a large angle of rotation Another advantage of our tracking system is that it does not require a user to manually initialize the tracking process which is critical for natural and intuitive interaction Based on our face tracking system we have implemented several prototype applications which change information shown on a large display adaptively according to the location looked at by a user	locationbased application publicdisplay
dx.doi.org%2F10.1007%2F3-540-45809-3_12.html	2002	The FindIT Flashlight Responsive Tagging Based on Optically Triggered Microprocessor Wakeup	 	We have designed an active tagging system that responds to a coded optical beam from several meters away The tags contain a minimalist microprocessor that ambiently operates in shutdown mode and upon detecting particular frequency components in the AM modulated interrogation beam awakens to decode the incident digital message and produce an appropriate response The lack of linear amplifiers means that these tags draw under 0 5 ????A when sleeping hence can operate up to 10 years on a lithium coin cell Such devices are practical demonstrations of the potential of ubiquitous computing where common nearly passive objects have a sense of identity and the ability to respond to external stimuli In our example the interrogator is a flashlight with which one scans an area when the light beam hits a tag programmed with a code that matches that sent by the interrogator an on tag LED flashes indicating that the desired object is found	design ambient mobiledevice ubiquitouscomputing sensing
dx.doi.org%2F10.1007%2F3-540-45809-3_13.html	2002	 ForSe FIElds Force Sensors for Interactive Environments	 Gesture effort movement weight balance force sensor resolution sensor composition sensor characterisation physical design sensor arrangement signal processing multiplexing self organising sensors interfacing visualisation demonstration 	In this paper we discuss the development of Z Tiles in conjunction with a sister project Self Organising Sensors SOS Combined these projects will result in a pressure sensitive self organising interactive sensor design that can be embedded into appropriate environments The shared objective of these projects is to further our understanding of movement and gesture In this paper we discuss the design and behaviour of a force sensing material the physical design of the sensor encasement and the software that allows the sensors to communicate and self organise The issues of modularity and portability are also discussed in this paper while consideration has also been given to the conceptualisation and development of a variety of prototypes ranging from entertainment to potential therapeutic applications Essentially the Z tiles sensor can be used in control surfaces where force weight distribution or motion is used as control parameters	sensing design gestureinteraction software application
dx.doi.org%2F10.1007%2F3-540-45809-3_14.html	2002	Approximate Information Flows Socially Based Modeling of Privacy in Ubiquitous Computing	 	In this paper we propose a framework for supporting socially compatible privacy objectives in ubiquitous computing settings Drawing on social science research we have developed a key objective called the Principle of Minimum Asymmetry which seeks to minimize the imbalance between the people about whom data is being collected and the systems and people that collect and use that data We have also developed Approximate Information Flow AIF a model describing the interaction between the various actors and personal data AIF effectively supports varying degrees of asymmetry for ubicomp systems suggests new privacy protection mechanisms and provides a foundation for inspecting privacy friendliness of ubicomp systems	framework privacy ubiquitouscomputing
dx.doi.org%2F10.1007%2F3-540-45809-3_15.html	2002	The Personal Server Changing the Way We Think about Ubiquitous Computing	 Ubiquitous Computing Mobility Device Discovery Adaptive Interfaces Personal Server 	The Personal Server is a mobile device that enables you to readily store and access the data and applications you carry with you through interfaces found in the local environment Unlike conventional mobile computers with relatively poor user interfaces it does not have a display at all instead wirelessly utilizing displays keyboards and other IO devices found nearby By co opting large screens such as those found on desktop PCs public display monitors information kiosks and other computers a Personal Server is more effective than relying on a small mobile screen This model goes beyond the mobile context and has wider implications for how we think about computing in general A prototype system including applications system infrastructure and a mobile platform has been built to fully explore this model This prototype sheds light on the suitability of standard components to support such a computing model and from this illuminates directions for the design of future ubiquitous computing systems	systems mobiledevice application network publicdisplay ubiquitouscomputing
dx.doi.org%2F10.1007%2F3-540-45809-3_16.html	2002	 QueryLens Beyond ID Based Information Access	 	This paper discusses how ID based information access i e information access that utilizes IDs of physical entities can be enhanced to function in a dynamic and social environment where users can participate in the process of designing and extending the information space QueryLens is a system that accumulates queries connects them to a relevant physical object allows a user to share and modify them and uses them to capture answers	design physicalcomputing
dx.doi.org%2F10.1007%2F3-540-45809-3_17.html	2002	Pin amp Play Networking Objects through Pins	 	We introduce a new concept of networking objects in everyday environments The basic idea is to build on the familiar use of surfaces such as walls and boards for attachment of mundane objects such as light controls pictures and notes Hence our networking concept entails augmentation of such surfaces with conductive material to enable them as communication medium It further incorporates the use of simple pushpin connectors through which objects can be attached to network enabled surfaces Thereby users are provided with a highly familiar mechanism for adding objects ad hoc to the bus network hence its name Pin amp Play This paper describes the architecture and principles of Pin amp Play as well as the design and implementation of a smart notice board as proof of concept	design
dx.doi.org%2F10.1007%2F3-540-45809-3_18.html	2002	Social Aspects of Using Large Public Interactive Displays for Collaboration	 	Large displays have several natural affordances that can simplify small group collaborative work They are large enough to hold multiple work areas they are easy to see and can be manipulated directly via touch When placed into group and public spaces such displays create pervasively available working surfaces for lightweight temporary walkup use The BlueBoard is a large plasma display with touch sensing and a badge reader to identify individuals using the board The onboard software acts as a thin client giving access to each participant s web based content e g home pages project pages The client also has a set of tools and mechanisms that support rapid exchange of content between those present The overall design of the BlueBoard is one that is easily learnable under 5 minutes very simple to use and permits novel uses for collaboration Our initial field study revealed a number of social issues about the use of a large pervasively available display surface yet indicates that a shared public display space truly has distinct properties that lend themselves to sharing content Extreme learnability amp overall simplicity of design makes BlueBoard a tool for collaboration that supports intermittent but effective use for side by side collaboration between colleagues	publicdisplay touch urban sensing software web homesetting design fieldstudy
dx.doi.org%2F10.1007%2F3-540-45809-3_19.html	2002	A Privacy Awareness System for Ubiquitous Computing Environments	 	Protecting personal privacy is going to be a prime concern for the deployment of ubiquitous computing systems in the real world With daunting Orwellian visions looming it is easy to conclude that tamper proof technical protection mechanisms such as strong anonymization and encryption are the only solutions to such privacy threats However we argue that such perfect protection for personal information will hardly be achievable and propose instead to build systems that help others respect our personal privacy enable us to be aware of our own privacy and to rely on social and legal norms to protect us from the few wrongdoers We introduce a privacy awareness system targeted at ubiquitous computing environments that allows data collectors to both announce and implement data usage policies as well as providing data subjects with technical means to keep track of their personal information as it is stored used and possibly removed from the system Even though such a system cannot guarantee our privacy we believe that it can create a sense of accountability in a world of invisible services that we will be comfortable living in and interacting with	privacy ubiquitouscomputing sensing systems
dx.doi.org%2F10.1007%2F3-540-45809-3_2.html	2002	ComicDiary Representing Individual Experiences in a Comics Style	 	This paper describes a system called ComicDiary that automatically creates a personal diary in a comics style ComicDiary is built as a sub system of our ongoing project C MAP to develop a personal guidance system for exhibition touring at museums trade shows academic conferences cities and so on The aim of the C MAP system is to provide users with personalized guidance according to temporal and spatial situations as well as individual interests ComicDiary is designed as a casual tool for augmenting an individual user s memory as well as for encouraging communities of users to exchange personal memories This paper presents the preliminary results of deploying the ComicDiary system as a digital assistant service for conference participants	systems urban spatial design socialnetwork
dx.doi.org%2F10.1007%2F3-540-45809-3_20.html	2002	A Hybrid Location Model with a Computable Location Identifier for Ubiquitous Computing	 	Location modeling and representation are crucial technologies for context aware applications In this paper we present a novel location model combining the virtues of both the hierarchical and coordinate location models and we introduce a computable location identifier namely Aura Location Identifier ALI We then describe how the Aura space service uses this hybrid model to handle spatial queries for context aware applications A simple example of such a query is a range query e g select name from printer where distance location ali cmu wean hall floor3 3100 corridor 10 10 0 lt 10 where location is an attribute representing the location of printers Finally we discuss how we extended the PostgreSQL database system to provide direct support for spatial SQL queries at the database level These extensions improve performance and increase flexibility for context aware applications	locationbased contextawareness systems spatial
dx.doi.org%2F10.1007%2F3-540-45809-3_21.html	2002	A Novel Broadband Ultrasonic Location System	 	Indoor ultrasonic location systems provide fine grained position data to ubiquitous computing applications However the ultrasonic location systems previously developed utilize narrowband transducers and thus perform poorly in the presence of noise and are constrained by the fact that signal collisions must be avoided In this paper we present a novel ultrasonic location system which utilizes broadband transducers We describe the transmitter and receiver hardware and characterize the ultrasonic channel bandwidth The system has been deployed as a polled centralized location system in an office Test results demonstrate that the system can function in high levels of environmental noise and that it has the capability for higher update rates than previous ultrasonic location systems	locationbased ubiquitouscomputing application hardware
dx.doi.org%2F10.1007%2F3-540-45809-3_22.html	2002	Location of Mobile Devices Using Networked Surfaces	 	Networked Surfaces are a novel technology using contact with physical surfaces such as desks to provide network connectivity for mobile devices In addition Networked Surfaces can accurately estimate the positions and orientations of connected devices combining two key technologies for ubiquitous computing This paper discusses the algorithm implemented to estimate device locations on the Networked Surface prototype It then evaluates the location accuracy obtained using simulations measurements and visualisation Methods of improving the location accuracy are also investigated Finally the paper discusses how the location information provided by Networked Surfaces can be incorporated into context aware computing applications	mobiledevice ubiquitouscomputing systems locationbased evaluation dataanalysis simulation contextawareness application
dx.doi.org%2F10.1007%2F3-540-45809-3_23.html	2002	SmartMoveX on a Graph An Inexpensive Active Badge Tracker	 	Measuring the locations of people in a building is an important part of ubiquitous computing We present new hardware and software for this purpose The hardware called SmartMoveX is an active badge system in which a small radio transmitter is attached to the person being tracked Receivers placed in the building s existing offices connected to existing PCs transmit signal strength readings to a central PC using the building s existing computer network Combined with the low cost of the hardware using the existing network makes this active badge system much less expensive than many others To compute locations based on signal strength we gathered signal strength readings from predefined location nodes in the building We defined a graph on these nodes which allowed us to enforce constraints on computed movements between nodes e g cannot pass through walls and to probabilistically enforce our expectations on transitions between connected nodes Modeling the data with a hidden Markov model we used the Viterbi algorithm to compute optimal paths based on signal strengths over the node graph The average location error was 3 05 meters which compared favorably to a simple nearest neighbor algorithm s average location error of 4 57 meters	locationbased ubiquitouscomputing hardware software network mathematical systems
dx.doi.org%2F10.1007%2F3-540-45809-3_24.html	2002	A Generic Location Event Simulator	 	This note describes a standalone generic location event simulator that has been designed for the visualisation scalability testing and evaluation of location aware event driven middleware and applications	locationbased simulation design scalability evaluation middleware application
dx.doi.org%2F10.1007%2F3-540-45809-3_25.html	2002	PlantCare An Investigation in Practical Ubiquitous Systems	 	Ubiquitous computing is finally becoming a reality However there are many practical issues that stand in the way of mass acceptance We have been investigating these practical concerns within the context of an autonomous application that takes care of houseplants using a sensor network and a mobile robot We believe that emphasizing autonomy and thereby minimizing demands on users will help us address the many practical concerns that will arise not only in PlantCare but also in many other ubiquitous applications In this paper we discuss the technical challenges that we have encountered while trying to make PlantCare a reality and report on our experience in addressing these challenges	ubiquitouscomputing application sensing mobiledevice robot
dx.doi.org%2F10.1007%2F3-540-45809-3_26.html	2002	Context Acquisition Based on Load Sensing	 	Load sensing is a mature and robust technology widely applied in process control In this paper we consider the use of load sensing in everyday environments as an approach to acquisition of contextual information in ubiquitous computing applications Since weight is an intrinsic property of all physical objects load sensing is an intriguing concept on the physical virtual boundary enabling the inclusive use of arbitrary objects in ubiquitous applications In this paper we aim to demonstrate that load sensing is a versatile source of contextual information Using a series of illustrative experiments we show that using load sensing techniques we can obtain not just weight information but object position and interaction events on a given surface We describe the incorporation of load sensing in the furniture and the floor of a living laboratory environment and report on a number of applications that use context information derived from load sensing	sensing contextawareness ubiquitouscomputing application physicalcomputing
dx.doi.org%2F10.1007%2F3-540-45809-3_27.html	2002	Proactive Instructions for Furniture Assembly	 	Tennenhouse 1 coined the term proactive computing where humans get out of the interaction loop and may be serviced specifically according to their needs and current situation In this paper we propose a framework for proactive guidance which aims to overcome limitations of today s printed instructions By attaching computing devices and multiple sensors onto different parts of the assembly the system can recognize the actions of the user and determine the current state of the assembly The system can suggest the next most appropriate action at any point in time In an experimental case study with the IKEA PAX wardrobe we show the feasibility of the proposed approach At the end important issues are discussed and future directions are outlined	systems framework mobiledevice sensing
dx.doi.org%2F10.1007%2F3-540-45809-3_28.html	2002	WearNET A Distributed Multi sensor System for Context Aware Wearables	 	This paper describes a distributed multi sensor system architecture designed to provide a wearable computer with a wide range of complex context information Starting from an analysis of useful high level context information we present a top down design that focuses on the peculiarities of wearable applications Thus our design devotes particular attention to sensor placement system partitioning as well as resource requirements given by the power consumption computational intensity and communication overhead We describe an implementation of our architecture and initial experimental results obtained with the system	sensing design wearablecomputing contextawareness application energy
dx.doi.org%2F10.1007%2F3-540-45809-3_29.html	2002	Using Low Cost Sensing to Support Nutritional Awareness	 	Nutrition has a big impact on health including major diseases such as heart disease osteoporosis and cancer This paper presents an application designed to help people keep track of the nutrional content of foods they have eaten Our work uses shopping receipts to generate suggestions about healthier food items that could help to supplement missing nutrients We present our system design a capture and access application that based on shopping receipt data provides access to ambiguous suggestions for more nutritious purchases We also report results from one formative user study suggesting that receipts may provide enough information to extend our work by also estimating what people are actually eating as opposed to simply what they are purchasing	health application design food
dx.doi.org%2F10.1007%2F3-540-45809-3_3.html	2002	 Mobile Reality A PDA Based Multimodal Framework Synchronizing a Hybrid Tracking Solution with 3D Graphics and Location Sensitive Speech Interaction	 	A maintenance engineer who talks to pumps and pipes may not seem like the ideal person to entrust with keeping a factory running smoothly but we hope that our Mobile Reality framework will enable such behavior in the future to be anything but suspicious Described in this paper is how the Mobile Reality framework running entirely on a Pocket PC synchronizes a hybrid tracking solution to offer the user a seamless location dependent mobile multimodal interface The user interface juxtaposes a three dimensional graphical view with a context sensitive speech dialog centered upon objects located in the immediate vicinity of the mobile user In addition support for collaboration enables shared VRML browsing with annotation and a full duplex voice channel	mobiledevice framework locationbased contextawareness speech
dx.doi.org%2F10.1007%2F3-540-45809-3_4.html	2002	Rememberer A Tool for Capturing Museum Visits	 	We report on our experiences implementing and testing Rememberer a tool for recording visits to museums We describe field trials at the Exploratorium an interactive science museum in San Francisco This challenging environment enabled us to verify that Rememberer interferes little with the social hands on nature of Exploratorium visits and has promise as a vehicle for post visit reflection and communication	fieldstudy car
dx.doi.org%2F10.1007%2F3-540-45809-3_5.html	2002	Issues in Personalizing Shared Ubiquitous Devices	 	As ubiquitous computing becomes widespread we are increasingly coming into contact with shared computer enhanced devices such as cars televisions and photocopiers Our interest is in identifying general issues in personalizing such shared everyday devices Our approach is to compare alternative personalization methods by deploying and using alternative personalization interfaces portable and embedded for three shared devices in our workplace a presentation PC a plasma display for brainstorming and a multi function copier This paper presents the comparative prototyping methodology we employed the experimental system we deployed observations and feedback from use and resulting issues in designing personalized shared ubiquitous devices	ubiquitouscomputing mobiledevice car feedback design
dx.doi.org%2F10.1007%2F3-540-45809-3_6.html	2002	User Study Techniques in the Design and Evaluation of a Ubicomp Environment	 	To be successful ubicomp applications must be designed with their environment and users in mind and evaluated to confirm that they do not disrupt the users natural workflow Well established techniques for understanding users and their environment exist but are not specifically designed to assess how well the computing and physical task environments blend We present strengths and weaknesses of several qualitative and quantitative user study techniques for ubicomp We applied these techniques to the design and evaluation of a ubicomp application for cell biology laboratories Labscape We describe how these techniques helped identify design considerations that were crucial for Labscape s adoption and demonstrate their ability to measure how effectively applications blend into an environment	design evaluation task application hci
dx.doi.org%2F10.1007%2F3-540-45809-3_7.html	2002	Change Blind Information Display for Ubiquitous Computing Environments	 	Occupants of future computing environments with ubiquitous display devices may feel inundated with changing digital information One solution is to create a reasoning module that accepts requests to display information from multiple applications and controls how the information is presented to minimize visual disruptions to users Such a system might use information about what activity is occurring in the space to exploit a powerful phenomenon of the human visual system change blindness	systems mobiledevice application video energy
dx.doi.org%2F10.1007%2F3-540-45809-3_8.html	2002	Supporting Human Activities Exploring Activity Centered Computing	 	In this paper we explore an activity centered computing paradigm that is aimed at supporting work processes that are radically different from the ones known from office work Our main inspiration is healthcare work that is characterized by an extreme degree of mobility many interruptions ad hoc collaboration based on shared material and organized in terms of well defined recurring work activities We propose that this kind of work can be supported by a pervasive computing infrastructure together with domain specific services both designed from a perspective where work activities are first class objects We also present an exploratory prototype design and first implementation and present some initial results from evaluations in a healthcare environment	health mobiledevice ubiquitouscomputing systems design evaluation
dx.doi.org%2F10.1007%2F3-540-45809-3_9.html	2002	Perceptual Components for Context Aware Computing	 	In this paper we propose a software architecture for observing and modeling human activity This architecture is derived from an ontology for context awareness We propose a model in which a user s context is described by a set of roles and relations Different configurations of roles and relations correspond to situations within the context The components of a context model are used to specify processes for observing activity The ontology for context modeling is derived from both a bottom up system s perspective and a top down users perspective As we define each element we describe the corresponding components of a process based software architecture Using these components a context is translated into a federation of observational processes This model leads to an architecture in which reflexive elements are dynamically composed to form federations of processes for observing and predicting the situations that make up a context	software activityrecognition contextawareness dataanalysis
dx.doi.org%2F10.1007%2F3-540-45866-2_1.html	2002	The SAHARA Model for Service Composition across Multiple Providers	 	Services are capabilities that enable applications and are of crucial importance to pervasive computing in next generation networks Service Composition is the construction of complex services from primitive ones thus enabling rapid and flexible creation of new services The presence of multiple independent service providers poses new and significant challenges Managing trust across providers and verifying the performance of the components in composition become essential issues Adapting the composed service to network and user dynamics by choosing service providers and instances is yet another challenge In SAHARA1 we are developing a comprehensive architecture for the creation placement and management of services for composition across independent providers In this paper we present a layered reference model for composition based on a classification of different kinds of composition We then discuss the different overarching mechanisms necessary for the successful deployment of such an architecture through a variety of case studies involving composition	systems application ubiquitouscomputing dataanalysis
dx.doi.org%2F10.1007%2F3-540-45866-2_10.html	2002	The Untrusted Computer Problem and Camera Based Authentication	 	The use of computers in public places is increasingly common in everyday life In using one of these computers a user is trusting it to correctly carry out her orders For many transactions particularly banking operations blind trust in a public terminal will not satisfy most users In this paper the aim is therefore to provide the user with authenticated communication between herself and a remote trusted computer via the untrusted computer After defining the authentication problem that is to be solved this paper reduces it to a simpler problem Solutions to the simpler problem are explored in which the user carries a trusted device with her Finally a description is given of two camera based devices that are being developed	security mobiledevice video
dx.doi.org%2F10.1007%2F3-540-45866-2_11.html	2002	SoapBox A Platform for Ubiquitous Computing Research and Applications	 	Designing implementing and evaluating prototypes is a normal way of doing technical research In recent years we have seen lots of research prototypes specifically designed for context awareness future user interfaces and intelligent environment research The problem with this type of specialised prototypes is that their lifetime is rather short and the valuable work done for them is not easily reusable Our approach has been different as we have deliberately aimed towards a multipurpose platform that would be suitable for various ubiquitous computing related research themes In this article we present the design and implementation of the platform that is named as SoapBox Sensing Operating and Activating Peripheral Box Its main features are wired and wireless communications in built sensors small size and low power consumption We also introduce some results of research projects that have already used the platform successfully Finally we conclude the paper with application scenarios for further work	evaluation design contextawareness systems ubiquitouscomputing sensing network energy application
dx.doi.org%2F10.1007%2F3-540-45866-2_12.html	2002	Pushpin Computing System Overview A Platform for Distributed Embedded Ubiquitous Sensor Networks	 	A hardware and software platform has been designed and implemented for modeling testing and deploying distributed peer to peer sensor networks comprised of many identical nodes Each node possesses the tangible affordances of a commonplace pushpin to meet ease of use and power considerations The sensing computational and communication abilities of a Pushpin as well as a Pushpin operating system supporting mobile computational processes are treated in detail Example applications and future work are discussed	hardware software systems design sensing energy mobiledevice application
dx.doi.org%2F10.1007%2F3-540-45866-2_13.html	2002	Making Sensor Networks Practical with Robots	 	While wireless sensor networks offer new capabilities there are a number of issues that hinder their deployment in practice We argue that robotics can solve or greatly reduce the impact of many of these issues Our hypothesis has been tested in the context of an autonomous system to care for houseplants that we have deployed in our office environment This paper describes what we believe is needed to make sensor networks practical the role robots can play in accomplishing this and the results we have obtained in developing our application	network sensing robot application
dx.doi.org%2F10.1007%2F3-540-45866-2_14.html	2002	Modeling Context Information in Pervasive Computing Systems	 	As computing becomes more pervasive the nature of applications must change accordingly In particular applications must become more flexible in order to respond to highly dynamic computing environments and more autonomous to reflect the growing ratio of applications to users and the corresponding decline in the attention a user can devote to each That is applications must become more context aware To facilitate the programming of such applications infrastructure is required to gather manage and disseminate context information to applications This paper is concerned with the development of appropriate context modeling concepts for pervasive computing which can form the basis for such a context management infrastructure This model overcomes problems associated with previous context models including their lack of formality and generality and also tackles issues such as wide variations in information quality the existence of complex relationships amongst context information and temporal aspects of context	systems application contextawareness ubiquitouscomputing
dx.doi.org%2F10.1007%2F3-540-45866-2_15.html	2002	A Model for Software Configuration in Ubiquitous Computing Environments	 	Software configuration in a heterogeneous and dynamic environment such as ubiquitous computing is a challenging task This paper presents the COCA model which transforms heterogeneous ubiquitous computing resources through a process called classification into a conceptualized representation which allows high level manipulation and configuration by ubiquitous computing applications A multi modal ubiquitous computing application serves as a sample implementation of the model that uses an automatic software configuration process to dynamically adapt to changes in the environment	software ubiquitouscomputing task dataanalysis application
dx.doi.org%2F10.1007%2F3-540-45866-2_16.html	2002	INS Twine A Scalable Peer to Peer Architecture for Intentional Resource Discovery	 	The decreasing cost of computing technology is speeding the deployment of abundant ubiquitous computation and communication With increasingly large and dynamic computing environments comes the challenge of scalable resource discovery where client applications search for resources services devices etc on the network by describing some attributes of what they are looking for This is normally achieved through directory services also called resolvers which store resource information and resolve queries This paper describes the design implementation and evaluation of INS Twine an approach to scalable intentional resource discovery where resolvers collaborate as peers to distribute resource information and to resolve queries Our system maps resources to resolvers by transforming descriptions into numeric keys in a manner that preserves their expressiveness facilitates even data distribution and enables efficient query resolution Additionally INS Twine handles resource and resolver dynamism by treating all data as soft state	ubiquitouscomputing systems scalability application mobiledevice urban
dx.doi.org%2F10.1007%2F3-540-45866-2_17.html	2002	Location Estimation Indoors by Means of Small Computing Power Devices Accelerometers Magnetic Sensors and Map Knowledge	 	A distributed real time system based on wearable accelerometers and magnetic sensors is proposed for location estimation and recognition of walking behaviors Suitable for both outdoor and indoor navigation the system is especially adjusted for irregular movements indoors The algorithm which demands only small computing resources performs step detection and classification in the time domain allowing the estimation of the size of each separate step independently Since the system finds the user s position relative to an initial position it is intended to be supplemented with different types of absolute positioning information Making use of map knowledge as an easily available source of this information is analyzed The conclusion is drawn that referring to the locations of the corridors and stairways increases the positioning accuracy and reduces the effect of magnetic field distortions encountered inside buildings The positioning error of different system configurations was 3 10 from traveled distance	systems wearablecomputing sensing locationbased walk navigationsystem dataanalysis urban
dx.doi.org%2F10.1007%2F3-540-45866-2_18.html	2002	Estimating the Benefit of Location Awareness for Mobile Data Management Mechanisms	 	With the increasing popularity of mobile computing devices the need to access information in mobile environments has also grown rapidly In order to support such mobile information accesses location based services and mobile information systems often rely on location aware data management mechanisms like location aware caching data dissemination or prefetching As we explain in this paper the location awareness of such mechanisms is only useful if the accessed information is location dependent i e if the probability with that a certain information object is accessed depends on the user s location Although the location dependency of the accessed information is crucial for the efficiency of location aware data management mechanisms and the benefit they can get out of their location awareness no metric to measure the location dependency of information has been proposed so far In this paper we describe such a metric together with a second one for a further important characteristic of mobile information accesses the so called focus	mobiledevice locationbased informationsystem
dx.doi.org%2F10.1007%2F3-540-45866-2_19.html	2002	iCAMS A Mobile Communication Tool Using Location and Schedule Information	 	We have developed a communication support system that estimates the situation of a person using schedule information and location information provided by a PHS Personal Handy Phone System From the lessons provided by our prior studies and inventions we developed a new mobile communication tool for cellular phones that uses location information and schedule information This is a kind of dynamic telephone book which we have named iCAMS We performed user studies for eight weeks in Tokyo with a group of students and with a group of small office workers By analyzing the communication logs questionnaires and interviews we conducted with the users we evaluated our system	locationbased mobiledevice qualitativemethods evaluation
dx.doi.org%2F10.1007%2F3-540-45866-2_2.html	2002	Ubiquitous Computing in the Automotive Domain Abstract 	 	Examples for ubiquitous computing applications usually come from the household domain Typical lists include microwave ovens with integrated web pads refrigerators or washing machines with remote Internet connections for maintenance access and even instrumented coffee mugs or clothes While many of these examples have substantial entertainment value the likelihood of their realization and pervasive deployment in the not too distant future is questionable There is however another application domain for ubiquitous computing which holds substantial promise but is often overlooked the automotive sector Cars are fairly attractive protagonists for ubiquitous computing They are large enough to have communication devices integrated in them in fact a substantial portion of them has integrated phones today They come with their own power source which can also feed their communications equipment Their price is some orders of magnitude higher than that of the device to be included so the relative price increase to make them communicate is small And perhaps most importantly some services such as mayday remote tracking or telediagnosis make vehicle connectivity desirable for car buyers and car manufacturers alike In this talk we discuss how ubiquitous computing in the automotive domain can become a reality We investigate the principal services resulting from network connected cars focussing on vehicle originated rather than passenger related communication as we believe that ubiquitous computing is more about communicating machines than communicating humans Within the vehicle centric services identified we distinguish between client server and peer to peer applications resulting in different communication requirements and system setups We outline some network solutions to meet these requirements including technologies for car to infrastructure and car to car communication in different regions of the world We conclude by discussing the overall effect which these developments may have on the automotive industry	ubiquitouscomputing application homesetting web internet car mobiledevice energy systems
dx.doi.org%2F10.1007%2F3-540-45866-2_20.html	2002	Browser State Repository Service	 	We introduce browser state repository BSR service that allows a user to save and restore multiple independent snapshots of web sessions on a browser At a later time the user can retrieve any saved snapshot on a potentially different browser on a different device to continue any one of the chosen saved session in any order The web session snapshot captures a complete browser running state including the last page that appears on the browser document object state script state values that a user enters in forms on the last page browser history for back and forward pages and cookies BSR service consists of a browser plug in that takes browser session snapshots and a repository server that stores snapshots securely for each user The main contribution of BSR service is that it decouples association between browser state and a device in favor of association between browser state and its user	systems web mobiledevice security
dx.doi.org%2F10.1007%2F3-540-45866-2_21.html	2002	Annotation by Transformation for the Automatic Generation of Content Customization Metadata	 	Users are increasingly accessing the Internet from mobile devices as well as conventional desktop computers However it is not reasonable to expect content authors to create different data presentations for each device type but the content source should be reused across multiple delivery contexts whenever possible The objective of this research is to develop a supporting tool for the presentation customization that follows after the content specialization in device independent authoring This paper presents a tool that automatically generates content customization metadata on the basis of users editing operations toward the desired results of the customization A prototype of the metadata generator was developed for the generation of page clipping annotations to be used for an annotation based transcoding system	internet mobiledevice
dx.doi.org%2F10.1007%2F3-540-45866-2_22.html	2002	SCAN A Dynamic Scalable and Efficient Content Distribution Network	 	We present SCAN the Scalable Content Access Network SCAN combines dynamic replica placement with a self organizing application level multicast tree to meet client QoS and server resource constraints It utilizes an underlying distributed object routing and location system DOLR as an essential component Simulation results on both flash crowd like synthetic workloads and real Web server traces show that SCAN deploys close to an optimal number of replicas achieves good load balance and incurs a small delay and bandwidth penalty for update multicast relative to static replica placement on IP multicast We envision that SCAN could enhance a number of different applications such as content distribution and peer to peer file sharing	scalability application systems locationbased simulation crowd web
dx.doi.org%2F10.1007%2F3-540-45866-2_3.html	2002	Building Applications for Ubiquitous Computing Environments	 	Ubiquitous computing embodies a fundamental change from traditional desktop computing The computational environment is augmented with heterogeneous devices choice of input and output devices mobile users and contextual information The design of systems and applications needs to accommodate this new operating environment In this paper we present our vision of future computing environments we term User Virtual Spaces the challenges facing developers and how they motivate the need for new application design We present our approach for developing applications that are portable across ubiquitous computing environments and describe how we use contextual information to store and organize application data and user preferences We present an application we have implemented that illustrates the advantages of our techniques in this new computing environment	ubiquitouscomputing systems mobiledevice contextawareness design application
dx.doi.org%2F10.1007%2F3-540-45866-2_4.html	2002	Systems Support for Ubiquitous Computing A Case Study of Two Implementations of Labscape	 	Labscape a ubiquitous computing environment for cell biologists was implemented twice once using only standard tools for distributed systems TCP sockets and shared file systems and once using one world a runtime system designed specifically to support ubiquitous applications We analyze Labscape in terms of the system properties that are required to provide a fluid user experience Though the two implementations are functionally and architecturally similar we found a significant difference in the degree to which they each exhibited the required properties The fact that one world was not designed specifically with Labscape in mind yet was found to support the application s requirements well suggests that ubiquitous applications have many aspects in common and can benefit from a system support layer for coping with dynamic environments We present in detail the concepts embodied in one world that we have found to be most important for Labscape and how some of these concepts might be extended	ubiquitouscomputing application design systems
dx.doi.org%2F10.1007%2F3-540-45866-2_5.html	2002	On the Gap between Vision and Feasibility	 	Information appliances user interfaces and context aware devices are necessarily based on approximations of potential users and usage situations However it is not an unusual experience for developers that in some areas appropriate approximations are extremely difficult to realize Often these difficulties are not apparent from the beginning Nevertheless difficulties are rarely addressed in the pervasive computing literature as they appear to be peripheral compared to the technical challenges In this paper we argue that the field would largely benefit from addressing these issues explicitly First focussed discussions would help identify areas that have already shown to be difficult or even intractable in related disciplines such as AI or CSCW Second it would help developers become aware of the difficulties and would allow them to deliberately circumvent such areas We use example scenarios from the pervasive computing literature to illustrate these points Difficulties to describe and to analyze impacts of pervasive computing applications indicate a need for an analysis framework providing a specific terminology	contextawareness mobiledevice ubiquitouscomputing design application framework
dx.doi.org%2F10.1007%2F3-540-45866-2_6.html	2002	The Fastap Keypad and Pervasive Computing	 	The need for an effective and adaptable data input method is fundamental to pervasive computing on hand held devices The Fastap keypad is a new paradigm of keyed input providing more functionality in a smaller space than previously considered possible Fastap technology may prove a useful advance to the widespread adoption of the mobile Internet especially messaging and more broadly to pervasive computing in general The purpose of this white paper is to provide a framework for understanding the problems with existing mobile telephone interfaces to introduce the Fastap technology and to qualify the assertion that the technology is a fundamental advance in keyed input that is well suited as a replacement of the existing 12 button telephone interface	ubiquitouscomputing mobiledevice internet framework
dx.doi.org%2F10.1007%2F3-540-45866-2_7.html	2002	Going Back to School Putting a Pervasive Environment into the Real World	 	This paper presents the lessons learnt from the development of a ubiquitous computing environment for use within the real world Such systems are currently purpose built demonstrators often within research labs This paper is based on the development of a storytelling environment for use within schools This migration from the lab to the school required the redevelopment of the platform and highlighted the importance of providing support for the maintenance and management of the environment when access to a sophisticated infrastructure and dedicated space can no longer be guaranteed	ubiquitouscomputing systems
dx.doi.org%2F10.1007%2F3-540-45866-2_8.html	2002	Pervasive Web Access via Public Communication Walls	 	Multi user communication and interaction via public displays together the pervasive and seamless access to the WWW in public areas via mobile phones or handheld devices is enabled via the WebWall system A software framework for the operation of WebWalls has been developed strictly separating WebWall access technologies like HTTP email SMS WAP EMS MMS or even simple paging protocols found on mobile phones from the physical display technologies used and the presentation logic involved The architecture integrates ubiquitous wireless networks GSM IEEE802 11b allowing a vast community of mobile users to access the WWW via public communication displays in an ad hoc mode A centralized backend infrastructure hosting content posted by users in a display independent format has been developed together with rendering engines exploiting the particular features of the respective physical output devices installed in public areas like airports trainstations public buildings lecture halls fun and leisure centres and even car navigation systems A variety of different modular service classes has been developed to support the posting or pulling of WWW media elements ranging from simple sticky notes opinion polls auctions image and video galleries to mobile phone controlled web browsing	publicdisplay mobiledevice software framework network socialnetwork car navigationsystem systems video web
dx.doi.org%2F10.1007%2F3-540-45866-2_9.html	2002	Efficient Object Identification with Passive RFID Tags	 	Radio frequency identification systems with passive tags are powerful tools for object identification However if multiple tags are to be identified simultaneously messages from the tags can collide and cancel each other out Therefore multiple read cycles have to be performed in order to achieve a high recognition rate For a typical stochastic anti collision scheme we show how to determine the optimal number of read cycles to perform under a given assurance level determining the acceptable rate of missed tags This yields an efficient procedure for object identification We also present results on the performance of an implementation	rfid energy
dx.doi.org%2F10.1007%2F3-540-48157-5_1.html	1999	Design Probes for Handheld and Ubiquitous Computing	 	In developing electronic gadgets meters and oscilloscopes are used to probe into their workings so that engineers can understand how they are behaving and how they can be improved Analogously this paper suggests a variety of conceptual probes that can be used to explore the process of design The probes focus designers attention onto successfully managing complexity and in coping with socio economic influences on design practice in the real world	design
dx.doi.org%2F10.1007%2F3-540-48157-5_10.html	1999	Advanced Interaction in Context	 	Mobile information appliances are increasingly used in numerous different situations and locations setting new requirements to their interaction methods When the user s situation place or activity changes the functionality of the device should adapt to these changes In this work we propose a layered real time architecture for this kind of context aware adaptation based on redundant collections of low level sensors Two kinds of sensors are distinguished physical and logical sensors which give cues from environment parameters and host information A prototype board that consists of eight sensors was built for experimentation The contexts are derived from cues using real time recognition software which was constructed after experiments with Kohonen s Self Organizing Maps and its variants A personal digital assistant PDA and a mobile phone were used with the prototype to demonstrate situational awareness On the PDA font size and backlight were changed depending on the demonstrated contexts while in mobile phone the active user profile was changed The experiments have shown that it is feasible to recognize contexts using sensors and that context information can be used to create new interaction metaphors	mobiledevice locationbased contextawareness sensing software urban
dx.doi.org%2F10.1007%2F3-540-48157-5_11.html	1999	Exploring Brick Based Navigation and Composition in an Augmented Reality	 	BUILD IT is a planning tool based on computer vision technology supporting complex planning and composition tasks A group of people seated around a table interact with objects in a virtual scene using real bricks A plan view of the scene is projected onto the table where object manipulation takes place A perspective view is projected on the wall The views are set by virtual cameras having spatial attributes like shift rotation and zoom However planar interaction with bricks provides only position and rotation information Object height control is equally constrained by planar interaction The aim of this paper is to suggest methods and tools bridging the gap between planar interaction and three dimensional control To control camera attributes active objects with intelligent behaviour are introduced To control object height several real and virtual tools are suggested Some of the solutions are based on metaphors like window sliding ruler and floor	computervision task video spatial
dx.doi.org%2F10.1007%2F3-540-48157-5_12.html	1999	Handheld Computing Predictions What Went Wrong 	 	Handheld computers have been criticized as one of the most excessively hyped new IT products of all time This paper looks at handheld computing predictions made over a 10 year period investigating what went wrong and what went right with handheld computing predictions Handheld computing predictions can be divided into three phases depending on the product concept definition widely held at the time handheld computers as penbased computers personal digital assistants or handheld companions While longer term predictions were inflated in the first stage they were surprisingly accurate in the second stage and excessively conservative in the third stage The complaints about over enthusiasm and hype have more to do with incorrect product concept assumptions than poor guesses about the size of markets technology directions are just as difficult to predict or even more difficult than technology sales	mobiledevice dataanalysis
dx.doi.org%2F10.1007%2F3-540-48157-5_13.html	1999	The Open End Argument for Private Computing	 	A truly personal machine called a private machine and implemented as a Personal Digital Assistant PDA is fundamentally different from traditional machines It is personal and private in an unprecedented manner and its modus operandi is such that network and power failures will not be rare Designing distributed systems where PDAs are treated as first class citizens is a challenge Furthermore private assets electronic money keys for authentication and opening doors will be stored in PDAs Ownership and control of these assets and the media that store and communicate them should remain with the user This must be reflected in the design of systems for private computing We introduce the open ended argument to describe the design strategy we used for designing a system that is designed to reveal information to the user as opposed to hide it We argue and show that when systems are designed this way the user a human is better able to control the system and his personal data as he can make better decisions than the system itself based on qualitative assessment of the provided information The system we have designed and implemented under this design guidelines is presented and discussed	mobiledevice energy design citizen security
dx.doi.org%2F10.1007%2F3-540-48157-5_14.html	1999	Integrating PDAs into Distributed Systems 2K and PalmORB	 	In this paper we describe an application model for seamless mobile data access using handheld devices and wireless links We go beyond the current model in which handhelds are used as smart organizers augmented with stripped down versions of popular desktop programs Instead we propose to integrate handheld devices seamlessly in a distributed computing environment Componentized applications adaptable middle ware frameworks and standardized protocols play a significant role in this new paradigm We also describe an implementation within this paradigm using PalmORB a CORBA client for the 3Com Palm devices	application mobiledevice network systems framework
dx.doi.org%2F10.1007%2F3-540-48157-5_15.html	1999	Designing Information Appliances Using a Resource Replication Model	 	We discuss the design of new network applications that collect and manage data and interface with users through portable devices These applications maintain data pipelines that interact with network information servers and distill information into reduced data models that may be queried and replicated effectively through wireless networks to computing devices of very small size We present initial design considerations for applications of this class	design application mobiledevice systems network hci
dx.doi.org%2F10.1007%2F3-540-48157-5_16.html	1999	 Active Map A Visualization Tool for Location Awareness to Support Informal Interactions	 	 Active Map is a visualization tool that enables users to gain greater awareness of the location of people in their workplace environment increasing each person s ability to seek out colleagues for informal face to face interactions Our initial implementation of the tool places images of each person s face on a map of the building We have explored variations on how to best represent a range of features the freshness of location information groups of people in a single office and the movement of people throughout the environment We describe the context of the environment in which the tool is used the features embodied in this tool variations we have implemented for representing location and movement information and some potential extensions for future versions of the tool	urban video locationbased
dx.doi.org%2F10.1007%2F3-540-48157-5_17.html	1999	Close Encounters Supporting Mobile Collaboration through Interchange of User Profiles	 	This paper introduces the notion of profile based cooperation as a way to support awareness and informal communication between mobile users during chance encounters We describe the design of Proem a wearable system for profile based cooperation that enables users to publish and exchange personal profile information during physical encounters The Proem system is used to initiate contact between individuals by identifying mutual interests or common friends In contrast to most previous research that concentrates on collaboration in well defined and closed user groups Proem supports informal communication between individuals who have never met before and who don t know each other We illustrate the benefits of profile based cooperation by describing several usage scenarios for the Proem system	mobiledevice design wearablecomputing
dx.doi.org%2F10.1007%2F3-540-48157-5_18.html	1999	A Digital Photography Framework Supporting Social Interaction and Affective Awareness	 	Photographs have significant social roles For example they help families and friends to preserve an affective link and provide support forcommunication The increasing popularity of digital photography combined with global networking is likely to emphasize this function as sharing photographs will become cheaper faster and easier Based on this observation we propose a framework that allows people to maintain mutual awareness by exchanging and annotating photographs The framework components include digital cameras running specific software a distributed communication and storage infrastructure tools for watching and annotating photographs The framework also includes tools for notifying photographers when their pictures are accessed	photograph framework video software
dx.doi.org%2F10.1007%2F3-540-48157-5_19.html	1999	The Role of Connectivity in Supporting Context Sensitive Applications	 	This paper considers the role of network connectivity in supporting context sensitive applications A range of context sensitive applications are analysed with respect to connectivity Following this analysis a design space is constructed which enables the positioning of context sensitive applications depending on their reliance on network connectivity and their reliance on local storage Further consideration of the role of connectivity is achieved through a study of the GUIDE system which has been developed to provide contextsensitive information to visitors to the city of Lancaster The current GUIDE system utilises a cell based wireless network infrastructure to provide both location information and dynamic information to mobile GUIDE units However coverage throughout the city is not complete and this raises a number of design implications including how to maintain a visitor s trust in the system when outside of cell coverage	contextawareness application design network locationbased mobiledevice
dx.doi.org%2F10.1007%2F3-540-48157-5_2.html	1999	Maintaining Context and Control in a Digital World	 	Over the next three to five years most major electronics companies and service providers will be competing for the portal in your pocket Your disposable income is their ultimate goal We spend 27bn a year on music content alone The humble and somewhat fragmented PDA market will be swept aside as our need to consume overpowers our need to be organized The ubiquitous Internet has taken the potential for these devices way beyond the niche of electronic organizers As clients to a pervasive infrastructure the processor in your pocket becomes a valuable source of advertising revenue in an attempt to provide whatever you want whenever you want it at a price you can afford The internet represents the secon wave of change in this category	systems mobiledevice internet
dx.doi.org%2F10.1007%2F3-540-48157-5_20.html	1999	Issues in Developing Context Aware Computing	 	Two differing context aware projects are described in this paper as a basis for exploring and better understanding the nature of context and contextaware applications The investigation reveals that although indeed a useful concept better supporting infrastructure is required before it can become a feasible mainstream technology In particular we propose the concept of a context information service to address this need and define the general characteristics that such a service should exhibit	contextawareness application systems
dx.doi.org%2F10.1007%2F3-540-48157-5_21.html	1999	RAMSES A Mobile Computing System for Field Archaeology	 Handheld wearable environment based appliances Linking virtual worlds and physical worlds Applications in arts and entertainment 	RAMSES Remote Archeological Mobile Support Enhanced System is an outdoor application of mobile computing to field archaeology whose prototype has already been field tested in Summer 1998 at the site of Poliochni in Greece The requirements for both hardware and software are illustrated the system is composed by a fixed station acting as object repository and a few mobile units which input archaeological evidence by means of electromagnetic pen The software components on both fixed and mobile systems and their interaction are described as well	mobiledevice application hardware software
dx.doi.org%2F10.1007%2F3-540-48157-5_22.html	1999	Token Based Access to Digital Information	 	Several systems have been designed where a physical object is used to access digital information that is stored outside the object but as yet no common vocabulary exists to describe such systems We introduce a schema with three types of physical objects that can be linked to digital information Containers are generic objects used to move information between different devices or platforms tokens are used to access stored information the nature of which is physically reflected in the token in some way and tools are used to manipulate digital information This paper gives special notice to token based access system and design implications for such systems are discussed As an example of token based access we have implemented WebStickers where physical objects can be coupled with http www pages We present some examples of how tokens are used to access digital information in this system and discuss future work in this area	design physicalcomputing mobiledevice systems
dx.doi.org%2F10.1007%2F3-540-48157-5_23.html	1999	InfoStick An Interaction Device for Inter Appliance Computing	 	Many electric appliances have recently become network reachable and we would receive better services from them if we could use them in combination We have therefore developed a new hand held interaction device called InfoStick that serves as an information carrier for these appliances For example a user can pick up TV program information from a web browser and drop it into a VCR deck just like moving a physical object from one place to another Using attached visual markers the InfoStick identifies information appliances or other physical objects and gives an appropriate choice of action to the user This paper explains the design and implementation of the InfoStick as well as several potential applications using this device	systems mobiledevice web physicalcomputing video application
dx.doi.org%2F10.1007%2F3-540-48157-5_24.html	1999	Using Spatial Co location for Coordination in Ubiquitous Computing Environments	 	A problem in Ubiquitous Computing environments is the coordination of a multitude of different devices This paper presents the RAUM system that provides the basis for communication between devices in a Ubiquitous Computing environment Such communication considers the spatial order of objects in the environment similar to the way humans do The RAUM system uses this order to establish communication connections between objects in the environment and gives applications the possibility to react according to the spatial order This paper proposes that in Ubicomp environments such spatial dependent location aware communication is superior to other communication strategies Also three example set ups are presented indicating that applications for Ubicomp environments benefit from the RAUM system in various ways	ubiquitouscomputing mobiledevice spatial application locationbased
dx.doi.org%2F10.1007%2F3-540-48157-5_25.html	1999	Amplifying Reality	 amplified reality augmented reality ubiquitous computing wearable computing embedded vs superimposed properties private vs public 	Many novel applications take on the task of moving the personal computer away from the desktop with the approach to merge digital information with physical space and objects These new applications have given rise to a plethora of notions and terms used to classify them We introduce amplified reality as a concept complementary to that of augmented reality To amplify reality is to enhance the publicly available properties of persons and physical objects by means of using wearable or embedded computational resources The differences between the two concepts are discussed and examples of implementations are given The reason for introducing this term is to contribute to the terminology available to discuss already existing applications but also to open up for a discussion of interesting design implications	application task mobiledevice physicalcomputing augmentedreality wearablecomputing design
dx.doi.org%2F10.1007%2F3-540-48157-5_26.html	1999	Designing Interaction Styles for a Mobile Use Context	 Mobile computers interaction style interface design 	Direct manipulation which is the dominating interaction style for mobile computers fails to meet the conditions of many mobile use situations In particular it demands too much visual attention of the user We introduce a new complementing interaction style and system for mobile computers called MOTILE which addresses three main requirements of interaction with mobile computers 1 no visual attention needed 2 structured tactile input and 3 the use of audio feedback MOTILE relies on only 4 buttons for user input and hands free audio for feedback	mobiledevice video audio feedback
dx.doi.org%2F10.1007%2F3-540-48157-5_27.html	1999	POBox An Efficient Text Input Method for Handheld and Ubiquitous Computers	 	We introduce an efficient text input technique that can be used in various environments where conventional full sized keyboards cannot be used The technique called POBox consists of two steps for entering a word or a phrase First a user enters a small part of the word or some other attribute and POBox dynamically searches a dictionary for candidate words and shows them to the user for selection The user then selects the desired word from the candidate list and POBox enters the word into the user s document POBox uses the context of the user s document to help identify likely candidates Many times POBox can predict the desired word based on the context This allows the user to skip the first step and enter text even more efficiently We show that the same technique can be applied to various handheld and ubiquitous computers including PDAs and cellular phones where conventional full sized keyboards are inadequate	dataanalysis mobiledevice ubiquitouscomputing
dx.doi.org%2F10.1007%2F3-540-48157-5_28.html	1999	Middleware for Ubiquitous Computing	 	The advent of cheap and ubiquitous computing is revolutionizing the way we work and play as well as provide enhanced support environments for critical applications such as medicine These computer and communications based environments will provide more capabilities and control to the applications and user and will provide them with a mobility not seen before However we need to first define and design some of the core middleware building blocks necessary to accomplish this evolution This panel session will provide a short overview on the changing nature of our electronic environment and then the panelists will address 2 applications areas based on these new models as well as the requisite middleware to support them The final panelist will discuss some of the underlying infrastructure to support these environments	ubiquitouscomputing application mobiledevice design middleware
dx.doi.org%2F10.1007%2F3-540-48157-5_29.html	1999	Towards a Better Understanding of Context and Context Awareness	 	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	hci systems mobiledevice ubiquitouscomputing contextawareness
dx.doi.org%2F10.1007%2F3-540-48157-5_3.html	1999	Everywhere Messaging	 	This paper briefly describes a series of messaging applications for wearable and ubiquitous computing The goal of these applications is to support location aware messaging across a variety of devices and access media in a manner which is transparent to message originators and congurable by the recipient Location awareness includes learning which messages should be sent to which device s address as a function of location and delivery of location specific information when coupled with position derived from the GPS system We explore a number of issues in alerting and message access via speech user interfaces as they are appropriate when the user is busy driving or paying attention to other activities in daily life	application wearablecomputing ubiquitouscomputing locationbased mobiledevice speech
dx.doi.org%2F10.1007%2F3-540-48157-5_30.html	1999	The MediaCup Awareness Technology Embedded in an Everyday Object	 	The MediaCup is an ordinary coffee cup augmented with sensing processing and communication capabilities to collect and communicate general context information in a given environment In this project coffee cups are computerized to integrate them and the information they hold where the cup is how it is handled and whether it s hot or cold as context into surrounding information ecologies	sensing contextawareness
dx.doi.org%2F10.1007%2F3-540-48157-5_31.html	1999	Point amp Click Interaction in Smart Environments	 	A problem in smart environments is the interaction with a myriad of different devices in particular the selection which of the devices should be controlled Typically different devices require different control tools In contrast a generic Point amp Click appliance is proposed To interact with a device in the environment this generic control appliance is pointed at devices for selection providing visual feedback to the user obtains control information from the device and allows control with the help of a simple user interface	smartspace mobiledevice video feedback
dx.doi.org%2F10.1007%2F3-540-48157-5_32.html	1999	Wearable Information Appliances for the Emergency Services HotHelmet	 	Much of the work into wearable computers has been concerned with the miniaturization of Personal Computers e g 486 or Pentium based In this project we ask whether it is possible to build a wearable device from much simpler electronic components Specification for the device is based on the capture of user requirements and constraints for the design are obtained from consideration of the operating environment	wearablecomputing mobiledevice design
dx.doi.org%2F10.1007%2F3-540-48157-5_33.html	1999	Using Wearable Computer as an Audiovisual Memory Prosthesis	 	This paper describes briefly the use of a futuristic audiovisual content recorder that supports retrospective episodic memory The concept was explored by implementing a wearable prototype system which was used to collect image and audio material over a period of several months It was confirmed in this wearable computer context that image and audio data could help episodic memory to recall other facts related to that episode This kind of technology could be useful in both working life as well as in free time	audio wearablecomputing
dx.doi.org%2F10.1007%2F3-540-48157-5_34.html	1999	Today s Stories	 	Research frameworks are being developed that involve very young children in the process of development of future technologies Children their teachers and parents from schools in Israel and Denmark are coming together with researchers educationalists psychologists designers and technologists to develop a wearable technology the KidsCam This example of a hyper camera will facilitate and support the development of social communicative and emotional skills in the context of the everyday activities of children It is envisioned that such digital technology will become embedded in educational culture and create opportunities for shared reflection on early life experiences Issues that surround the development and deployment of new technology including those of appropriateness need value and ethics are an integral part of the project	framework children design wearablecomputing video
dx.doi.org%2F10.1007%2F3-540-48157-5_35.html	1999	On the Self Evaluation of a Wearable Assistant	 	This note discusses preliminary ideas on evaluation the effectiveness of a wearable s role which we restric to autonomously providing advice on what may be interesting for a user to do Our idea is to view a piece of advice as entailing an expectation on future behavior and to track user behavior in order to evaluate the effectiveness of the advice The full validation of the wearable when taken along similar lines requires to track how improved interests lead to new user behaviors and we are starting to see how this could be done The work reported in this poster presentation fits in a larger project called COMRIS1 in which a wearable is being developed for use in a social context	evaluation wearablecomputing
dx.doi.org%2F10.1007%2F3-540-48157-5_36.html	1999	On Positioning for Augmented Reality Systems	 	In Augmented Reality AR see through Head Mounted Displays HMDS superimpose virtual 3D objects over the real world They have the potential to enhance a user s perception and his interaction with the real world However many AR applications will not be accepted until we can accurately align virtual objects in the real world One step to achieve better registration is to improve the tracking system This paper surveys the requirements for and feasibility of a combination of an inertial tracking system and a vision based positioning system implemented on a parallel SIMD linear processor array	augmentedreality application locationbased qualitativemethods
dx.doi.org%2F10.1007%2F3-540-48157-5_37.html	1999	Hippie A Nomadic Information System	 	Hippie is a http www based nomadic information system that supports users before during and after a visit to exhibitions The system models the visitor s knowledge preferences and interests and tracks his her position while moving in the physical space with Infrared electronic compass and DGPS technologies Therefore the user modeling component of Hippie enables the system to adapt presentations recommend tours or alert the visitor when he she passes hotspots in the exhibition The underlying metaphor of connecting information space and physical space is applicable in many fields and arouses new challenges for user modeling and user adaptive systems	informationsystem physicalcomputing recommend application
dx.doi.org%2F10.1007%2F3-540-48157-5_38.html	1999	A Rapidly Configurable Location Aware Information System for an Exterior Environment	 	This paper describes the implementation of a prototype locationaware tourist information system Particular emphasis is paid to the layered architecture and the rapid configurability	informationsystem
dx.doi.org%2F10.1007%2F3-540-48157-5_39.html	1999	Mobile Computing in Machine Engineering Applications	 	Because of limited financial resources many SMEs cannot be equipped with NC routes A solution would be to equip a route with a low cost computer The computer system that satisfies our requirements belongs to the class of PDA computers The software product described in this paper is able to transform a standard NC program into form that is executable by simple control electronics attached to the route The system is portable and it can also simulate the production process on the display of the PDA used	mobiledevice software simulation
dx.doi.org%2F10.1007%2F3-540-48157-5_4.html	1999	Mobile Ubiquitous and the Sense of Space	 	Handheld and ubiquitous computing has the potential of disconnecting any computing activity from a single fixed place of access Most of the handheld mobile devices we know and use today risk to generate a kind of neutralization of the sense of space Mobile means when we deal with portable devices that we can access information no matter where we are our territory of life becomes indistinct	mobiledevice ubiquitouscomputing sensing
dx.doi.org%2F10.1007%2F3-540-48157-5_40.html	1999	Chameleon Reconfigurability in Hand Held Multimedia Computers	 	In this paper a reconfigurable systems architecture in combination with a QoS driven operating system is introduced that can deal with the inherent dynamics of future mobile systems We claim that a radical new approach has to be taken in order to fulfill the requirements in terms of processing power and energy consumption of future mobile applications	mobiledevice energy application
dx.doi.org%2F10.1007%2F3-540-48157-5_41.html	1999	An Evaluation of WebTwig A Site Outliner for Handheld Web Access	 	Interaction problems occur when small screen devices PDAs Palmtops etc are used to access Web pages designed for conventional large screen displays To overcome some of these problems we have developed a tool WebTwig which is designed to improve Web access on small screen devices We have carried out an experiment to assess the usefulness of WebTwig Our results indicate that the tool can improve a user s performance and satisfaction	mobiledevice web design
dx.doi.org%2F10.1007%2F3-540-48157-5_42.html	1999	Human Factors of Multi modal Ubiquitous Computing	 	Multi modal interaction with Ubiquitous Computing needs to be carefully examined for its appropriate use within systems The importance of this analysis is highlighted through the presentation of an experimental study that demonstrates that one modality could be implicit within another	ubiquitouscomputing
dx.doi.org%2F10.1007%2F3-540-48157-5_43.html	1999	URCP Experimental Support for Multi modal Interfaces	 	We describe the design and prototyping of an experimental protocol the Universal Remote Console Protocol URCP to support mobile multimodal short duration interactions using a mobile console to interact with a smart building and appliances within it Our experience thus far indicates that URCP is lightweight easy to implement and supports flexibility in the design of user interfaces	design network mobiledevice
dx.doi.org%2F10.1007%2F3-540-48157-5_44.html	1999	Magic Medicine Cabinet A Situated Portal for Consumer Healthcare	 	In this paper we introduce a smart appliance for consumer healthcare called Magic Medicine Cabinet It integrates such technologies like smart labels face recognition health monitoring devices flat panel displays and the Web to provide situated support for a broad range of health needs including condition monitoring medication reminders interactions with one s own pharmacists and physicians as well as access to personalized health information	health mobiledevice web
dx.doi.org%2F10.1007%2F3-540-48157-5_45.html	1999	Augmented Workspace The World as Your Desktop	 Ubiquitous computing cooperative buildings human computer interaction physical space context awareness visualization 	We live in a three dimensional world and much of what we do and how we interact in the physical world has a strong spatial component Unfortunately most of our interaction with the virtual world is two dimensional We are exploring the extension of the 2D desktop workspace into the 3D physical world using a stereoscopic see through head mounted display We have built a prototype that enables us to overlay virtual windows on the physical world This paper describes the Augmented Workspace which allows a user to position windows in a 3D work area	spatial physicalcomputing augmentedreality
dx.doi.org%2F10.1007%2F3-540-48157-5_46.html	1999	The ChatterBox	 	The ChatterBox generates and presents texts based on text material produced at a certain place for instance at an office The idea is to create an alternative view of what is being done that might serve as inspiration to think about existing material in new ways as an incitement for informal discussions as a piece of art or just as a kind of dynamic wallpaper In order to fulfil these aims and still not increase information overload we aimed at making the ChatterBox an instance of calm technology designed to remain in the background of our activities In this paper we describe the ChatterBox concept along with some initial experiences and future research directions	design
dx.doi.org%2F10.1007%2F3-540-48157-5_47.html	1999	Pollen Virtual Networks That Use People as Carriers	 	In this paper we propose a novel kind of network that uses people instead of wires or other communication media to carry message packets between devices and between physical places In the course of their day people move from device to device and from location to location We will describe how this movement of people can be harnessed to allow the communication of electronic messages albeit in a way that is relatively unreliable and unpredictable compared with traditional networks This new kind of network infrastructure has a number of advantages such as low cost and scalability	mobiledevice locationbased scalability
dx.doi.org%2F10.1007%2F3-540-48157-5_48.html	1999	VoIP in Context Aware Communication Spaces	 	Wireless and positioning technologies in combination with Internet s demonstrated capability to integrate voice and data further leveraged by the use of software agents allows for rapid introduction at low cost of a rich communication space where artifacts people and non physical entities are integral parts Given these benefits we propose an open architecture for the integration of VoIP exemplified by a prototype of a lightweight contact center for distributed virtual networks of professionals	network internet speech software
dx.doi.org%2F10.1007%2F3-540-48157-5_49.html	1999	A Platform for Environment Aware Applications	 	Environment aware Applications and Mobile Communications have proven significant relevance for future telecommunications and computing This poster describes an approach to integrate heterogeneous off the shelf technology to fulfill the demands of environment aware applications The integration has been done employing a CORBA based middleware That gave us the opportunity to define open interfaces which can be used by several environment aware applications	application mobiledevice middleware
dx.doi.org%2F10.1007%2F3-540-48157-5_5.html	1999	The Children s Machines Handheld and Wearable Computers Too	 	In this paper we describe the material of a construction kit designed to allow children to build their own handheld and wearable devices to meet their interests and passions Children don t work with these machines they learn play and grow with them Informed by the types of projects that children have done with this material in the context of educational research in science and engineering we present a few scenarios for why children would build their own handheld or wearable computational devices We believe that these application scenarios and their appeal to children are strong evidence for why we should rethink the design of computational devices particularly for children	design children mobiledevice wearablecomputing application
dx.doi.org%2F10.1007%2F3-540-48157-5_50.html	1999	The Design and Implementation of the Ubidata Information Dissemination Framework	 	The dissemination model for information delivery has motivated an increasing interest both in wired and wireless environments In this model the user subscribes the desired information and then passively receives new and filtered information We propose a model for dissemination of information to mobile users called dynamic channel model It is a set of extensions to the conceptual models developed for information channels enabling the capture of mobility specific requirements These are used for filtering and setting update order priorities for the information that users intend to monitor which depends on their location and changes as they roam This model is supported in Ubidata an adaptable framework for information dissemination in mobile computing systems	network mobiledevice locationbased framework
dx.doi.org%2F10.1007%2F3-540-48157-5_51.html	1999	Co authoring in Dynamic Teams with Mobile Individuals	 	Current solutions to support co authoring of documents focus on building new systems for participants who are assumed to be connected permanently by a network We propose an alternate approach that copes with increasing usage of mobile handheld devices and heterogeneous editing systems It contains representatives for mobile participants in a fixed part of the network By using a global standardized document format and a wide spread platform the flexibility to constitute arbitrary teams in spontaneous manner is increased	mobiledevice systems
dx.doi.org%2F10.1007%2F3-540-48157-5_52.html	1999	A Universal Location Aware Hoarding Mechanism	 	Hoarding is an often used technique to overcome the disadvantages of wireless wide area communication The basic idea of hoarding is to transfer information to a mobile device before it is actually accessed on the device The main problem is to decide which information will be needed on the devices We propose a hoarding mechanism which exploits the fact that the information a user accesses depends on his her geographic location	network mobiledevice locationbased
dx.doi.org%2F10.1007%2F3-540-48157-5_53.html	1999	QoS and Context Awareness for Mobile Computing	 	Systems must support context awareness for mobile applications to permit adaptation to heterogeneity of hosts and networks and variations in the user s environment We believe that context aware management of resources provides the most reliable basis for managing the non deterministic behaviour of mobile systems	contextawareness mobiledevice application
dx.doi.org%2F10.1007%2F3-540-48157-5_54.html	1999	Anonymous and Confidential Communications from an IP Addressless Computer	 	Anonymizers based on a mediating computer interposed between the sender and the receiver of an e mail message have been used for several years by senders of e mail messages who do not wish to disclose their identity to the receivers In this model the strength of the system to protect the identity of the sender depends on the ability and willingness of the mediator to keep the secret In this paper we propose a novel approach for sending truly anonymous messages over the Internet which does not depend on a third party Our idea departs from the traditional approach by sending the anonymous messages from an Internet wireless and addressless computer such as a Personal Digital Assistant PDA bridged to the Internet by a Mobile Support Station MSS	internet network mobiledevice
dx.doi.org%2F10.1007%2F3-540-48157-5_55.html	1999	Ad hoc Network Routing for Centralized Information Sharing Systems	 	Ad hoc wireless networking is a natural mode of communication in ubiquitous computing In this paper we study simple and efficient ad hoc network routing algorithms and protocols tailored for a centralized information sharing system composed of a data repository and many remote devices The proposed routing algorithm uses REFRESH packets that the server floods periodically to the network to set up paths from remote devices to the server The path from the server to a device is established when the device sends a packet to the server	network ubiquitouscomputing systems mobiledevice
dx.doi.org%2F10.1007%2F3-540-48157-5_6.html	1999	Pocket BargainFinder A Handheld Device for Augmented Commerce	 Handheld computers mobile computing ubiquitous computing electronic commerce agents augmented reality 	The Internet has engendered a new type of commerce commonly referred to as electronic commerce or eCommerce But despite the phenomenal growth of eCommerce the vast majority of transactions still take place within the realm of traditional physical commerce Pocket BargainFinder is a handheld device that seeks to bridge the gap between electronic and traditional commerce It represents one of the earliest examples of a new breed of commerce we call augmented commerce store find an item of interest scan in its barcode and search for a lower price among a set of online retailers The device allows customers to physically inspect products while simultaneously comparison shopping online where prices are often lower As such Pocket BargainFinder is an example of a disruptive technology that may well transform the nature of both electronic and physical commerce With consumers able to find the best price regardless of where they shop the physical retailer is left at a distinct disadvantage	internet mobiledevice
dx.doi.org%2F10.1007%2F3-540-48157-5_7.html	1999	Scalable and Flexible Location Based Services for Ubiquitous Information Access	 	In mobile distributed environments applications often need to dynamically obtain information that is relevant to their current location The current design of the Internet does not provide any conceptual models for addressing this issue As a result developing a system that requires this functionality becomes a challenging and costly task leading to individual solutions that only address the requirements of specific application scenarios In this paper we propose a more generic approach based on a scalable and flexible concept of location based services and an architectural framework to support its application in the Internet environment We describe a case study in which this architectural framework is used for developing a location sensitive tourist guide The realisation of this case study demonstrates the applicability of the framework as well as the overall concept of location based services and highlights some of the issues involved	mobiledevice application locationbased design internet task scalability framework
dx.doi.org%2F10.1007%2F3-540-48157-5_8.html	1999	Enabling Context Awareness from Network Level Location Tracking	 	The development of mobile computing combined with the exponential growth of the Internet makes it possible to access informations and services from everywhere However user s mobility also means that the context in which the information system is used change dramatically To be useful in these new environments applications will have to be adaptive which requires context awareness We propose in this paper an efficient way to export context dependent informations to applications by exploiting location knowledge available at the network level This method is illustrated by a prototype using Mobile IP and a context aware Web browser	mobiledevice internet systems informationsystem application contextawareness locationbased web
dx.doi.org%2F10.1007%2F3-540-48157-5_9.html	1999	Perceptual Intelligence	 	The objects that surround us d esks cars shoes and coats are deaf and blind this limits their ability to adapt to our needs and thus to be useful We have therefore developed computer systems that can follow people s actions recognizing their faces gestures and expressions Using this technology we have begun to make smart rooms and smart clothes that can help people in day to day life without chaining them to keyboards pointing devices or special goggles	car gestureinteraction mobiledevice
dx.doi.org%2F10.1007%2F978-3-540-24646-6_1.html	2004	Activity Recognition from User Annotated Acceleration Data	 	In this work algorithms are developed and evaluated to detect physical activities from data acquired using five small biaxial accelerometers worn simultaneously on different parts of the body Acceleration data was collected from 20 subjects without researcher supervision or observation Subjects were asked to perform a sequence of everyday tasks but not told specifically where or how to do them Mean energy frequency domain entropy and correlation of acceleration data was calculated and several classifiers using these features were tested Decision tree classifiers showed the best performance recognizing everyday activities with an overall accuracy rate of 84 The results show that although some activities are recognized well with subject independent training data others appear to require subject specific training data The results suggest that multiple accelerometers aid in recognition because conjunctions in acceleration feature values can effectively discriminate many activities With just two biaxial accelerometers thigh and wrist the recognition performance dropped only slightly This is the first work to investigate performance of recognition algorithms with multiple wire free accelerometers on 20 activities using datasets annotated by the subjects themselves	systems evaluation health sensing task dataanalysis
dx.doi.org%2F10.1007%2F978-3-540-24646-6_10.html	2004	Activity Recognition in the Home Using Simple and Ubiquitous Sensors	 	In this work a system for recognizing activities in the home setting using a set of small and simple state change sensors is introduced The sensors are designed to be tape on and forget devices that can be quickly and ubiquitously installed in home environments The proposed sensing system presents an alternative to sensors that are sometimes perceived as invasive such as cameras and microphones Unlike prior work the system has been deployed in multiple residential environments with non researcher occupants Preliminary results on a small dataset show that it is possible to recognize activities of interest to medical professionals such as toileting bathing and grooming with detection accuracies ranging from 25 to 89 depending on the evaluation criteria used	homesetting sensing design mobiledevice video dataanalysis evaluation
dx.doi.org%2F10.1007%2F978-3-540-24646-6_11.html	2004	Automatic Calibration of Body Worn Acceleration Sensors	 	The paper presents a scheme for automatic calibration of body worn acceleration sensors which does not require any user interaction and any knowledge about the position and orientation of the sensors on the body We describe the theoretical principle behind the method discuss the main practical implementation concerns and present experimental validation results	sensing
dx.doi.org%2F10.1007%2F978-3-540-24646-6_12.html	2004	Reject Optional LVQ Based Two Level Classifier to Improve Reliability in Footstep Identification	 	This paper reports experiments of recognizing walkers based on measurements with a pressure sensitive EMFi floor Identification is based on a two level classifier system The first level performs Learning Vector Quantization LVQ with a reject option to identify or to reject a single footstep The second level classifies or rejects a sequence of three consecutive identified footsteps based on the knowledge from the first level The system was able to reduce classification error compared to a single footstep classifier without a reject option The results show a 90 overall success rate with a 20 rejection rate identifying eleven walkers which can be considered very reliable	dataanalysis
dx.doi.org%2F10.1007%2F978-3-540-24646-6_13.html	2004	Issues with RFID Usage in Ubiquitous Computing Applications	 	Radio Frequency Identification RFID has recently received a lot of attention as an augmentation technology in the ubiquitous computing domain In this paper we present various sources of error in passive RFID systems which can make the reliable operation of RFID augmented applications a challenge To illustrate these sources of error we equipped playing cards with RFID tags and measured the performance of the RFID system during the different stages of a typical card game The paper also shows how appropriate system design can help to deal with the imperfections associated with RFID	rfid application game
dx.doi.org%2F10.1007%2F978-3-540-24646-6_14.html	2004	A Fault Tolerant Key Distribution Scheme for Securing Wireless Ad Hoc Networks	 	We propose a novel solution for securing wireless ad hoc networks Our goal is to provide secure key exchange in the presence of device failures and denial of service attacks The proposed solution relies solely on symmetric cryptography and therefore is applicable for highly resource limited devices In order to avoid a single point of trust no master device or base station is used We achieve this by enhancing our previously published approach with redundancy and algorithms for recovery on device failures	security network mobiledevice systems application
dx.doi.org%2F10.1007%2F978-3-540-24646-6_15.html	2004	ProxNet Secure Dynamic Wireless Connection by Proximity Sensing	 	This paper describes a method for establishing ad hoc and infrastructure mode wireless network connections based on physical proximity Users can easily establish secure wireless connections between two digital devices by putting them in close proximity to each other and pressing the connection button The devices identify each other by measuring each other s signal strength We designed a set of protocols to support secure connections between digital devices by using a proximity communication mode to exchange session keys We also introduce a dummy point that is analogous to a wireless access point but handles proximity mode communication The dummy point represents physical locations of digital devices and supports context sensitive network communications	network security mobiledevice design locationbased contextawareness
dx.doi.org%2F10.1007%2F978-3-540-24646-6_16.html	2004	Tackling Security and Privacy Issues in Radio Frequency Identification Devices	 	This paper introduces shortly into the security and privacy issues of RFID systems and presents a simple approach to greatly enhance location privacy by changing traceable identifiers securely on every read attempt The scheme gets by with only a single unreliable message exchange By employing one way hash functions the scheme is safe from many security threats It is intended for use in item identification but is useful in other applications as well	security privacy rfid locationbased application
dx.doi.org%2F10.1007%2F978-3-540-24646-6_17.html	2004	Towards Wearable Autonomous Microsystems	 	This paper presents our work towards a wearable autonomous microsystem for context recognition The design process needs to take into account the properties of a wearable environment in terms of sensor placement for data extraction energy harvesting comfort and easy integration into clothes and accessories We suggest to encapsulate the system in an embroidery or a button The study of a microsystem consisting of a light sensor a microphone an accelerometer a microprocessor and a RF transceiver shows that it is feasible to integrate such a system in a button like form of 12????mm diameter and 4????mm thickness We discuss packaging and assembly aspects of such a system Additionally we argue that a solar cell on top of the button together with a lithium polymer battery as energy storage is capable to power the system even for a user who works predominantly indoors	wearablecomputing contextawareness design sensing energy locationbased
dx.doi.org%2F10.1007%2F978-3-540-24646-6_18.html	2004	Ubiquitous Chip A Rule Based I O Control Device for Ubiquitous Computing	 	In this paper we propose a new framework for ubiquitous computing by rule based event driven I O input output control devices Our approach is flexible and autonomous because it employs a behavior description language based on ECA Event Condition Action rules with simple I O control functions We have implemented a prototype ubiquitous device with connectors and several sensors to show the effectiveness of our approach	framework ubiquitouscomputing mobiledevice sensing
dx.doi.org%2F10.1007%2F978-3-540-24646-6_19.html	2004	eSeal A System for Enhanced Electronic Assertion of Authenticity and Integrity	 	Ensuring authenticity and integrity are important tasks when dealing with goods While in the past seal wax was used to ensure the integrity electronic devices are now able to take over this functionality and provide better more fine grained more automated and more secure supervision This paper presents eSeal a system with a computational device at its core that can be attached to a good services in the network and a communication protocol The system is able to control various kinds of integrity settings and to notify authenticated instances about consequent violations of integrity The system works without infrastructure so that goods can be supervised that are only accessible in certain locations The paper motivates the eSeal system and its design decisions lists several types of integrity scenarios presents the communication protocol and identifies practical conditions for design and implementation An implementation in a business relevant scenario is presented as a proof of concept	security task mobiledevice systems network locationbased design
dx.doi.org%2F10.1007%2F978-3-540-24646-6_2.html	2004	Recognizing Workshop Activity Using Body Worn Microphones and Accelerometers	 	The paper presents a technique to automatically track the progress of maintenance or assembly tasks using body worn sensors The technique is based on a novel way of combining data from accelerometers with simple frequency matching sound classification This includes the intensity analysis of signals from microphones at different body locations to correlate environmental sounds with user activity To evaluate our method we apply it to activities in a wood shop On a simulated assembly task our system can successfully segment and identify most shop activities in a continuous data stream with zero false positives and 84 4 accuracy	task sensing dataanalysis locationbased evaluation simulation
dx.doi.org%2F10.1007%2F978-3-540-24646-6_20.html	2004	A Distributed Precision Based Localization Algorithm for Ad Hoc Networks	 	In this paper we introduce a new distributed algorithm for location discovery It can be used in wireless ad hoc sensor networks that are equipped with means of measuring the distances between the nodes like the intensity of the received signal strength The algorithm takes the reliability of measurements into account during calculation of the nodes positions Simulation results are presented showing the algorithms performance in relation to its accuracy communication and calculation costs The simulation results of our approach yield 2 to 4 times better results in position accuracy than other systems described previously This level of performance can be reached using only few broadcast messages with small and constant size for each node in the network	systems locationbased network sensing simulation dataanalysis
dx.doi.org%2F10.1007%2F978-3-540-24646-6_21.html	2004	Adaptive On Device Location Recognition	 	Location awareness is useful for mobile and pervasive computing We present a novel adaptive framework for recognizing personally important locations in cellular networks implementable on a mobile device and usable e g in a presence service In comparison most previous work has used service infrastructure for location recognition and the few adaptive frameworks presented have used coordinate based data We construct a conceptual framework for the tasks of learning important locations and predicting the next location We give algorithms for efficient approximation of the ideal concepts and evaluate them experimentally with real data	locationbased mobiledevice ubiquitouscomputing framework usability systems task dataanalysis evaluation
dx.doi.org%2F10.1007%2F978-3-540-24646-6_22.html	2004	Accommodating Transient Connectivity in Ad Hoc and Mobile Settings	 	Much of the work on networking and communications is based on the premise that components interact in one of two ways either they are connected via a stable wired or wireless network or they make use of persistent storage repositories accessible to the communicating parties A new generation of networks raises serious questions about the validity of these fundamental assumptions In mobile ad hoc wireless networks connections are transient and availability of persistent storage is rare This paper is concerned with achieving communication among mobile devices that may never find themselves in direct or indirect contact with each other at any point in time A unique feature of our contribution is the idea of exploiting information associated with the motion and availability profiles of the devices making up the ad hoc network This is the starting point for an investigation into a range of possible solutions whose essential features are controlled by the manner in which motion profiles are acquired and the extent to which such knowledge is available across an ad hoc network	network mobiledevice
dx.doi.org%2F10.1007%2F978-3-540-24646-6_23.html	2004	Microbiology Tray and Pipette Tracking as a Proactive Tangible User Interface	 	Many work environments can benefit from integrated computing devices to provide information to users record users actions and prompt users about the next steps to take in a procedure We focus on the cell biology laboratory where previous work on the Labscape project has provided a framework to organize experiment plans and store data Currently developed sensor systems allow amount and type of materials used in experiments to be recorded This paper focuses on providing the last piece determining where the materials are deposited Using a camera and projector setup over a lab bench vision techniques allow a specially marked well tray and pipette to be located in real time with enough precision to determine which well the pipette tip is over Using the projector the tray can be augmented with relevant information such as the next operation to be performed or the contents of the tray Without changing the biologist s work practice it is possible to record the physical interactions and provide easily available status and advice to the user Preliminary user feedback suggests this system would indeed be a useful addition to the laboratory environment	mobiledevice framework sensing video locationbased feedback
dx.doi.org%2F10.1007%2F978-3-540-24646-6_24.html	2004	Augmenting Collections of Everyday Objects A Case Study of Clothes Hangers As an Information Display	 	Though the common conception of human computer interfaces is one of screens and keyboards the emergence of ubiquitous computing envisions interfaces that will spread from the desktop into our environments This gives rise to the development of novel interaction devices and the augmentation of common everyday objects to serve as interfaces between the physical and the virtual Previous work has provided exemplars of such everyday objects augmented with interactive behaviour We propose that richer opportunities arise when collections of everyday objects are considered as substrate for interfaces In an initial case study we have taken clothes hangers as an example and augmented them to collectively function as an information display	hci ubiquitouscomputing mobiledevice
dx.doi.org%2F10.1007%2F978-3-540-24646-6_25.html	2004	MirrorSpace Using Proximity as an Interface to Video Mediated Communication	 	Physical proximity to other people is a form of non verbal communication that we all employ everyday although we are barely aware of it Yet existing systems for video mediated communication fail to fully take into account these proxemics aspects of communication In this note we present MirrorSpace a video communication system that uses proximity as an interface to provide smooth transitions between peripheral awareness and very close and intimate forms of communication	video
dx.doi.org%2F10.1007%2F978-3-540-24646-6_26.html	2004	SearchLight A Lightweight Search Function for Pervasive Environments	 	We present a lightweight search function for physical objects in instrumented environments Objects are tagged with optical markers which are scanned by a steerable camera and projector unit on the ceiling The same projector can then highlight the objects when given the corresponding marker ID The process is very robust regarding calibration and no 3D model of the environment is needed We discuss the scenario of finding books in a library or office environment and several extensions currently under development	physicalcomputing video design
dx.doi.org%2F10.1007%2F978-3-540-24646-6_3.html	2004	 Are You with Me Using Accelerometers to Determine If Two Devices Are Carried by the Same Person	 	As the proliferation of pervasive and ubiquitous computing devices continues users will carry more devices Without the ability for these devices to unobtrusively interact with one another the user s attention will be spent on coordinating rather than using these devices We present a method to determine if two devices are carried by the same person by analyzing walking data recorded by low cost MEMS accelerometers using the coherence function a measure of linear correlation in the frequency domain We also show that these low cost sensors perform similarly to more expensive accelerometers for the frequency range of human motion 0 to 10Hz We also present results from a large test group illustrating the algorithm s robustness and its ability to withstand real world time delays crucial for wireless technologies like Bluetooth and 802 11 We present results that show that our technique is 100 accurate using a sliding window of 8 seconds of data when the devices are carried in the same location on the body is tolerant to inter device communication latencies and requires little communication bandwidth In addition we present results for when devices are carried on different parts of the body	ubiquitouscomputing mobiledevice walk sensing systems network locationbased
dx.doi.org%2F10.1007%2F978-3-540-24646-6_4.html	2004	Context Cube Flexible and Effective Manipulation of Sensed Context Data	 	In an effort to support the development of context aware applications that use archived sensor data we introduce the concept of the Context Cube based on techniques of data warehousing and data mining Our implementation of the Context Cube provides a system that supports a multi dimensional model of context data and with tools for accessing interpreting and aggregating that data by using concept relationships defined within the real context of the application We define the Context Cube information model demonstrate functional applications that we have developed with the system and explore possible applications that may be developed more easily using our tool	contextawareness sensing application
dx.doi.org%2F10.1007%2F978-3-540-24646-6_5.html	2004	A Context Aware Communication Platform for Smart Objects	 	When smart objects participate in context aware applications changes in their real world environment can have a significant impact on underlying networking structures This paper presents a communication platform for smart objects that takes an object s current real world context into account and adapts networking structures accordingly The platform provides 1 mechanisms for specifying and implementing context aware communication services 2 a tuplespace based communication abstraction for inter object collaboration and 3 support for linking communication and context recognition layers For specifying context aware communication services a high level description language called SICL and a compiler that generates corresponding code for smart objects were realized The tuplespace based infrastructure layer for inter object collaboration hides low level communication issues from higher layers and facilitates collaborative context recognition between cooperating objects The paper also presents examples of context aware communication services and evaluates the platform on the basis of a concrete implementation on an embedded device platform	physicalcomputing contextawareness systems evaluation mobiledevice
dx.doi.org%2F10.1007%2F978-3-540-24646-6_6.html	2004	Siren Context aware Computing for Firefighting	 	Based on an extensive field study of current firefighting practices we have developed a system called Siren to support tacit communication between firefighters with multiple levels of redundancy in both communication and user alerts Siren provides a foundation for gathering integrating and distributing contextual data such as location and temperature It also simplifies the development of firefighting applications using a peer to peer network of embedded devices through a uniform programming interface based on the information space abstraction As a proof of concept we have developed a prototype context aware messaging application in the firefighting domain We have evaluated this application with firefighters and they have found it to be useful for improving many aspects of their current work practices	fieldstudy systems locationbased application mobiledevice contextawareness evaluation
dx.doi.org%2F10.1007%2F978-3-540-24646-6_7.html	2004	Spectacle Based Design of Wearable See Through Display for Accommodation Free Viewing	 	This paper presents the design and the evaluation of a novel wearable see through display which provides imaging being nearly independent from the eye s accommodation This means that the overlaid display data are perceived to be in focus independent of the distance the eye is focusing at making the see through mode much more convenient in use The display is based on the direct projection of a miniature LCD onto the user s retina in combination with the use of partially coherent light to further improve the display s defocusing properties The paper discusses the display concept and presents various experimental results for verification Finally a compact and lightweight design for an unobtrusive integration into normal spectacles is proposed	evaluation wearablecomputing design
dx.doi.org%2F10.1007%2F978-3-540-24646-6_8.html	2004	A Compact Battery Less Information Terminal for Real World Interaction	 	A ubiquitous computing environment is intended to support users in their search for necessary information and services in a situation dependent form This paper proposes a location based information support system using a Compact Battery less Information Terminal CoBIT to support users interactively A CoBIT can communicate with the environmental system and with the user using only energy supplied from the environmental system and the user The environmental system has functions to detect the terminal position and direction to realize situational support This paper newly shows detailed characteristics of information download and upload using the CoBIT system And it also describes various types of CoBITs and their usage in museums and event shows	ubiquitouscomputing systems locationbased energy
dx.doi.org%2F10.1007%2F978-3-540-24646-6_9.html	2004	INCA A Software Infrastructure to Facilitate the Construction and Evolution of Ubiquitous Capture amp Access Applications	 	People s daily lives provide them with memories and records that they often want to review later They must expend time and effort to record these experiences manually for future retrieval To address this issue applications that automatically capture details of a live experience and provide future access to that experience have become an increasingly common theme of research in ubiquitous computing In this paper we present our experience building a number of capture and access applications sharing insights on the successes and difficulties we encountered These lessons inform the design of the INCA toolkit	application ubiquitouscomputing
dx.doi.org%2F10.1007%2F978-3-540-30119-6_1.html	2004	The CareNet Display Lessons Learned from an In Home Evaluation of an Ambient Display	 	This paper addresses users experiences with an ambient display for the home We present the design and in situ evaluation of the CareNet Display an ambient display that helps the local members of an elder s care network provide her day to day care We describe the CareNet Display s design and discuss results of a series of in home deployments with users We report how the CareNet Display was used and its impact on elders and their care network members Based on our findings we offer lessons about how ambient display technologies could be improved to further benefit this growing user community	ambient homesetting evaluation design socialnetwork
dx.doi.org%2F10.1007%2F978-3-540-30119-6_10.html	2004	Designing Capture Applications to Support the Education of Children with Autism	 	We explore the social and technical design issues involved in tracking the effectiveness of educational and therapeutic interventions for children with autism CWA Automated capture can be applied in a variety of settings to provide a means of keeping valuable records of interventions We present the findings from qualitative studies and the designs of capture prototypes These experiences lead to conclusions about specific considerations for building technologies to assist in the treatment of CWA as well as other fragile demographics Our work also reflects back on the automated capture problem itself informing us as computer scientists how that class of applications must be reconsidered when the analysis of data in the access phase continually influences the capture needs and when social and practical constraints conflict with data collection needs	design children dataanalysis
dx.doi.org%2F10.1007%2F978-3-540-30119-6_11.html	2004	 This All Together Hon Ubicomp in Non office Work Environments	 	Ubiquitous computing technologies offer the promise of extending the benefits of computing to workers who do not spend their time at a desktop environment In this paper we review the results of an extended study of non office workers across a variety of work domains noting some key characteristics of their practices and environments and examining some challenges to delivering on the ubicomp promise Our research points to three important challenges that must be addressed these include a variability across work environments b the need to align disparate sometimes conflicting interests and c the need to deal with what appear to be informal ways of creating and sharing knowledge As will be discussed while daunting these challenges also point to specific areas of focus that might benefit the design and development of future ubicomp systems	ubiquitouscomputing design
dx.doi.org%2F10.1007%2F978-3-540-30119-6_12.html	2004	Security and Trust in Mobile Interactions A Study of Users Perceptions and Reasoning	 	This paper describes an investigation into the trust and security concerns of users who carry out interactions in ubiquitous and mobile computing environments The study involved demonstrating an electronic wallet to pay for a meal in a simulated restaurant and analyzing subjects responses based on structured interviews We asked the users to rank order five payment methods including three choices for the payment target and both wired and wireless connections The analysis led us to classify the users into trust social and convenience oriented clusters We provide a detailed analysis of the users reasoning about trust related issues and draw conclusions about the design of secure interaction technologies for ubiquitous computing	security mobiledevice simulation qualitativemethods network design ubiquitouscomputing
dx.doi.org%2F10.1007%2F978-3-540-30119-6_13.html	2004	WatchMe Communication and Awareness Between Members of a Closely Knit Group	 	 WatchMe is a personal communicator with context awareness in a wristwatch form it is meant to keep intimate friends and family always connected via awareness cues and text voice instant message or synchronous voice connectivity Sensors worn with the watch track location via GPS acceleration and speech activity this is classified and conveyed to the other party where it appears in iconic form on the watch face When a remote person with whom this information is shared examines it their face appears on the watch of the person being checked on The working prototype was used as the focus of interviews to gauge the desirability of such a device	contextawareness speech sensing locationbased qualitativemethods mobiledevice
dx.doi.org%2F10.1007%2F978-3-540-30119-6_14.html	2004	Everyday Encounters with Context Aware Computing in a Campus Environment	 	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	ubiquitouscomputing locationbased mobiledevice design
dx.doi.org%2F10.1007%2F978-3-540-30119-6_15.html	2004	Cooperative Artefacts Assessing Real World Situations with Embedded Technology	 	Ubiquitous computing is giving rise to applications that interact very closely with activity in the real world usually involving instrumentation of environments In contrast we propose Cooperative Artefacts that are able to cooperatively assess their situation in the world without need for supporting infrastructure in the environment The Cooperative Artefact concept is based on embedded domain knowledge perceptual intelligence and rule based inference in movable artefacts We demonstrate the concept with design and implementation of augmented chemical containers that are able to detect and alert potentially hazardous situations concerning their storage	ubiquitouscomputing application
dx.doi.org%2F10.1007%2F978-3-540-30119-6_16.html	2004	I Sense a Disturbance in the Force Unobtrusive Detection of Interactions with RFID tagged Objects	 	A novel method to infer interactions with passive RFID tagged objects is described The method allows unobtrusive detection of human interactions with RFID tagged objects without requiring any modifications to existing communications protocols or RFID hardware The object motion detection algorithm was integrated into a RFID monitoring system and tested in laboratory and home environments The paper catalogs the experimental results obtained provides plausible models and explanations and highlights the promises and future challenges for the role of RFID in ubicomp applications	rfid network hardware systems sensing homesetting application
dx.doi.org%2F10.1007%2F978-3-540-30119-6_17.html	2004	The NearMe Wireless Proximity Server	 	NearMe is a server algorithms and application programming interfaces APIs for clients equipped with 802 11 wireless networking Wi Fi to compute lists of people and things that are physically nearby NearMe compares clients lists of Wi Fi access points and signal strengths to compute the proximity of devices to one another Traditional location sensing systems compute and compare absolute locations which requires extensive a priori calibration and configuration Because we base NearMe entirely on proximity information NearMe works out of the box with no calibration and minimal setup Many location aware applications only require proximity information and not absolute location examples include discovering nearby resources sending an email to other persons who are nearby or detecting synchronous user operations between mobile devices As more people use the system NearMe grows in both the number of places that can be found e g printers and conference rooms and in the physical range over which other people and places can be found This paper describes our algorithms and infrastructure for proximity sensing as well as some of the clients we have implemented for various applications	systems application network mobiledevice locationbased sensing
dx.doi.org%2F10.1007%2F978-3-540-30119-6_18.html	2004	The ContextCam Automated Point of Capture Video Annotation	 	Rich structured annotations of video recordings enable interesting uses but existing techniques for manual and even semi automated tagging can be too time consuming We present in this paper the ContextCam a prototype of a consumer video camera that provides point of capture annotation of time location person presence and event information associated to recorded video Both low and high level metadata are discovered via a variety of sensing and active tagging techniques as well as through the application of machine learning techniques that use past annotations to suggest metadata for the current recordings Furthermore the ContextCam provides users with a minimally intrusive interface for correcting predicted high level metadata during video recording	video locationbased sensing application dataanalysis
dx.doi.org%2F10.1007%2F978-3-540-30119-6_19.html	2004	MouseField A Simple and Versatile Input Device for Ubiquitous Computing	 	Although various interaction technologies for handling information in the ubiquitous computing environment have been proposed some techniques are too simple for performing rich interaction and others require special expensive equipments to be installed everywhere and cannot soon be available in our everyday environment We propose a new simple and versatile input device called the MouseField that enables users to control various information appliances easily without huge amount of cost A MouseField consists of an ID recognizer and motion sensors that can detect an object and its movement after the object is placed on it The system can interpret the user s action as a command to control the flow of information In this paper we show how this simple device can be used for handling information easily in ordinary environments like living rooms kitchens and toilets and show the benefits of using it in the ubiquitous computing environment	mobiledevice sensing
dx.doi.org%2F10.1007%2F978-3-540-30119-6_2.html	2004	Personalized Peripheral Information Awareness Through Information Art	 	This article describes development of the concept of Information Art a type of ambient or peripheral display involving user specified electronic paintings in which resident objects change appearance and position to foster awareness of personally relevant information Our approach differs from others however in emphasizing end user control and flexibility in monitored information and its resultant representation The article provides an overview of the system s capabilities and describes an initial pilot study in which displays were given to four people to use for an extended period of time Reactions were quite favorable and the trial use provided suggestions for system improvements	ambient
dx.doi.org%2F10.1007%2F978-3-540-30119-6_20.html	2004	The Iterative Design Process of a Location Aware Device for Group Use	 	We present our approach to the design of two generations of outdoors device that enable visitors to view 3D historical reconstructions when exploring present day sites Reacting to problems revealed through public trials with our first prototype we describe how we followed a physical form inwards approach for the design of our second prototype Augurscope II We began by refining the physical form of the interface through a series of push tests with low tech wooden prototypes and subsequently added sensors and finally refined the software Our experience with the Augurscope II highlights the importance of prototyping early involvement of users within the intended setting and the subtleties involved in matching physical form sensors and software in the development of ubicomp devices	design mobiledevice sensing software
dx.doi.org%2F10.1007%2F978-3-540-30119-6_21.html	2004	DOLPHIN A Practical Approach for Implementing a Fully Distributed Indoor Ultrasonic Positioning System	 	Obtaining indoor location information is one of the essential technologies for enriching various ubiquitous computing applications Although many indoor location systems have been proposed until now wide area deployments in everyday environments are still extremely rare To deploy indoor locating systems beyond laboratory use we believe that the initial configuration cost of the system should be reduced This paper describes a fully distributed ultrasonic positioning system which enables us to locate various indoor objects with lower initial configuration cost	locationbased ubiquitouscomputing application
dx.doi.org%2F10.1007%2F978-3-540-30119-6_22.html	2004	The Carrot Approach Encouraging Use of Location Systems	 	The Active Bat system provides the ability to locate users and equipment with a high degree of accuracy and coverage Despite this participation is low We are concerned that this is symptomatic of a fundamental problem in location aware computing specifically the lack of understanding about which applications are useful and what factors motivate people to use them In this paper we provide a retrospective analysis of Bat system usage grounded in game theory We have analysed the needs of people within the coverage area and used this to motivate a set of highly targeted location aware applications which we believe are compelling enough for individuals to induce a gradual increase in participation This carrot approach has been successful and has increased the number of people who wear their Bat Finally this paper provides a critique of our experience with the Active Bat system We suggest a number of refinements that should be considered by developers of future location systems	locationbased dataanalysis application game
dx.doi.org%2F10.1007%2F978-3-540-30119-6_23.html	2004	ActiveBelt Belt Type Wearable Tactile Display for Directional Navigation	 	In this paper we propose a novel wearable interface called ActiveBelt that enables users to obtain multiple directional information with the tactile sense Since the information provided by the tactile sense is relatively unobtrusive it is suited for daily use in mobile environments However many existing systems don t transmit complex information via the tactile sense Most of them send only simple signals such as vibration in cellular phones ActiveBelt is a novel belt type wearable tactile display that can transmit directional information We have developed prototype systems and applications evaluated system performance and usability and demonstrated the possibility of practical use	wearablecomputing sensing mobiledevice haptic application evaluation systems usability
dx.doi.org%2F10.1007%2F978-3-540-30119-6_24.html	2004	An Audio Based Personal Memory Aid	 	We are developing a wearable device that attempts to alleviate some everyday memory problems The memory prosthesis records audio and contextual information from conversations and provides a suite of retrieval tools on both the wearable and a personal computer to help users access forgotten memories in a timely fashion This paper describes the wearable device the personal computer based retrieval tool and their supporting technologies Anecdotal observations based on real world use and quantitative results based on a controlled memory retrieval task are reported Finally some social legal and design challenges of ubiquitous recording and remembering via a personal audio archive are discussed	wearablecomputing mobiledevice audio contextawareness task design
dx.doi.org%2F10.1007%2F978-3-540-30119-6_25.html	2004	Infrastructures and Their Discontents Implications for Ubicomp	 	Infrastructures persistent socio technical systems over which services are delivered are normally taken for granted by their users but are powerful forces of constraint and enablement with implications for the design use and adoption of ubiquitous computing To approach the study of infrastructure from an ethnographic perspective we conducted an exploratory field study of people for whom infrastructure had become visible due to some form of active engagement rejecting augmenting or caretaking From considering together individuals as disparate as homeschoolers gated community dwellers and voluntary simplicity advocates a number of challenges and opportunities for ubicomp emerged in terms of appropriation empowerment and reflection	systems energy design ubiquitouscomputing qualitativemethods fieldstudy socialnetwork
dx.doi.org%2F10.1007%2F978-3-540-30119-6_26.html	2004	Opportunity Knocks A System to Provide Cognitive Assistance with Transportation Services	 	We present an automated transportation routing system called Opportunity Knocks whose goal is to improve the efficiency safety and independence of individuals with mild cognitive disabilities Our system is implemented on a combination of a Bluetooth sensor beacon that broadcasts GPS data a GPRS enabled cell phone and remote activity inference software The system uses a novel inference engine that does not require users to explicitly provide information about the start or ending points of their journeys instead this information is learned from users past behavior Futhermore we demonstrate how route errors can be detected and how the system helps to correct the errors with real time transit information In addition we present a novel solution to the problem of labeling positions with place names	systems network sensing locationbased mobiledevice software
dx.doi.org%2F10.1007%2F978-3-540-30119-6_3.html	2004	Reminding About Tagged Objects Using Passive RFIDs	 	People often misplace objects they care about We present a system that generates reminders about objects left behind by tagging those objects with passive RFID tags Readers positioned in the environment frequented by users read tags and broadcast the tags IDs over a short range wireless medium A user s personal server collects the read events in real time and processes them to determine if a reminder is warranted or not The reminders are delivered to a wristwatch sized device through a combination of text messages and audible beeps We believe this leads to a practical and scalable approach in terms of system architecture and user experience as well as being more amenable to maintaining user privacy than previous approaches We present results that demonstrate that current RFID tag technology is appropriate for this application when integrated with calendar information	rfid network systems mobiledevice scalability privacy application
dx.doi.org%2F10.1007%2F978-3-540-30119-6_4.html	2004	Evaluating the Effects of Displaying Uncertainty in Context Aware Applications	 	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	contextawareness feedback application design evaluation task
dx.doi.org%2F10.1007%2F978-3-540-30119-6_5.html	2004	The Error of Our Ways The Experience of Self Reported Position in a Location Based Game	 	We present a study of people s use of positional information as part of a collaborative location based game The game exploits self reported positioning in which mobile players manually reveal their positions to remote players 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 untroubled 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 unavailable or too unreliable	locationbased game qualitativemethods mobiledevice urban video feedback
dx.doi.org%2F10.1007%2F978-3-540-30119-6_6.html	2004	Particle Filters for Location Estimation in Ubiquitous Computing A Case Study	 	Location estimation is an important part of many ubiquitous computing systems Particle filters are simulation based probabilistic approximations which the robotics community has shown to be effective for tracking robots positions This paper presents a case study of applying particle filters to location estimation for ubiquitous computing Using trace logs from a deployed multi sensor location system we show that particle filters can be as accurate as common deterministic algorithms We also present performance results showing it is practical to run particle filters on devices ranging from high end servers to handhelds Finally we discuss the general advantages of using probabilistic methods in location systems for ubiquitous computing including the ability to fuse data from different sensor types and to provide probability distributions to higher level services and applications Based on this case study we conclude that particle filters are a good choice to implement location estimation for ubiquitous computing	locationbased ubiquitouscomputing mathematical simulation robot socialnetwork sensing systems mobiledevice application
dx.doi.org%2F10.1007%2F978-3-540-30119-6_7.html	2004	Some Assembly Required Supporting End User Sensor Installation in Domestic Ubiquitous Computing Environments	 	This paper explores end user sensor installation for domestic ubiquitous computing applications and proposes five design principles to support this task End user sensor installation offers several advantages it can reduce costs enhance users sense of control accommodate diverse deployment environments and increase users acceptance of the technology The five design principles are developed from the design and in situ evaluation of the sensor installation kit for the Home Energy Tutor a domestic ubiquitous computing application To generalize the design principles factors affecting sensor installation are outlined and the advantages of end user sensor installation for three ubiquitous computing application domains are discussed	sensing ubiquitouscomputing application design task evaluation homesetting
dx.doi.org%2F10.1007%2F978-3-540-30119-6_8.html	2004	Rapid Authoring of Mediascapes	 	Ubiquitous computing promises to enable new classes of application In this paper we present research intended to accelerate the exploration of the space of possible application values by enabling domain specialists to develop deploy and evaluate experimental applications even if they do not have programming skills We present a framework for the rapid authoring of mediascapes a commercially important class of media oriented context sensitive mobile applications A case study is described in which two artists without prior experience of ubiquitous computing successfully and quickly deployed experimental mediascapes in an urban square A discussion of their experience suggests future work aimed at closing the gap between application emulation and reality	ubiquitouscomputing application evaluation framework contextawareness mobiledevice urban
dx.doi.org%2F10.1007%2F978-3-540-30119-6_9.html	2004	CAMP A Magnetic Poetry Interface for End User Programming of Capture Applications for the Home	 	As the trend towards technology enriched home environments progresses the need to enable users to create applications to suit their own lives increases While several recent projects focus on lowering barriers for application creation by using simplified input mechanisms and languages these projects often approach application creation from a developer s perspective focusing on devices and their interactions rather than users goals or tasks In this paper we present a study that examines how users conceptualize applications involving automated capture and playback of home activities and reveals a breadth of home applications that people desire We introduce CAMP a system that enables end user programming for smart home environments based on a magnetic poetry metaphor We describe how CAMP s simple interface for creating applications supports users natural conceptual models of capture applications Finally we present a preliminary evaluation of CAMP and assess its ability to support a breadth of desired home applications as well as the user s conceptual model	homesetting application mobiledevice task evaluation
dx.doi.org%2F10.1007%2F978-3-540-39653-6_1.html	2003	Building World Models by Ray Tracing within Ceiling Mounted Positioning Systems	 	Context aware computing in location aware environments demands the combination of real world position with a computational world model to infer context We present a novel approach to building world models using signals inherent in positioning systems building on the work of the robotics research field We implement the approach using the Bat ultrasonic location system We observe excellent results when trying to extract the height and shape of horizontal surfaces and demonstrate how to image and characterise object volumes Results are collected using personnel Bats and by using an autonomous vehicle which moves randomly In both cases the results are accurate and reliable	contextawareness locationbased robot car
dx.doi.org%2F10.1007%2F978-3-540-39653-6_10.html	2003	AwareCon Situation Aware Context Communication	 	Ubicomp environments impose tough constraints on networks including immediate communication low energy consumption minimal maintenance and administration With the AwareCon network we address these challenges by prescribing an integrated architecture that differs from classical networking as it features an awareness of the surrounding situation and context In various settings where AwareCon was implemented on tiny battery driven devices we show that applications and usability of devices benefit from this approach	energy mobiledevice application usability
dx.doi.org%2F10.1007%2F978-3-540-39653-6_11.html	2003	liquid Context Aware Distributed Queries	 	As low level architectural support for context aware computing matures we are ready to explore more general and powerful means of accessing context data Information required by a context aware application may be partitioned by any number of physical organizational or privacy boundaries This suggests the need for mechanisms by which applications can issue context sensitive queries without having to explicitly manage the complex storage layout and access policies of the underlying data To address this need we have developed liquid a prototype query service that supports distributed continuous query processing of context data This paper articulates the current need for such systems describes the design of the liquidsystem and presents both a room awareness application and notification service demonstrating its functionality	contextawareness energy privacy application systems
dx.doi.org%2F10.1007%2F978-3-540-39653-6_12.html	2003	Is Context Aware Computing Taking Control away from the User Three Levels of Interactivity Examined	 	Context aware computing promises a smooth interaction between humans and technology but few studies have been conducted with regards to how autonomously an application should perform After defining three levels of interactivity between a mobile computing device and its user personalization passive context awareness and active context awareness we test which approach will limit users perceived sense of control We also investigate users preferences for the three approaches We conducted an experimental case study using mobile phone applications to exemplify the three levels of interactivity Our study shows that users feel less in control when using either passive or active context aware applications than when personalizing their own applications Despite this we also find that context aware applications are preferred over the personalization oriented ones We conclude that people are willing to give up partial control if the reward in usefulness is great enough	contextawareness application mobiledevice sensing
dx.doi.org%2F10.1007%2F978-3-540-39653-6_13.html	2003	Tools for Studying Behavior and Technology in Natural Settings	 	Three tools for acquiring data about people their behavior and their use of technology in natural settings are described 1 a context aware experience sampling tool 2 a ubiquitous sensing system that detects environmental changes and 3 an image based experience sampling system We discuss how these tools provide researchers with a flexible toolkit for collecting data on activity in homes and workplaces particularly when used in combination We outline several ongoing studies to illustrate the versatility of these tools Two of the tools are currently available to other researchers to use	contextawareness qualitativemethods sensing homesetting
dx.doi.org%2F10.1007%2F978-3-540-39653-6_14.html	2003	Very Low Cost Sensing and Communication Using Bidirectional LEDs	 	A novel microprocessor interface circuit is described which can alternately emit and detect light using only an LED two digital I O pins and a single current limiting resistor This technique is first applied to create a smart illumination system that uses a single LED as both light source and sensor We then present several devices that use an LED as a generic wireless serial data port An important implication of this work is that every LED connected to a microprocessor can be thought of as a wireless two way communication port We present this technology as a solution to the last centimeter problem because it permits disparate devices to communicate with each other simply and cheaply with minimal design modification	sensing mobiledevice network design
dx.doi.org%2F10.1007%2F978-3-540-39653-6_15.html	2003	SPECs Another Approach to Human Context and Activity Sensing Research Using Tiny Peer to Peer Wireless Computers	 	A small battery powered peer to peer proximity sensing platform that can be attached to people places and things can be a valuable tool to conduct research in human activity sensing Such a platform senses the subjects presence and activities in a wide variety of contexts for example home car work or shopping It eliminates the need for deployment and maintenance of prohibitively expensive infrastructure The goal is to sense the activities of one individual at large in their world rather than the activities of a group in a well instrumented laboratory setting Preliminary results with a real world application are described	energy sensing systems activityrecognition homesetting car application
dx.doi.org%2F10.1007%2F978-3-540-39653-6_16.html	2003	A 2 Way Laser Assisted Selection Scheme for Handhelds in a Physical Environment	 	We present a 2 way selection method to select objects in a physical environment with a novel feedback and transfer of control mechanism A modulated laser pointer signal sent from a handheld device triggers a photosensitive tag placed in the environment The tag responds via a standard wireless channel directly to the handheld with information regarding an object it represents We describe a prototype implementation for a Motorola iDEN i95cl cell phone discuss the interaction challenges and application possibilities for this physical world selection that extends a common handheld device We also compare this solution to related attempts in the literature	feedback mobiledevice network application physicalcomputing
dx.doi.org%2F10.1007%2F978-3-540-39653-6_17.html	2003	Finding a Place for UbiComp in the Home	 	The movement of design out of the workplace and into the home brings with it the need to develop new analytic concepts to consider how ubiquitous computing might relate to and support everyday activities in domestic settings In this paper we present a number of concepts derived from ethnographic studies of routine activities and technology uses implicated in the production and consumption of communication in the home These concepts sensitise design to the importance of the ecology of the domestic space and distributed arrangements of collaboration to communication They draw attention to the places where communication is accomplished and the routines whereby communication is articulated thereby highlighting prime sites for situating ubiquitous computing in the domestic environment	design homesetting ubiquitouscomputing qualitativemethods
dx.doi.org%2F10.1007%2F978-3-540-39653-6_18.html	2003	New Perspectives on Ubiquitous Computing from Ethnographic Study of Elders with Cognitive Decline	 	A rapidly growing elder population is placing unprecedented demands on health care systems around the world Cognitive decline is one of the most taxing health problems in terms of both its relation to elders overall functioning and the cost of care The needs of elders with cognitive decline for invisible intuitive support and assessment invite a reconsideration of the assumptions behind and specifications for ubiquitous computing solutions This paper describes findings and implications of ethnographic research conducted with cognitively impaired individuals and their informal care networks in 45 households in 5 U S regions Key themes regarding needs and barriers to successful aging are addressed through a set of design principles which apply across the stages of cognitive decline To convey stage specific findings and associated challenges for ubiquitous computing case studies of four representative households and example concept solutions are presented The design principles and technology challenges outlined in this paper may generalize to other contexts for ubiquitous computing	health ubiquitouscomputing qualitativemethods homesetting design
dx.doi.org%2F10.1007%2F978-3-540-39653-6_19.html	2003	Practical Considerations of Context for Context Based Systems An Example from an Ethnographic Case Study of a Man Diagnosed with Early Onset Alzheimer s Disease	 	The meaning of context with respect to computational systems has been the focus of considerable discussion specifically as related to context aware and proactive computing However there are no reports of people s direct experiential understanding of the lived experience of context As a result there is a significant gap between theoretical approaches for understanding context and the actual practice of context which is critical for the specification of systems This paper reports the results of an ethnographic case study that illuminates the practical nature of context and highlights specific challenges for ubiquitous computing systems in general We conclude that context is simultaneously more subtle fluid and idiosyncratic than previously reported under theoretical approaches to understanding context We further suggest implications for the design of computing systems based on these findings	contextawareness qualitativemethods ubiquitouscomputing systems
dx.doi.org%2F10.1007%2F978-3-540-39653-6_2.html	2003	On a Location Model for Fine Grained Geocast	 	Geographic communication geocast is used to send messages to geographic areas e g to distribute warning messages or other information within these areas It is based on a location model which is used to define a message s target area and the receivers positions and therefore has strong influence on the achievable granularity of geographic addressing A hybrid location model and a fine grained addressing scheme for geocast based on this model are presented in this paper which support two and three dimensional geometric locations as well as symbolic locations like room numbers embedded local coordinate systems and mobile target areas like trains	locationbased mobiledevice
dx.doi.org%2F10.1007%2F978-3-540-39653-6_20.html	2003	 Playing with the Bits User Configuration of Ubiquitous Domestic Environments	 	This paper presents the development of a user oriented framework to support the user reconfiguration of ubiquitous domestic environments We present a lightweight component model that allows a range of devices to be readily interconnected and an editor to support users in doing this The editor discovers available ubiquitous components and presents these to users as jigsaw pieces that can be dynamically recombined The developed editor allows users to assemble lightweight sensors devices such as displays and larger applications in order to meet their particular needs	framework homesetting mobiledevice sensing application
dx.doi.org%2F10.1007%2F978-3-540-39653-6_21.html	2003	IntelliBadgeTM Towards Providing Location Aware Value Added Services at Academic Conferences	 	This paper contains details on a project aimed to provide location aware value added services to the participants of an academic conference The major characteristic of this project is the fusion of RFID technology database management data mining real time information visualization and interactive web application technologies into an operational integrated system deployed at a major public conference The developed system tracks conference attendees analyzes the tracking data in real time and provides various services to the attendees such as a real time snapshot of the conference events attendance the ability to locate friends in the convention center and the ability to search for events of interest The results of this experiment were revealing in terms of both the potential of the developed technology and the conference dynamics	locationbased systems rfid video web application
dx.doi.org%2F10.1007%2F978-3-540-39653-6_22.html	2003	UbiTable Impromptu Face to Face Collaboration on Horizontal Interactive Surfaces	 	Despite the mobility enabled by the plethora of technological tools such as laptops PDA and cell phones horizontal flat surfaces are still extensively used and much preferred for on the move face to face collaboration Unfortunately when digital documents need to be shared during collaboration people are still mostly constrained to display surfaces that have been designed for single users such as laptops and PDAs Technologically there is a lack of computational support for shared digital document access browsing visualization and manipulation on horizontal surfaces We believe support for such serendipitous meetings will play a critical role in future ubiquitous computing spaces Our UbiTable project examines the design space of tabletops used as scrap displays Scrap displays support kiosk style walk up interaction for impromptu face to face collaboration Our design offers the affordances of a physical table It provides the flexibility by allowing users to layout shared documents with desired orientation and position at the same time it augments traditional paper based interactions by providing a flexible gradient or shades of sharing semantics UbiTable addresses visual accessibility vs electronic accessibility of documents an issue which is critical to ubiquitous environments	mobiledevice design video ubiquitouscomputing walk
dx.doi.org%2F10.1007%2F978-3-540-39653-6_23.html	2003	Social Network Computing	 	A ubiquitous wearable computing infrastructure is now firmly entrenched within organizations across the globe yet much of its potential remains untapped This paper describes how the handheld computers and mobile phones in today s organizations can be used to quantify face to face interactions and to infer aspects about a user s situation enabling more creative and transparent functioning of human organizations	wearablecomputing mobiledevice
dx.doi.org%2F10.1007%2F978-3-540-39653-6_24.html	2003	The Design of a Context Aware Home Media Space for Balancing Privacy and Awareness	 	Traditional techniques for balancing privacy and awareness in video media spaces like blur filtration have been proven to be ineffective for compromising home situations involving a media space As such this paper presents the rationale and prototype design of a context aware home media space HMS defined as an always on video media space used within a home setting that focuses on identifying plausible solutions for balancing privacy and awareness in compromising home situations In the HMS design users are provided with implicit and explicit control over their privacy along with visual and audio feedback of the amount of privacy currently being maintained	privacy video homesetting design contextawareness audio feedback
dx.doi.org%2F10.1007%2F978-3-540-39653-6_25.html	2003	Context Aware Computing with Sound	 	We propose audio networking using ubiquitously available sound hardware i e speakers sound cards and microphones for low bandwidth wireless networking A variety of location and context aware applications that use audio networking are presented including a location system a pick and drop interface and a framework for embedding digital attachments in voice notes or telephone conversations Audio networking has a number of interesting characteristics that differentiate it from existing wireless networking technologies i it offers fine grained control over the range of transmission since audio APIs allow fine grained volume adjustment ii walls of buildings are typically designed specifically to attenuate sound waves so one can easily contain transmission to a single room iii it allows existing devices that record or play audio to be brought into the user interface and iv it offers the potential to unify device to device and device to human communication	audio hardware network locationbased contextawareness framework speech design mobiledevice
dx.doi.org%2F10.1007%2F978-3-540-39653-6_26.html	2003	An Architecture and Framework for Steerable Interface Systems	 	Steerable Interfaces are emerging as a new paradigm used in realizing the vision of embodied interaction in ubiquitous computing environments Such interfaces steer relevant input and output capabilities around space to serve the user when and where they are needed We present an architecture and a programming framework that enable the development of Steerable Interface applications The distributed multi layer architecture provides applications with abstractions to services of several novel components for instance steerable projection steerable visual interaction detection and geometric reasoning The programming framework facilitates integration of the various services while hiding the complexity of sequencing and synchronizing the underlying components	ubiquitouscomputing framework application systems video
dx.doi.org%2F10.1007%2F978-3-540-39653-6_27.html	2003	Evaluation of Visual Notification Cues for Ubiquitous Computing	 	With increased use of mobile information technology and increased amounts of information comes the need to simplify information presentation This research considers whether low information rate displays such as those used in mobile devices can provide effective information awareness An experiment was performed to measure the performance size tradeoff of visual displays ranging in size from two LEDs to nine LEDs and using a number of display characteristics i e color and blinking in various combinations Results show a reliable tradeoff between performance participant response time and accuracy and display size number of LEDs However even the full set of 27 messages can be conveyed with high recognition accuracy using only three LEDs by mapping the messages into color and position Thus mobile devices with micro level form factors can be designed to convey critical information and provide effective notifications Future work and a prototype developed from this work are discussed	mobiledevice video dataanalysis urban design
dx.doi.org%2F10.1007%2F978-3-540-39653-6_3.html	2003	RightSPOT A Novel Sense of Location for a Smart Personal Object	 	One of the main prerequisites for location based services is knowledge of location We present a simple algorithm for computing the location of a device based on signal strengths from FM radio stations The motivation for this method comes from a new class of smart personal objects that will receive digital data encoded in regular FM radio broadcasts Given their built in ability to receive FM and to measure signal strengths we show how to exploit this ability to measure the device s location Our algorithm called RightSPOT is designed to be robust to manufacturing variations among devices that affect how they measure signal strength Toward this end we present a location classification algorithm based not on absolute signal strengths but on a ranking of signal strengths from multiple FM radio stations In tests with three devices in six suburban areas we show that we can correctly infer the device s location about 80 of the time	locationbased systems mobiledevice network design dataanalysis
dx.doi.org%2F10.1007%2F978-3-540-39653-6_4.html	2003	User Friendly Surveying Techniques for Location Aware Systems	 	Many location aware applications rely on data from fine grained location systems During deployment such systems require a survey specifying the locations of their environment based components Most current surveying methods are time consuming and require costly and bulky equipment This paper presents the concept of self surveying i e methods by which a location system can survey itself Such methods are user friendly fast and require little or no extra equipment Experimental results show self survey accuracies comparable to the accuracy of the underlying location system	locationbased application qualitativemethods dataanalysis
dx.doi.org%2F10.1007%2F978-3-540-39653-6_5.html	2003	Sto ry chastics A Bayesian Network Architecture for User Modeling and Computational Storytelling for Interactive Spaces	 	This paper presents sto ry chastics a user centered approach for computational storytelling for real time sensor driven multimedia audiovisual stories such as those that are triggered by the body in motion in a sensor instrumented interactive narrative space With sto ry chastics the coarse and noisy sensor inputs are coupled to digital media outputs via a user model which is estimated probabilistically by a Bayesian network To illustrate sto ry chastics this paper describes the museum wearable a device which delivers an audiovisual narration interactively in time and space to the visitor as a function of the estimated visitor type The wearable relies on a custom designed long range infrared location identification sensor to gather information on where and how long the visitor stops in the museum galleries and uses this information as input to or observations of a dynamic Bayesian network The network has been tested and validated on observed visitor tracking data by parameter learning using the Expectation Maximization EM algorithm and by performance analysis of the model with the learned parameters	sensing audio wearablecomputing mobiledevice design locationbased systems
dx.doi.org%2F10.1007%2F978-3-540-39653-6_6.html	2003	Inferring High Level Behavior from Low Level Sensors	 	We present a method of learning a Bayesian model of a traveler moving through an urban environment This technique is novel in that it simultaneously learns a unified model of the traveler s current mode of transportation as well as his most likely route in an unsupervised manner The model is implemented using particle filters and learned using Expectation Maximization The training data is drawn from a GPS sensor stream that was collected by the authors over a period of three months We demonstrate that by adding more external knowledge about bus routes and bus stops accuracy is improved	urban mathematical dataanalysis sensing
dx.doi.org%2F10.1007%2F978-3-540-39653-6_7.html	2003	Activity Zones for Context Aware Computing	 	Location is a primary cue in many context aware computing systems and is often represented as a global coordinate room number or a set of Euclidean distances to various landmarks A user s concept of location however is often defined in terms of regions in which similar activities occur We discuss the concept of such regions which we call activity zones and suggest that such zones can be used to trigger application actions retrieve information based on previous context and present information to users We show how to semi automatically partition a space into activity zones based on patterns of observed user location and motion We describe our system and two implemented example applications whose behavior is controlled by users entry exit and presence in the zones	locationbased contextawareness application
dx.doi.org%2F10.1007%2F978-3-540-39653-6_8.html	2003	Context Aware User Authentication Supporting Proximity Based Login in Pervasive Computing	 	This paper explores computer security in pervasive computing with focus on user authentication We present the concept of Proximity Based User Authentication as a usability wise ideal for UbiComp systems We present a context aware user authentication protocol which 1 uses a JavaCard for identification and cryptographic calculations 2 uses a context awareness system for verifying the user s location and 3 implements a security fall back strategy We analyze the security of this protocol and discuss the tradeoff between usability and security We also present our current implementation of the protocol and discuss future work	security ubiquitouscomputing usability contextawareness network locationbased
dx.doi.org%2F10.1007%2F978-3-540-39653-6_9.html	2003	Secure Spontaneous Device Association	 	One of the principal requirements of ubiquitous computing is support for spontaneous interoperation in which two or more devices interact temporarily in ad hoc circumstances Spontaneity typically arises when nomadic users carry one or more of the devices around We contribute a method of using lasers for securing spontaneous device associations The method provides users with physical evidence of which device they have connected their device to as well as setting up a secure channel between the devices	ubiquitouscomputing mobiledevice security
dx.doi.org%2F10.1007%2F978-3-540-72037-9_1.html	2007	Augmenting Looking Pointing and Reaching Gestures to Enhance the Searching and Browsing of Physical Objects	 	In this paper we present a framework for attaching information to physical objects in a way that can be interactively browsed and searched in a hands free multi modal and personalized manner that leverages users natural looking pointing and reaching behaviors The system uses small infrared transponders on objects in the environment and worn by the user to achieve dense on object visual feedback usually possible only in augmented reality systems while improving on interaction style and requirements for wearable gear We discuss two applications that have been implemented a tutorial about the parts of an automobile engine and a personalized supermarket assistant The paper continues with a user study investigating browsing and searching behaviors in the supermarket scenario and concludes with a discussion of findings and future work	framework physicalcomputing video feedback augmentedreality wearablecomputing application car design
dx.doi.org%2F10.1007%2F978-3-540-72037-9_10.html	2007	Virtual Walls Protecting Digital Privacy in Pervasive Environments	 	As pervasive environments become more commonplace the privacy of users is placed at increased risk The numerous and diverse sensors in these environments can record users contextual information leading to users unwittingly leaving digital footprints Users must thus be allowed to control how their digital footprints are reported to third parties While a significant amount of prior work has focused on location privacy location is only one type of footprint and we expect most users to be incapable of specifying fine grained policies for a multitude of footprints In this paper we present a policy language based on the metaphor of physical walls and posit that users will find this abstraction to be an intuitive way to control access to their digital footprints For example users understand the privacy implications of meeting in a room enclosed by physical walls By allowing users to deploy virtual walls they can control the privacy of their digital footprints much in the same way they control their privacy in the physical world We present a policy framework and model for virtual walls with three levels of transparency that correspond to intuitive levels of privacy and the results of a user study that indicates that our model is easy to understand and use	privacy sensing contextawareness locationbased framework
dx.doi.org%2F10.1007%2F978-3-540-72037-9_11.html	2007	Trust Privacy and Relationships in Pervasive Education Families Views on Homework and Technologies	 	Extensive educational research discusses the potential for information and communication technologies in supporting homework but most has focused on providing content The research in this paper focuses instead on the issues around managing homework and balancing home and school through the capabilities of ubiquitous technologies As part of our requirements capture we presented three families with demonstrators of ubiquitous computing systems Our technologies provoked reactions to situated and embedded information capture and access and locational information capture through mobile devices The subtlety and complexity of roles and relationships of different family members raised issues around trust and privacy in relation to children s homework practices We consider how these drove acceptance of the technologies and how the contrasts between family and educational relationships produced different requirements for technologies managing information transfer inside and outside the home Overall we highlight how respect for these concerns can inform the design of pervasive technologies particularly within the domestic and educational contexts bridged	homesetting ubiquitouscomputing locationbased mobiledevice privacy children
dx.doi.org%2F10.1007%2F978-3-540-72037-9_12.html	2007	Operating Appliances with Mobile Phones Strengths and Limits of a Universal Interaction Device	 	Mobile phones are increasingly becoming ubiquitous computational devices that are almost always available individually adaptable and nearly universally connectable using both wide area and short range communication capabilities Until Star Trek like speech interfaces are fully developed mobile phones seem thus poised to become our main devices for interacting with intelligent spaces and smart appliances such as buying train passes operating vending machines or controlling smart homes e g TVs stereos and dishwashers as well as heating and light But how much can a mobile phone simplify our everyday interactions before it itself becomes a usability burden What are the capabilities and limitations of using mobile phones to control smart appliances i e operating things like ATMs or coffee makers that typically do not benefit from remote control This paper presents a user study investigating the use of a prototypical mobile phone based interaction system to operate a range of appliances in a number of different task settings Our results show that mobile devices can greatly simplify appliance operation in exceptional situations but that the idea of a universal interaction device is less suited for general everyday appliance control	mobiledevice ubiquitouscomputing speech homesetting usability interactiontechnique task
dx.doi.org%2F10.1007%2F978-3-540-72037-9_13.html	2007	Portable But Not Mobile A Study of Wireless Laptops in the Home	 	We report a qualitative study of the use of physical space and wireless laptops by ten United States households Although wireless laptops purportedly offer the opportunity and affordances to go anywhere in the home laptops were generally used in a small set of particular places rather than moving fluidly through the home wireless laptops were portable but not mobile per se We present factors that influence laptop movement in the home We also present a model of people s use of space in the home identifying a small set of favored places of long term use and a larger set of kinetic places used for specific tasks We discuss how the factors we have identified generally promote use of laptops in favored places and generally discourage use of laptops in kinetic places We discuss how our findings are relevant to the design of technologies for the home	physicalcomputing network homesetting mobiledevice task design
dx.doi.org%2F10.1007%2F978-3-540-72037-9_14.html	2007	Managing Communication Availability and Interruptions A Study of Mobile Communication in an Oncology Department	 	Wireless phones and text messaging are tremendously popular in many areas of society However they are still relatively unused in hospitals where pagers are a pervasive communication device that is notoriously difficult to replace This paper studies pager and wireless phone use at the oncology department at University Hospital of North Norway Participatory observation and interviews with physicians are used to provide qualitative analysis about the use drawbacks and benefits of both technologies A number of important issues are addressed that should aid designers of next generation mobile communication systems for hospitals In particular the data points towards specific features that will be crucial for the overall usability and acceptance of an integrated device that supports paging voice and text services Of particular importance will be features that allow users to manage their communication availability and avoid interruptions	network mobiledevice socialinteraction hci qualitativemethods design usability speech systems
dx.doi.org%2F10.1007%2F978-3-540-72037-9_15.html	2007	Using Ground Reaction Forces from Gait Analysis Body Mass as a Weak Biometric	 body mass biometric ground reaction forces gait 	Ground reaction forces generated during normal walking have recently been used to identify and or classify individuals based upon the pattern of the forces observed over time One feature that can be extracted from vertical ground reaction forces is body mass This single feature has identifying power comparable to other studies that use multiple and more complex features This study contributes to understanding the role of body mass in identification by 1 quantifying the accuracy and precision with which body mass can be obtained using vertical ground reaction forces 2 quantifying the distribution of body mass across a population larger than has previously been studied in relation to gait analysis and 3 quantifying the expected identification capabilities of systems using body mass as a weak biometric Our results show that body mass can be measured in a fraction of a second with less than a 1 kilogram standard deviation of error	walk energy dataanalysis
dx.doi.org%2F10.1007%2F978-3-540-72037-9_16.html	2007	Weight Sensitive Foam to Monitor Product Availability on Retail Shelves	 Retail logistics shelf replenishment product availability monitoring capacitive sensors pervasive computing 	The retail industry which is characterized by highly complex supply chain processes still faces stockout rates of 5 10 This results in sales losses of up to 4 which corresponds to hundreds of millions of dollars for large retailers The most significant cause for stockout situations is inefficiencies in in store logistics due to the lack of inventory visibility In this paper we present a product availability monitoring system which anticipates stockouts before they occur and triggers the personnel to replenish the shelf Our monitoring system is based on inexpensive polyolefin foam which serves as mount for capacitive sensing elements Our sensor system is designed for roll to roll based manufacturing which suggests low production costs Preliminary tests suggest that the system offers sufficient sensitivity to accurately and reliably detect low quantities of stocks This will not only reduce losses of sales but also increase customer satisfaction	sensing design
dx.doi.org%2F10.1007%2F978-3-540-72037-9_17.html	2007	Assessing and Optimizing the Range of UHF RFID to Enable Real World Pervasive Computing Applications	 	Radio frequency identification RFID may be used to automatically detect locate and or identify objects making it an ideal candidate for many pervasive computing applications As RFID technology improves in terms of cost and performance it is increasingly being explored in a variety of applications ranging from eldercare through to the smart supply chain However while passive UHF RFID has many benefits over other RFID variants reliable operation as the tag moves in the environment is inherently difficult to predict and can represent a significant challenge In this paper we present a novel and practical experimental method called attenuation thresholding which may be used to characterize the operating range of such RFID systems The results presented demonstrate the advantages of our method over the conventional read rate approach We also demonstrate a novel approach to collecting the measurements in range characterization experiments using robotic automation Finally we show how the application of attenuation thresholding in combination with robotic automation can be used to optimize tag placement on an object In addition to the clear relevance of this work to the many RFID based pervasive computing applications reported in the literature and currently under development it also has broad applicability in other RFID application domains We conclude with a number of ideas for future extensions to this work	rfid locationbased ubiquitouscomputing application dataanalysis robot
dx.doi.org%2F10.1007%2F978-3-540-72037-9_18.html	2007	Movement Based Group Awareness with Wireless Sensor Networks	 	We propose a method through which dynamic sensor nodes determine that they move together by communicating and correlating their movement information We describe two possible solutions one using inexpensive tilt switches and another one using low cost MEMS accelerometers We implement a fast incremental correlation algorithm which can run on resource constrained devices The tests with the implementation on real sensor nodes show that the method distinguishes between joint and separate movements In addition we analyse the scalability from four different perspectives communication energy memory and execution speed The solution using tilt switches proves to be simpler cheaper and more energy efficient while the accelerometer based solution is more accurate and more robust to sensor alignment problems	sensing systems mobiledevice scalability energy
dx.doi.org%2F10.1007%2F978-3-540-72037-9_19.html	2007	Zone Based RSS Reporting for Location Fingerprinting	 	In typical location fingerprinting systems a tracked terminal reports sampled Received Signal Strength RSS values to a location server which estimates its position based on a database of pre recorded RSS fingerprints So far poll based and periodic RSS reporting has been proposed However for supporting proactive Location based Services LBSs triggered by pre defined spatial events the periodic protocol is inefficient Hence this paper introduces zone based RSS reporting the location server translates geographical zones defined by the LBS into RSS based representations which are dynamically configured with the terminal The terminal in turn reports its measurements only when they match with the configured RSS patterns As a result the number of messages exchanged between terminal and server is strongly reduced saving battery power bandwidth and also monetary costs spent for mobile bearer services The paper explores several methods for realizing zone based RSS reporting and evaluates them simulatively and analytically An adaption of classical Bayes estimation turns out to be the best suited method	locationbased network systems spatial energy mobiledevice evaluation simulation
dx.doi.org%2F10.1007%2F978-3-540-72037-9_2.html	2007	Reach Out and Touch Using NFC and 2D Barcodes for Service Discovery and Interaction with Mobile Devices	 	We investigate the use of 2 tagging technologies Near Field Communication NFC and 2 dimensional barcodes Our investigation combined a field trial and interview based study with an experimental evaluation The field trial focused on users experience of the usability of NFC for a range of trial services users perceptions of NFC use in their daily life context and users suggestions for potential applications of NFC The tags were embedded in a variety of postcards table top signs and posters The experimental evaluation compared the ease of use of NFC and 2D barcodes operationalised in terms of time taken to read a specified sequence of tags on posters We found that for untrained users the 2D barcodes were quicker to use than the NFC tags but that training significantly improved users performance with the NFC tags while having no effect on their performance with the barcodes	fieldstudy qualitativemethods usability systems application
dx.doi.org%2F10.1007%2F978-3-540-72037-9_20.html	2007	TrackSense Infrastructure Free Precise Indoor Positioning Using Projected Patterns	 	While commercial solutions for precise indoor positioning exist they are costly and require installation of additional infrastructure which limits opportunities for widespread adoption Inspired by robotics techniques of Simultaneous Localization and Mapping SLAM and computer vision approaches using structured light patterns we propose a self contained solution to precise indoor positioning that requires no additional environmental infrastructure Evaluation of our prototype called TrackSense indicates that such a system can deliver up to 4 cm accuracy with 3 cm precision in rooms up to five meters squared as well as 2 degree accuracy and 1 degree precision on orientation We explain the design and performance characteristics of our prototype and demonstrate a feasible miniaturization that supports applications that require a single device localizing itself in a space We also discuss extensions to locate multiple devices and limitations of this approach	locationbased robot urban computervision evaluation dataanalysis design application mobiledevice
dx.doi.org%2F10.1007%2F978-3-540-72037-9_21.html	2007	Objects Calling Home Locating Objects Using Mobile Phones	 	Locating physical items is a highly relevant application addressed by numerous systems Many of these systems share the drawback that costly infrastructure must be installed before a significant physical area can be covered that is before these systems may be used in practice In this paper we build on the ubiquitous infrastructure provided by the mobile phone network to design a wide area system for locating objects Sensor equipped mobile phones naturally omnipresent in populated environments are the main elements of our system They are used to distribute search queries and to report an object s location We present the design of our object search system together with a set of simple heuristics which can be used for efficient object search Moreover such a system can only be successfully deployed if environment conditions such as the participant density and their mobility and system settings such as number of queried sensors allow to find an object quickly and efficiently We therefore demonstrate the practicability of our system and obtain suitable system parameters for its execution in a series of simulations Further we use a real world experiment to validate the obtained simulation results	locationbased application mobiledevice design sensing simulation
dx.doi.org%2F10.1007%2F978-3-540-72037-9_3.html	2007	Combining Web Mobile Phones and Public Displays in Large Scale Manhattan Story Mashup	 	We present a large scale pervasive game called Manhattan Story Mashup that combines the Web camera phones and a large public display The game introduces a new form of interactive storytelling which lets an unlimited number of players author stories in the Web while a large number of players illustrate the stories with camera phones This paper presents the first deployment of the game and a detailed analysis of its quantitative and qualitative results We present details on the game implementation and game set up including practical lessons learnt about this large scale experiment involving over 300 players in total The analysis shows how the game succeeds in fostering players creativity by exploiting ambiguity and how the players were engaged in a fast paced competition which resulted in 115 stories and 3142 photos in 1 5 hours	game web video mobiledevice publicdisplay photograph
dx.doi.org%2F10.1007%2F978-3-540-72037-9_4.html	2007	PersonisAD Distributed Active Scrutable Model Framework for Context Aware Services	 	PersonisAD is a framework for building context aware ubiquitous applications its defining foundation is a consistent mechanism for scrutable modelling of people sensors devices and places This paper describes the PersonisAD features for supporting distributed models with active elements which can trigger when relevant events occur This framework makes it possible to quickly create new context aware applications We demonstrate the power of the framework by describing how it has been used to create two context aware applications MusicMix which plays music based on the preferences of the people in the room MyPlace which informs people of relevant details of the current environment Major contributions of this work are the PersonisAD framework which provides a powerful and consistent means to respond to significant changes in the models of people sensors devices and places support for distributed models and associated resource discovery two applications that illustrate the power of PersonisAD	framework contextawareness application sensing mobiledevice energy
dx.doi.org%2F10.1007%2F978-3-540-72037-9_5.html	2007	An Exploration into Activity Informed Physical Advertising Using PEST	 Ubiquitous computing experience sampling method human computation advertising 	Targeted advertising benefits consumers by delivering them only the messages that match their interests and also helps advertisers by identifying only the consumers interested in their messages Although targeting mechanisms for online advertising are well established pervasive computing environments lack analogous approaches This paper explores the application of activity inferencing to targeted advertising We present two mechanisms that link activity descriptions with ad content direct keyword matching using an online advertising service and human computation matching which enhances keyword matching with help from online workers The direct keyword approach is easier to engineer and responds more quickly whereas the human computation approach has the potential to target more effectively	ubiquitouscomputing application systems hci
dx.doi.org%2F10.1007%2F978-3-540-72037-9_6.html	2007	Evaluating a Wearable Display Jersey for Augmenting Team Sports Awareness	 wearable computing visualization design evaluation 	This paper introduces a user centered design process and case study evaluation of a novel wearable visualization system for team sports coined TeamAwear TeamAwear consists of three basketball jerseys that are equipped with electroluminescent wires and surfaces Each jersey can be wirelessly controlled to represent game related information on the player in real time such as the amount of individual fouls scores and time alerts A participatory user centered approach guided the development process towards a more meaningful ethically and ergonomically valid design The system aims to enhance the awareness and understanding of game related public information for all stakeholders including players referees coaches and audience members We initially hypothesized that such increased awareness would positively influence in game decisions by players resulting in a more interesting and enjoyable game play experience for all participants Instead the case study evaluation demonstrated TeamAwear s perceived usefulness particularly for non playing stakeholders such as the audience referees and coaches supporting more accurate coaching assessments better understanding of in game situations and increased enjoyment for spectators The high amount of game related cognitive load on the players during game play seems to hinder its influence on in game decisions	design evaluation wearablecomputing video network game hci
dx.doi.org%2F10.1007%2F978-3-540-72037-9_7.html	2007	Using Location Bearing and Motion Data to Filter Video and System Logs	 Video auto classification analysis toolkit log synchronisation visualisation 	In evaluating and analysing a pervasive computing system it is common to log system use and to create video recordings of users A lot of data will often be generated representing potentially long periods of user activity We present a procedure to identify sections of such data that are salient given the current context of analysis for example analysing the activity of a particular person among many trial participants recorded by multiple cameras By augmenting the cameras used to capture a mobile experiment we are able to establish both a location and heading for each camera and thus model the field of view for each camera over time Locations of trial participants are also recorded and compared against camera views to determine which periods of user activity are likely to have been recorded in detail Additionally the stability of a camera can be tracked and video can be subsequently filtered to exclude footage of unacceptable quality These techniques are implemented in an extension to Replayer a software toolkit for use in the development cycle of mobile applications A report of initial testing is given whereby the technique s use is demonstrated on a representative mobile application	evaluation ubiquitouscomputing video mobiledevice locationbased software application
dx.doi.org%2F10.1007%2F978-3-540-72037-9_8.html	2007	Inference Attacks on Location Tracks	 location privacy inference attack location tracks 	Although the privacy threats and countermeasures associated with location data are well known there has not been a thorough experiment to assess the effectiveness of either We examine location data gathered from volunteer subjects to quantify how well four different algorithms can identify the subjects home locations and then their identities using a freely available programmable Web search engine Our procedure can identify at least a small fraction of the subjects and a larger fraction of their home addresses We then apply three different obscuration countermeasures designed to foil the privacy attacks spatial cloaking noise and rounding We show how much obscuration is necessary to maintain the privacy of all the subjects	privacy locationbased systems homesetting web design spatial
dx.doi.org%2F10.1007%2F978-3-540-72037-9_9.html	2007	Shake Well Before Use Authentication Based on Accelerometer Data	 	Small mobile devices without user interfaces such as Bluetooth headsets often need to communicate securely over wireless networks Active attacks can only be prevented by authenticating wireless communication which is problematic when devices do not have any a priori information about each other We introduce a new method for device to device authentication by shaking devices together This paper describes two protocols for combining cryptographic authentication techniques with known methods of accelerometer data analysis to the effect of generating authenticated secret keys The protocols differ in their design one being more conservative from a security point of view while the other allows more dynamic interactions Three experiments are used to optimize and validate our proposed authentication method	mobiledevice network security sensing design
dx.doi.org%2F10.1007%2F978-3-540-74853-3_1.html	2007	A Statistical Reasoning System for Medication Prompting	 	We describe our experience building and using a reasoning system for providing context based prompts to elders to take their medication We describe the process of specification design implementation and use of our system We chose a simple Dynamic Bayesian Network as our representation We analyze the design space for the model in some detail A key challenge in using the model was the overhead of labeling the data We analyze the impact of a variety of options to ease labeling and highlight in particular the utility of simple clustering before labeling A key choice in the design of such reasoning systems is that between statistical and deterministic rule based approaches We evaluate a simple rule based system on our data and discuss some of its pros and cons when compared to the statistical Bayesian approach in a practical setting We discuss challenges to reasoning arising from failures of data collection procedures and calibration drift The system was deployed among 6 subjects over a period of 12 weeks and resulted in adherence improving from 56 on average with no prompting to 63 with state of the art context unaware prompts to 74 with our context aware prompts	design statistics evaluation dataanalysis contextawareness
dx.doi.org%2F10.1007%2F978-3-540-74853-3_10.html	2007	Symbolic Object Localization Through Active Sampling of Acceleration and Sound Signatures	 	We describe a novel method for symbolic location discovery of simple objects The method requires no infrastructure and relies on simple sensors routinely used in sensor nodes and smart objects acceleration sound It uses vibration and short narrow frequency beeps to sample the response of the environment to mechanical stimuli The method works for specific locations such as on the couch in the desk drawer as well as for location classes such as closed wood compartment or open iron surface In the latter case it is capable of generalizing the classification to locations the object has not seen during training We present the results of an experimental study with a total of over 1200 measurements from 35 specific locations taken from 3 different rooms and 12 abstract location classes It includes such similar locations as the inner and outer pocket of a jacket and a table and shelf made of the same wood Nonetheless on locations from a single room 16 in the largest one we achieve a recognition rate of up to 96 It goes down to 81 if all 35 locations are taken together however the correct location is in the 3 top picks of the system 94 of the times	locationbased sensing physicalcomputing haptic dataanalysis
dx.doi.org%2F10.1007%2F978-3-540-74853-3_11.html	2007	An Exploration of Location Error Estimation	 	Many existing localization systems generate location predictions but fail to report how accurate the predictions are This paper explores the effect of revealing the error of location predictions to the end user in a location finding field study We report findings obtained under four different error visualization conditions and show significant benefit in revealing the error of location predictions to the user in location finding tasks We report the observed influences of error on participants strategies for location finding Additionally given the observed benefit of a dynamic estimate of error we design practical algorithms for estimating the error of a location prediction Analysis of the algorithms shows a median estimation inaccuracy of up to 50m from the predicted location s true error	locationbased dataanalysis fieldstudy video task design systems
dx.doi.org%2F10.1007%2F978-3-540-74853-3_12.html	2007	Security by Spatial Reference Using Relative Positioning to Authenticate Devices for Spontaneous Interaction	 	Spontaneous interaction is a desirable characteristic associated with mobile and ubiquitous computing The aim is to enable users to connect their personal devices with devices encountered in their environment in order to take advantage of interaction opportunities in accordance with their situation However it is difficult to secure spontaneous interaction as this requires authentication of the encountered device in the absence of any prior knowledge of the device In this paper we present a method for establishing and securing spontaneous interactions on the basis of spatial references that capture the spatial relationship of the involved devices Spatial references are obtained by accurate sensing of relative device positions presented to the user for initiation of interactions and used in a peer authentication protocol that exploits a novel mechanism for message transfer over ultrasound to ensures spatial authenticity of the sender	mobiledevice ubiquitouscomputing security spatial sensing network
dx.doi.org%2F10.1007%2F978-3-540-74853-3_13.html	2007	Users and Batteries Interactions and Adaptive Energy Management in Mobile Systems	 	Battery lifetime has become one of the top usability concerns of mobile systems While many endeavors have been devoted to improving battery lifetime they have fallen short in understanding how users interact with batteries In response we have conducted a systematic user study on battery use and recharge behavior an important aspect of user battery interaction on both laptop computers and mobile phones Based on this study we present three important findings 1 most recharges happen when the battery has substantial energy left 2 a considerable portion of the recharges are driven by context location and time and those driven by battery levels usually occur when the battery level is high and 3 there is great variation among users and systems These findings indicate that there is substantial opportunity to enhance existing energy management policies which solely focus on extending battery lifetime and often lead to excess battery energy upon recharge by adapting the aggressiveness of the policy to match the usage and recharge patterns of the device We have designed deployed and evaluated a user and statistics driven energy management system Llama to exploit the battery energy in a user adaptive and user friendly fashion to better serve the user We also conducted a user study after the deployment that shows Llama effectively harvests excess battery energy for a better user experience brighter display or higher quality of service more application data without a noticeable change in battery lifetime	energy usability mobiledevice locationbased design evaluation statistics systems application
dx.doi.org%2F10.1007%2F978-3-540-74853-3_14.html	2007	An Empirical Study of the Potential for Context Aware Power Management	 	Context aware power management CAPM uses context e g user location likely to be available in future ubiquitous computing environments to effectively power manage a building s energy consuming devices The objective of CAPM is to minimise overall energy consumption while maintaining user perceived device performance The principal context required by CAPM is when the user is not using and when the user is about to use a device Accurately inferring this user context is challenging and there is a balance between how much energy additional context can save and how much it will cost energy wise This paper presents results from a detailed user study that investigated the potential of such CAPM The results show that CAPM is a hard problem It is possible to get within 6 of the optimal policy but policy performance is very dependent on user behaviour Furthermore adding more sensors to improve context inference can actually increase overall energy consumption	contextawareness energy locationbased ubiquitouscomputing mobiledevice sensing
dx.doi.org%2F10.1007%2F978-3-540-74853-3_15.html	2007	Amigo Proximity Based Authentication of Mobile Devices	 	Securing interactions between devices that do not know each other a priori is an important and challenging task We present Amigo a technique to authenticate co located devices using knowledge of their shared radio environment as proof of physical proximity We present evaluation results that show that our technique is robust against a range of passive and active attacks The key advantages of our technique are that it does not require any additional hardware to be present on the devices beyond the radios that are already used for communication it does not require user involvement to verify the validity of the authentication process and it is not vulnerable to eavesdropping	security mobiledevice task locationbased network evaluation hardware
dx.doi.org%2F10.1007%2F978-3-540-74853-3_16.html	2007	At the Flick of a Switch Detecting and Classifying Unique Electrical Events on the Residential Power Line Nominated for the Best Paper Award 	 	Activity sensing in the home has a variety of important applications including healthcare entertainment home automation energy monitoring and post occupancy research studies Many existing systems for detecting occupant activity require large numbers of sensors invasive vision systems or extensive installation procedures We present an approach that uses a single plug in sensor to detect a variety of electrical events throughout the home This sensor detects the electrical noise on residential power lines created by the abrupt switching of electrical devices and the noise created by certain devices while in operation We use machine learning techniques to recognize electrically noisy events such as turning on or off a particular light switch a television set or an electric stove We tested our system in one home for several weeks and in five homes for one week each to evaluate the system performance over time and in different types of houses Results indicate that we can learn and classify various electrical events with accuracies ranging from 85 90	sensing homesetting application health energy mobiledevice dataanalysis evaluation systems
dx.doi.org%2F10.1007%2F978-3-540-74853-3_17.html	2007	An Object Use Fingerprint The Use of Electronic Sensors for Human Identification	 	We describe an experiment in using sensor based data to identify individuals as they perform a simple activity of daily living making coffee The goal is to determine whether people have regular and recognizable patterns of interaction with objects as they perform such activities We describe the use of a machine learning algorithm to induce decision trees that classify interaction patterns according to the subject who exhibited them we consider which features of the sensor data have the most effect on classification accuracy and we consider ways of reducing the computational complexity introduced by the most important feature type Although our experiment is preliminary the results are encouraging we are able to do identification with an overall accuracy rate of 97 including correctly recognizing each individual in at least 9 of 10 trials	sensing dataanalysis systems
dx.doi.org%2F10.1007%2F978-3-540-74853-3_18.html	2007	Key Generation Based on Acceleration Data of Shaking Processes	 	Hard restrictions in computing power and energy consumption favour symmetric key methods to encrypt the communication in wireless body area networks which in term impose questions on effective and user friendly unobtrusive ways for key distribution In this paper we present a novel approach to establish a secure connection between two devices by shaking them together Instead of distributing or exchanging a key the devices independently generate a key from the measured acceleration data by appropriate signal processing methods Exhaustive practical experiments based on acceleration data gathered from real hardware prototypes have shown that in about 80 of the cases a common key can be successfully generated The average entropy of these generated keys exceed 13bits	energy network security mobiledevice hardware
dx.doi.org%2F10.1007%2F978-3-540-74853-3_19.html	2007	 Merolyn the Phone A Study of Bluetooth Naming Practices Nominated for the Best Paper Award 	 Bluetooth electronic identity naming mobile phones 	This paper reports the results of an in depth study of Bluetooth naming practices which took place in the UK in August 2006 There is a significant culture of giving Bluetooth names to mobile phones in the UK and this paper s main contribution is to provide an account of those Bluetooth naming practices putting them in their social physical and intentional context The paper also uncovers how users have appropriated the ways in which Bluetooth with its relatively short range of about 10 100m operates between their mobile phones as a partially embodied medium making it a distinctive paradigm of socially and physically embedded communication	network mobiledevice
dx.doi.org%2F10.1007%2F978-3-540-74853-3_2.html	2007	Tracking Free Weight Exercises	 	Weight training in addition to aerobic exercises is an important component of a balanced exercise program However mechanisms for tracking free weight exercises have not yet been explored In this paper we study methods that automatically recognize what type of exercise you are doing and how many repetitions you have done so far We incorporated a three axis accelerometer into a workout glove to track hand movements and put another accelerometer on a user s waist to track body posture To recognize types of exercises we tried two methods a Na????ve Bayes Classifier and Hidden Markov Models To count repetitions developed and tested two algorithms a peak counting algorithm and a method using the Viterbi algorithm with a Hidden Markov Model Our experimental results showed overall recognition accuracy of around 90 over nine different exercises and overall miscount rate of around 5 We believe that the promising results will potentially contribute to the vision of a digital personal trainer create a new experience for exercising and enable physical and psychological well being	sensing mathematical systems dataanalysis
dx.doi.org%2F10.1007%2F978-3-540-74853-3_20.html	2007	Why It s Worth the Hassle The Value of In Situ Studies When Designing Ubicomp	 In situ studies design evaluation user experience usability mobile learning 	How should Ubicomp technologies be evaluated While lab studies are good at sensing aspects of human behavior and revealing usability problems they are poor at capturing context of use In situ studies are good at demonstrating how people appropriate technologies in their intended setting but are expensive and difficult to conduct Here we show how they can be used more productively in the design process A mobile learning device was developed to support teams of students carrying out scientific inquiry in the field An initial in situ study showed it was not used in the way envisioned A contextualized analysis led to a comprehensive understanding of the user experience usability and context of use leading to a substantial redesign A second in situ study showed a big improvement in device usability and collaborative learning We discuss the findings and conclude how in situ studies can play an important role in the design and evaluation of Ubicomp applications and user experiences	evaluation sensing health usability design mobiledevice application
dx.doi.org%2F10.1007%2F978-3-540-74853-3_21.html	2007	Locating Family Values A Field Trial of the Whereabouts Clock	 	We report the results of a long term multi site field trial of a situated awareness device for families called the Whereabouts Clock The Clock displayed family members current location as one of four privacy preserving deliberately coarse grained categories	fieldstudy mobiledevice homesetting locationbased privacy
dx.doi.org%2F10.1007%2F978-3-540-74853-3_22.html	2007	Safeguarding Location Privacy in Wireless Ad Hoc Networks	 	We present a novel algorithm that safeguards the location privacy of users accessing location based services via mobile devices Our technique exploits the capability of mobile devices to form wireless ad hoc networks in order to hide a user s identity and position Local ad hoc networks enable us to separate an agent s request for location information the query initiator from the agent that actually requests this service on its behalf the query requestor Since a query initiator can select itself or one of the k???????? ????????1 agents in its ad hoc network as a query requestor the query initiator remains k anonymous In addition the location revealed to the location service provider is a rectangle instead of an exact coordinate We develop an anonymous selection algorithm that selects a query requestor with near uniform randomness which is a key component to ensure anonymity in an ad hoc network Our experiments show that a system can ensure a high quality of service and maintain a high degree of privacy in terms of anonymity and obfuscation while accessing location based services	systems locationbased privacy mobiledevice network
dx.doi.org%2F10.1007%2F978-3-540-74853-3_23.html	2007	Haggle Seamless Networking for Mobile Applications	 	This paper presents Haggle an architecture for mobile devices that enables seamless network connectivity and application functionality in dynamic mobile environments Current applications must contain significant network binding and protocol logic which makes them inflexible to the dynamic networking environments facing mobile devices Haggle allows separating application logic from transport bindings so that applications can be communication agnostic Internally the Haggle framework provides a mechanism for late binding interfaces names protocols and resources for network communication This separation allows applications to easily utilize multiple communication modes and methods across infrastructure and infrastructure less environments We provide a prototype implementation of the Haggle framework and evaluate it by demonstrating support for two existing legacy applications email and web browsing Haggle makes it possible for these applications to seamlessly utilize mobile networking opportunities both with and without infrastructure	mobiledevice application network framework evaluation web
dx.doi.org%2F10.1007%2F978-3-540-74853-3_24.html	2007	Exploiting Social Interactions in Mobile Systems	 	The popularity of handheld devices has created a flurry of research activity into new protocols and applications that can handle and exploit the defining characteristic of this new environment user mobility In addition to mobility another defining characteristic of mobile systems is user social interaction This paper investigates how mobile systems could exploit people s social interactions to improve these systems performance and query hit rate For this we build a trace driven simulator that enables us to re create the behavior of mobile systems in a social environment We use our simulator to study three diverse mobile systems DTN routing protocols firewalls preventing a worm infection and a mobile P2P file sharing system In each of these three cases we find that mobile systems can benefit substantially from exploiting social information	mobiledevice network application socialinteraction systems simulation
dx.doi.org%2F10.1007%2F978-3-540-74853-3_25.html	2007	Rapidly Exploring Application Design Through Speed Dating	 Design methods need validation user enactments Speed Dating Matrix future breaching experiments sketching prototyping reflection 	While the user centered design methods we bring from human computer interaction to ubicomp help sketch ideas and refine prototypes few tools or techniques help explore divergent design concepts reflect on their merits and come to a new understanding of design opportunities and ways to address them We present Speed Dating a design method for rapidly exploring application concepts and their interactions and contextual dimensions without requiring any technology implementation Situated between sketching and prototyping Speed Dating structures comparison of concepts helping identify and understand contextual risk factors and develop approaches to address them We illustrate how to use Speed Dating by applying it to our research on the smart home and dual income families and highlight our findings from using this method	design hci application homesetting
dx.doi.org%2F10.1007%2F978-3-540-74853-3_26.html	2007	Addressing Mobile Phone Diversity in Ubicomp Experience Development	 	Mobile phones are a widely available class of device with supporting communications infrastructure which can be appropriated and exploited to support ubicomp experiences However mobile phones vary hugely in their capabilities We explore how a single dimension of phone application type embodies the critical trade off between capability and availability i e between what can be done and the fraction of potential participants phones that can do this We describe four different mobile phone ubicomp experiences that illustrate different points along this continuum SMS WAP Web and J2ME Python and native applications and the common software platform toolkit EQUIP2 that has been co developed to support them From this we propose four development strategies for addressing mobile phone diversity prioritise support for server development including web integration migrate functionality between server s and handset s support flexible communication options and use a loosely coupled data driven and component based software approach	mobiledevice application web software systems
dx.doi.org%2F10.1007%2F978-3-540-74853-3_27.html	2007	Sensor Networks or Smart Artifacts An Exploration of Organizational Issues of an Industrial Health and Safety Monitoring System	 ubiquitous computing sensor network smart artifact workplace support occupational health and safety safety culture risk management compliance architecture organizational fit privacy 	Industrial health and safety is an important yet largely unexplored application area of ubiquitous computing In this paper we investigate the relationship between technology and organization in the context of a concrete industrial health and safety system The system is designed to reduce the number of incidents of vibration white finger VWF at construction sites and uses wireless sensor nodes for monitoring workers exposure to vibrations and testing of compliance with legal health and safety regulations In particular we investigate the impact of this ubiquitous technology on the relationship between management and operatives the formulation of health and safety rules and the risk perception and risk behavior of operatives In addition we contrast sensor network inspired and smart artifact inspired compliance systems and make the case that these technology models have a strong influence on the linkage between technology and organization	health ubiquitouscomputing design haptic network sensing
dx.doi.org%2F10.1007%2F978-3-540-74853-3_28.html	2007	A Long Term Evaluation of Sensing Modalities for Activity Recognition	 	We study activity recognition using 104 hours of annotated data collected from a person living in an instrumented home The home contained over 900 sensor inputs including wired reed switches current and water flow inputs object and person motion detectors and RFID tags Our aim was to compare different sensor modalities on data that approached real world conditions where the subject and annotator were unaffiliated with the authors We found that 10 infra red motion detectors outperformed the other sensors on many of the activities studied especially those that were typically performed in the same location However several activities in particular eating and reading were difficult to detect and we lacked data to study many fine grained activities We characterize a number of issues important for designing activity detection systems that may not have been as evident in prior work when data was collected under more controlled conditions	activityrecognition dataanalysis homesetting sensing rfid locationbased design
dx.doi.org%2F10.1007%2F978-3-540-74853-3_29.html	2007	Cooperative Augmentation of Smart Objects with Projector Camera Systems	 Cooperative Augmentation Smart Objects Projector Camera Systems 	In this paper we present a new approach for cooperation between mobile smart objects and projector camera systems to enable augmentation of the surface of objects with interactive projected displays We investigate how a smart object s capability for self description and sensing can be used in cooperation with the vision capability of projector camera systems to help locate track and display information onto object surfaces in an unconstrained environment Finally we develop a framework that can be applied to distributed projector camera systems cope with varying levels of description knowledge and different sensors embedded in an object	mobiledevice physicalcomputing video sensing locationbased framework
dx.doi.org%2F10.1007%2F978-3-540-74853-3_3.html	2007	Playful Tray Adopting Ubicomp and Persuasive Techniques into Play Based Occupational Therapy for Reducing Poor Eating Behavior in Young Children	 	This study has created the Playful Tray that adopts Ubicomp and persuasive techniques into play based occupational therapy for reducing poor eating behavior in young children after they reached their self feeding age The design of the Playful Tray reinforces active participation of children in the activity of eating by integrating digital play with eating Results of a pilot user study suggest that the Playful Tray may improve child meal completion time and reduce negative power play interactions between parents and children resulting in an improved family mealtime experience	children design energy
dx.doi.org%2F10.1007%2F978-3-540-74853-3_4.html	2007	Privacy Enhancing Technologies for RFID in Retail An Empirical Investigation	 RFID privacy security privacy enhancing technology RFID killfunction authentication identification user behavior 	This article investigates the conflicting area of user benefits arising through item level RFID tagging and a desire for privacy It distinguishes between three approaches feasible to address consumer privacy concerns One is to kill RFID tags at store exits The second is to lock tags and have user unlock them if they want to initiate reader communication user scheme The third is to let the network access users RFID tags while adhering to a privacy protocol agent scheme The perception and reactions of future users to these three privacy enhancing technologies PETs are compared in the present article and an attempt is made to understand the reasoning behind their preferences The main conclusion is that users don t trust complex PETs as they are envisioned today Instead they prefer to kill RFID chips at store exits even if they appreciate after sales services Enhancing trust through security and privacy visibility as well as PET simplicity may be the road to take for PET engineers in UbiComp	rfid privacy network systems security
dx.doi.org%2F10.1007%2F978-3-540-74853-3_5.html	2007	Ninja Non Identity Based Privacy Preserving Authentication for Ubiquitous Environments	 Security Privacy Ubiquitous Trusted Computing 	Most of today s authentication schemes involve verifying the identity of a principal in some way This process is commonly known as entity authentication In emerging ubiquitous computing paradigms which are highly dynamic and mobile in nature entity authentication may not be sufficient or even appropriate especially if a principal s privacy is to be protected In order to preserve privacy other attributes e g location or trustworthiness of the principal may need to be authenticated to a verifier In this paper we propose Ninja a non identity based authentication scheme for a mobile ubiquitous environment in which the trustworthiness of a user s device is authenticated anonymously to a remote Service Provider verifier during the service discovery process We show how this can be achieved using Trusted Computing functionality	security ubiquitouscomputing mobiledevice privacy locationbased systems
dx.doi.org%2F10.1007%2F978-3-540-74853-3_6.html	2007	Field Deployment of IMBuddy A Study of Privacy Control and Feedback Mechanisms for Contextual IM	 Contextual instant messaging context aware IM privacy 	We describe the design of privacy controls and feedback mechanisms for contextual IM an instant messaging service for disclosing contextual information We tested our designs on IMBuddy a contextual IM service we developed that discloses contextual information including interruptibility location and the current window in focus a proxy for the current task We deployed our initial design of IMBuddy s privacy mechanisms for two weeks with ten IM users We then evaluated a redesigned version for four weeks with fifteen users Our evaluation indicated that users found our group level rule based privacy control intuitive and easy to use Furthermore the set of feedback mechanisms provided users with a good awareness of what was disclosed	design privacy feedback systems contextawareness locationbased task evaluation
dx.doi.org%2F10.1007%2F978-3-540-74853-3_7.html	2007	Yours Mine and Ours Sharing and Use of Technology in Domestic Environments	 domestic technology home sharing empirical studies login 	Domestic technologies have been a popular area of study for ubiquitous computing researchers however there is relatively little recent data on how families currently use and share technologies in domestic environments This paper presents results from an empirical study of 15 families in the U S in early 2007 We examined the types of technologies families own including TVs music players phones and computers where they were situated within the home and the degree of shared ownership and use Our results call attention to the prevalence of shared usage of technology in domestic environments and also suggest opportunistic spaces for ubiquitous computing technology While not all ubiquitous computing technologies for domestic environments will be shared the diverse ways families chose to share their computers suggest that future devices might better match how families wish to use shared technology by supporting both the shared usage model of appliances and the ability to access a personal profile	ubiquitouscomputing homesetting mobiledevice
dx.doi.org%2F10.1007%2F978-3-540-74853-3_8.html	2007	How Smart Homes Learn The Evolution of the Networked Home and Household	 home networking smart home infrastructure 	Despite a growing desire to create smart homes we know little about how networked technologies interact with a house s infrastructure In this paper we begin to close this gap by presenting findings from a study that examined the relationship between home networking and the house itself and the work that results for householders as a consequence of this interaction We discuss four themes that emerged an ambiguity in understanding the virtual boundaries created by wireless networks the home network control paradox a new home network access paradox and the relationship between increased responsibilities and the possibilities of wireless networking	homesetting network
dx.doi.org%2F10.1007%2F978-3-540-74853-3_9.html	2007	 My Roomba Is Rambo Intimate Home Appliances	 Empirical study home robot intimacy 	Robots have entered our domestic lives but yet little is known about their impact on the home This paper takes steps towards addressing this omission by reporting results from an empirical study of iRobot s RoombaTM a vacuuming robot Our findings suggest that by developing intimacy to the robot our participants were able to derive increased pleasure from cleaning and expended effort to fit Roomba into their homes and shared it with others These findings lead us to propose four design implications that we argue could increase people s enthusiasm for smart home technologies	robot homesetting design
dx.doi.org%2F10.1007%2F978-3-540-79576-6_1.html	2008	Detecting Human Movement by Differential Air Pressure Sensing in HVAC System Ductwork An Exploration in Infrastructure Mediated Sensing	 	We have developed an approach for whole house gross movement and room transition detection through sensing at only one point in the home We consider this system to be one member of an important new class of human activity monitoring approaches based on what we call infrastructure mediated sensing or quot home bus snooping quot Our solution leverages the existing ductwork infrastructure of central heating ventilation and air conditioning HVAC systems found in many homes Disruptions in airflow caused by human inter room movement result in static pressure changes in the HVAC air handler unit This is particularly apparent for room to room transitions and door open close events involving full or partial blockage of doorways and thresholds We detect and record this pressure variation from sensors mounted on the air filter and classify where certain movement events are occurring in the house such as an adult walking through a particular doorway or the opening and closing of a particular door In contrast to more complex distributed sensing approaches for motion detection in the home our method requires the installation of only a single sensing unit i e an instrumented air filter connected to an embedded or personal computer that performs the classification function Preliminary results show we can classify unique transition events with up to 75 80 accuracy	sensing homesetting activityrecognition naturalenvironment walk mobiledevice dataanalysis
dx.doi.org%2F10.1007%2F978-3-540-79576-6_10.html	2008	Location Conflict Resolution with an Ontology	 Ontological reasoning location conflict resolution ontological algorithms 	Location modelling is central for many pervasive applications and is a key challenge in this area One major difficulty in location modelling is due to the nature of evidence about a person s location the evidence is commonly noisy uncertain and conflicting Ontological reasoning is intuitively appealing to help address this problem as reflected in several previous proposals for its use This paper makes several important contributions to the exploration of the potential power of ontologies for improving reasoning about people s location from the available evidence We describe ONCOR our lightweight ontology framework it has the notable and important property that it can be semi automatically constructed making new uses of it practical This paper provides a comprehensive evaluation on how ontological reasoning can support location modelling we introduce three algorithms for such reasoning and their evaluation based on a study of 8 people over 10 13 days The results indicate the power of the approach with mean error rates dropping from 55 with a naive algorithm to 16 with the best of the ontologically based algorithms This work provides the first implementation of such an approach with a range of ontological reasoning approaches explored and evaluated	locationbased application energy framework evaluation systems
dx.doi.org%2F10.1007%2F978-3-540-79576-6_11.html	2008	Evaluation and Analysis of a Common Model for Ubiquitous Systems Interoperability	 	To support the deployment of ubicomp systems the ubiquitous computing research community has developed a variety of middleware platforms meta operating systems and toolkits While there is evidence that these systems share certain abstractions it is not realistic to use the same platform in all environments systems and applications specialized for specific environments and applications will always be required In this paper we present a methodology for interoperability that allows developers to innovate and evolve their platforms while allowing others to build interoperable applications Our approach is based on our design of the Ubicomp Common Model UCM and an implementation of this model called the Ubicomp Integration Framework UIF Our aim in this work is to provide clear evidence that the UCM unifies the capabilities of ubicomp systems based on an evaluation and analysis of its use in integrating several existing systems into a composite campus environment	ubiquitouscomputing socialnetwork middleware systems application design framework evaluation
dx.doi.org%2F10.1007%2F978-3-540-79576-6_12.html	2008	A Context Aware System that Changes Sensor Combinations Considering Energy Consumption	 Wearable computing wearable sensors context awareness power consumption 	In wearable computing environments a wearable computer runs various applications using various sensors wearable sensors In the area of context awareness though various systems using accelerometers have been proposed to recognize very minute motions and states energy consumption was not taken into consideration We propose a context aware system that reduces energy consumption In life the granularity of required contexts differs according to the situation Therefore the proposed system changes the granularity of cognitive contexts of a user s situation and supplies power on the basis of the optimal sensor combination Higher accuracy is achieved with fewer sensors In addition in proportion to the remainder of power resources the proposed system reduces the number of sensors within the tolerance of accuracy Moreover the accuracy is improved by considering context transition Even if the number of sensors changes no extra classifiers or training data are required because the data for shutting off sensors is complemented by our proposed algorithm By using our system power consumption can be reduced without large losses in accuracy	wearablecomputing application sensing contextawareness energy dataanalysis systems
dx.doi.org%2F10.1007%2F978-3-540-79576-6_13.html	2008	Providing an Integrated User Experience of Networked Media Devices and Services through End User Composition	 End user composition domestic technology universal remote control home media network 	Networked devices for the storage and rendering of digital media are rapidly becoming ubiquitous in homes throughout the industrialized world Existing approaches to home media control will not suffice for the new capabilities offered by these digitally networked media devices In particular the piecemeal interaction provided by current devices services and applications will continue to engender frustration among users and will slow adoption of these technologies and the more sophisticated pervasive technologies that will surely follow them into the domestic environment To address this challenge we present OSCAR an application that supports flexible and generic control of devices and services in near future home media networks It allows monitoring and manipulation of connections between devices and allows users to construct reusable configurations to streamline frequently performed activities A lab based user study with 9 users of varied backgrounds showed that people could use OSCAR to configure and control a realistic and fully operational home media network but that they struggled when constructing certain types of reusable configurations The results of the study show that users were enthusiastic about adopting a system like OSCAR into their own media related practices but that further research and development is needed to make such systems truly useful	mobiledevice homesetting systems application ubiquitouscomputing
dx.doi.org%2F10.1007%2F978-3-540-79576-6_14.html	2008	Overcoming Assumptions and Uncovering Practices When Does the Public Really Look at Public Displays 	 Large displays ambient displays public settings qualitative studies 	This work reports on the findings of a field study examining the current use practices of large ambient information displays in public settings Such displays are often assumed to be inherently eye catching and appealing to people nearby but our research shows that glancing and attention at large displays is complex and dependent on many factors By understanding how such displays are being used in current public non research settings and the factors that impact usage we offer concrete ecologically valid knowledge and design implications about these technologies to researchers and designers who are employing large ambient displays in their work	fieldstudy ambient publicdisplay design
dx.doi.org%2F10.1007%2F978-3-540-79576-6_15.html	2008	Gaming Tourism Lessons from Evaluating REXplorer a Pervasive Game for Tourists	 	 REXplorer is a mobile pervasive spell casting game designed for tourists of Regensburg Germany The game creates player encounters with spirits historical figures that are associated with significant buildings in an urban setting A novel mobile interaction mechanism of casting a spell making a gesture by waving a mobile phone through the air allows the player to awaken and communicate with a spirit to continue playing the game The game is designed to inform visitors about history in a fun manner The results of a formative evaluation are explored to inform the design of future serious pervasive games	mobiledevice game design urban gestureinteraction naturalenvironment evaluation
dx.doi.org%2F10.1007%2F978-3-540-79576-6_16.html	2008	Opportunities for Pervasive Computing in Chronic Cancer Care	 Healthcare cancer qualitative methods sensing applications 	While changing from a predominantly terminal to an increasingly chronic condition cancer is still a growing concern Accompanying this change are new opportunities for technologies to support patients their caregivers and clinicians In this paper we present an in depth study of cancer communities From this exploration we define and describe the concept of a personal cancer journey We examine lessons and design opportunities across this journey for sensing and context awareness and capture and access applications	socialnetwork design sensing contextawareness application
dx.doi.org%2F10.1007%2F978-3-540-79576-6_17.html	2008	AnonySense Opportunistic and Privacy Preserving Context Collection	 	Opportunistic sensing allows applications to task mobile devices to measure context in a target region For example one could leverage sensor equipped vehicles to measure traffic or pollution levels on a particular street or users mobile phones to locate Bluetooth enabled objects in their neighborhood In most proposed applications context reports include the time and location of the event putting the privacy of users at increased risk even if a report has been anonymized the accompanying time and location can reveal sufficient information to deanonymize the user whose device sent the report We propose AnonySense a general purpose architecture for leveraging users mobile devices for measuring context while maintaining the privacy of the users AnonySense features multiple layers of privacy protection a framework for nodes to receive tasks anonymously a novel blurring mechanism based on tessellation and clustering to protect users privacy against the system while reporting context and k anonymous report aggregation to improve the users privacy against applications receiving the context We outline the architecture and security properties of AnonySense and focus on evaluating our tessellation and clustering algorithm against real mobility traces	sensing application task mobiledevice car locationbased network privacy framework security evaluation systems
dx.doi.org%2F10.1007%2F978-3-540-79576-6_18.html	2008	Privacy Protection for RFID with Hidden Subset Identifiers	 	We propose very simple and cheap but nevertheless effective protection against privacy threats for RFID tags For the hidden subset RFID tags proposed in this paper the ID string presented by an????RFID tag evolves rapidly It is is not the bit value that enables one to recognize a????tag Instead a????reader detects some invariant properties that are hard to be recognized by a curious illegitimate reader The solution is not based on any cryptographic primitive it relies only on properties of random sets and on linear mappings between vector spaces The solution proposed is well suited for low end devices since all mechanisms can be easily implemented by circuits of a????small size	privacy rfid urban mobiledevice
dx.doi.org%2F10.1007%2F978-3-540-79576-6_2.html	2008	Robust Recognition of Reading Activity in Transit Using Wearable Electrooculography	 	In this work we analyse the eye movements of people in transit in an everyday environment using a wearable electrooculographic EOG system We compare three approaches for continuous recognition of reading activities a string matching algorithm which exploits typical characteristics of reading signals such as saccades and fixations and two variants of Hidden Markov Models HMMs mixed Gaussian and discrete The recognition algorithms are evaluated in an experiment performed with eight subjects reading freely chosen text without pictures while sitting at a desk standing walking indoors and outdoors and riding a tram A total dataset of roughly 6 hours was collected with reading activity accounting for about half of the time We were able to detect reading activities over all subjects with a top recognition rate of 80 2 71 0 recall 11 6 false positives using string matching We show that EOG is a potentially robust technique for reading recognition across a number of typical daily situations	wearablecomputing systems mathematical evaluation walk locationbased
dx.doi.org%2F10.1007%2F978-3-540-79576-6_3.html	2008	Pressing the Flesh Sensing Multiple Touch and Finger Pressure on Arbitrary Surfaces	 	This paper identifies a new physical correlate of finger pressure that can be detected and measured visually in a wide variety of situations When a human finger is pressed onto a hard object the flesh is compressed between two rigid surfaces the surface of the target object and the fingernail This forces blood out of the vessels in the fingertip changing its colour slightly but systematically The effect is visible to the naked eye and can be measured using techniques from computer vision As measurements are made of properties of the hand and not the target surface multiple touch and pressure sensing can be added to a range of surfaces including opaque transparent smooth textured and non planar examples without modification of the underlying physical object The proposed approach allows touch sensing to be fitted to surfaces unsuitable for previous technologies and objects which cannot be altered without forfeiting the extra range of expression of pressure sensitivity The methods involved are simple to set up and low cost requiring only a domestic quality camera and a typical computer in order to augment a surface Two systems which exploit this cue to generate a response to pressure are presented along with a case study of an interactive art installation contructed using the resulting technology Initial experiments are reported which suggest that visual monitoring of finger colour will support recogntion of push events	video computervision touch sensing physicalcomputing
dx.doi.org%2F10.1007%2F978-3-540-79576-6_4.html	2008	 MakeIt Integrate User Interaction Times in the Design Process of Mobile Applications	 	Besides key presses and text input modern mobile devices support advanced interactions like taking pictures gesturing reading NFC tags as well as supporting physiological and environmental sensors Implementing applications that benefit of this variety of interactions is still difficult Support for developers and interaction designers remains basic and tools and frameworks are rare This paper presents a prototyping environment that allows quickly and easily creating fully functional high fidelity prototypes deployable on the actual devices With this work we target the gap between paper prototyping and integrated development environments Additionally new interaction techniques can be significantly faster or slower to use than conventional mobile user interfaces Hence it is essential to assess the impact of interface design decisions on interaction time Additionally the presented tool supports implicit and explicit user performance evaluations during all phases of prototyping This approach builds on the original as well as extensions of the Keystroke Level Model KLM which allows estimating interaction times in early phases of the development with a simulated prototype An underlying state graph structure enables automatic checks of the application logic This tool helps user interface designers and developers to create efficient and consistent novel applications	mobiledevice gestureinteraction sensing application design framework interactiontechnique evaluation simulation
dx.doi.org%2F10.1007%2F978-3-540-79576-6_5.html	2008	Cooperative Techniques Supporting Sensor Based People Centric Inferencing	 	People centric sensor based applications targeting mobile device users offer enormous potential However learning inference models in this setting is hampered by the lack of labeled training data and appropriate feature inputs Data features that lead to better classification models are not available at all devices due to device heterogeneity Even for devices that provide superior data features models require sufficient training data perhaps manually labeled by users before they work well We propose opportunistic feature vector merging and the social network driven sharing of training data and models between users Model and training data sharing within social circles combine to reduce the user effort and time involved in collecting training data to attain the maximum classification accuracy possible for a given model while feature vector merging can enable a higher maximum classification accuracy by enabling better performing models even for more resource constrained devices We evaluate our proposed techniques with a significant places classifier that infers and tags locations of importance to a user based on data gathered from cell phones	sensing application mobiledevice dataanalysis socialnetwork evaluation locationbased
dx.doi.org%2F10.1007%2F978-3-540-79576-6_6.html	2008	Microsearch When Search Engines Meet Small Devices	 	In this paper we present Microsearch a search system suitable for small devices used in ubiquitous computing environments Akin to a desktop search engine Microsearch indexes the information inside a small device and accurately resolves user queries Given the very limited hardware resources conventional search engine designs and algorithms cannot be used We adopt information retrieval techniques for query resolution and propose a space efficient algorithm to perform top k query on limited hardware resources Finally we present a theoretical model of Microsearch to better understand the tradeoffs in system design parameters By implementing Microsearch on actual hardware for evaluation we demonstrate the feasibility of scaling down information retrieval systems onto very small devices	mobiledevice ubiquitouscomputing hardware design systems evaluation
dx.doi.org%2F10.1007%2F978-3-540-79576-6_7.html	2008	Identifying Meaningful Places The Non parametric Way	 	Gathering and analyzing location data is an important part of many ubiquitous computing applications The most common way to represent location information is to use numerical coordinates e g latitudes and longitudes A problem with this approach is that numerical coordinates are usually meaningless to a user and they contrast with the way humans refer to locations in daily communication Instead of using coordinates humans tend to use descriptive statements about their location for example I m home or I m at Starbucks Locations to which a user can attach meaningful and descriptive semantics are often called places In this paper we focus on the automatic extraction of places from discontinuous GPS measurements We describe and evaluate a non parametric Bayesian approach for identifying places from this kind of data The main novelty of our approach is that the algorithm is fully automated and does not require any parameter tuning Another novel aspect of our algorithm is that it can accurately identify places without temporal information We evaluate our approach using data that has been gathered from different users and different geographic areas The traces that we use exhibit different characteristics and contain data from daily life as well as from traveling abroad We also compare our algorithm against the popular k means algorithm The results indicate that our method can accurately identify meaningful places from a variety of location traces and that the algorithm is robust against noise	locationbased ubiquitouscomputing application homesetting evaluation systems
dx.doi.org%2F10.1007%2F978-3-540-79576-6_8.html	2008	An Integrated Platform for the Management of Mobile Location Aware Information Systems	 	We present an integrated platform comprising a set of authoring and management tools for mobile location aware information systems The development of the platform was targeted in supporting large scale systems with very crowded use sessions at the scale of hundreds of simultaneous visitors addressing information delivery for exhibits with proximity down to a couple few meters The key platform features are i spatial content editing with mixed mode administration either mobile on site with a PDA or non mobile off site using a PC ii system initiated location triggered information delivery combined with free user initiated data exploration iii applicable both indoors and outdoors iv very efficient device renting processes through barcode readers and v multiple location sensing technologies prioritized according to precision trust includes WLAN GPS and infrared beacons Currently the platform is being installed at the fifteen main museums and archeological sites of Greece including Acropolis Olympia Delphi Knossos and Mycenae encompassing a total of five thousands mobile devices see acknowledgements	systems mobiledevice locationbased informationsystem crowd spatial application sensing
dx.doi.org%2F10.1007%2F978-3-540-79576-6_9.html	2008	Calibree Calibration Free Localization Using Relative Distance Estimations	 	Existing localization algorithms such as centroid or fingerprinting compute the location of a mobile device based on measurements of signal strengths from radio base stations Unfortunately these algorithms require tedious and expensive off line calibration in the target deployment area before they can be used for localization In this paper we present Calibree a novel localization algorithm that does not require off line calibration The algorithm starts by computing relative distances between pairs of mobile phones based on signatures of their radio environment It then combines these distances with the known locations of a small number of GPS equipped phones to estimate absolute locations of all phones effectively spreading location measurements from phones with GPS to those without Our evaluation results show that Calibree performs better than the conventional centroid algorithm and only slightly worse than fingerprinting without requiring off line calibration Moreover when no phones report their absolute locations Calibree can be used to estimate relative distances between phones	systems locationbased mobiledevice network evaluation
dx.doi.org%2F10.1007%2F978-3-642-01516-8_1.html	2009	Display Blindness The Effect of Expectations on Attention towards Digital Signage	 	In this paper we show how audience expectations towards what is presented on public displays can correlate with their attention towards these displays Similar to the effect of Banner Blindness on the Web displays for which users expect uninteresting content e g advertisements are often ignored We investigate this effect in two studies In the first interviews with 91 users at 11 different public displays revealed that for most public displays the audience expects boring advertisements and so ignores the displays This was exemplified by the inclusion of two of our own displays One the iDisplay which showed information for students was looked at more often than the other MobiDiC which showed coupons for shops In a second study we conducted repertory grid interviews with 17 users to identify the dimensions that users believe to influence whether they look at public displays We propose possible solutions to overcome this Display Blindness and increase audience attention towards public displays	publicdisplay web qualitativemethods
dx.doi.org%2F10.1007%2F978-3-642-01516-8_10.html	2009	Mobile Device Interaction with Force Sensing	 Force sensors mobile devices interaction 	We propose a new type of input for mobile devices by sensing forces applied by users to device casings Deformation of the devices is not necessary for such force gestures to be detectable Our prototype implementation augments an ultra mobile PC UMPC to detect twisting and bending forces We describe examples of interactions using these forces employing twisting to perform application switching alt tab and interpreting bending as page down up We present a user study exploring users abilities to reliably apply twisting and bending forces to various degrees and draw implications from this study for future force based interfaces	mobiledevice sensing gestureinteraction application
dx.doi.org%2F10.1007%2F978-3-642-01516-8_11.html	2009	Inferring Identity Using Accelerometers in Television Remote Controls	 	We show that accelerometers embedded in a television remote control can be used to distinguish household members based on the unique way each person wields the remote This personalization capability can be applied to enhance digital video recorders with show recommendations per family member instead of per device or as an enabling technology for targeted advertising Based on five 1 3 week data sets collected from real homes using 372 features including key press codes key press timing and 3 axis acceleration parameters including dominant frequency energy mean and variance we show household member identification accuracy of 70 92 with a Max Margin Markov Network M3N classifier	sensing interactiontechnique homesetting video recommend mobiledevice dataanalysis
dx.doi.org%2F10.1007%2F978-3-642-01516-8_12.html	2009	The Effectiveness of Haptic Cues as an Assistive Technology for Human Memory	 Wearable computing haptic interfaces memory cues 	Many people experience difficulty recalling and recognizing information during everyday tasks Prior assistive technology has leveraged audio and video cues but this approach is often disruptive and inappropriate in socially sensitive situations Our work explores vibro tactile feedback as an alternative that unobtrusively aids human memory We conducted several user studies comparing within participant performance on memory tasks without haptic cues control and tasks augmented with tactile stimuli intervention Our studies employed a bracelet prototype that emits vibratory pulses which are uniquely mapped to audio and visual information Results show interaction between performance on control and intervention conditions Poor performers on unaided tasks improve recognition by more than 20 p lt 0 05 when haptic cues are employed Thus we suggest vibro tactile feedback as an effective memory aid for users with impaired memory and offer several design recommendations for integrating haptic cues into wearable devices	task audio video haptic feedback urban design recommend wearablecomputing mobiledevice
dx.doi.org%2F10.1007%2F978-3-642-01516-8_13.html	2009	Exploring Privacy Concerns about Personal Sensing	 	More and more personal devices such as mobile phones and multimedia players use embedded sensing This means that people are wearing and carrying devices capable of sensing details about them such as their activity location and environment In this paper we explore privacy concerns about such personal sensing through interviews with 24 participants who took part in a three month study that used personal sensing to detect their physical activities Our results show that concerns often depended on what was being recorded the context in which participants worked and lived and thus would be sensed and the value they perceived would be provided We suggest ways in which personal sensing can be made more privacy sensitive to address these concerns	mobiledevice sensing locationbased privacy qualitativemethods health
dx.doi.org%2F10.1007%2F978-3-642-01516-8_14.html	2009	Enabling Pervasive Collaboration with Platform Composition	 Pervasive technologies ad hoc collaboration mobile devices resource sharing platform composition 	Emerging pervasive computing technologies present many opportunities to aid ad hoc collocated group collaboration To better understand ad hoc collaboration using pervasive technologies or Pervasive Collaboration a design space composed of three axes composition granularity sharing models and resource references is outlined highlighting areas that are only partially covered by existing systems Addressing some of these gaps Platform Composition is a technique designed to overcome the usability limitations of small mobile devices and facilitate group activities in ad hoc environments by enabling users to run legacy applications on a collection mobile devices The associated Composition Framework prototype demonstrates a concrete implementation that explores the applicability of existing technologies protocols and applications to this model Overall Platform Composition promises to be an effective technique for supporting collaborative work on mobile devices without requiring significant changes to the underlying computer platform or end user applications	ubiquitouscomputing design systems usability mobiledevice application framework network
dx.doi.org%2F10.1007%2F978-3-642-01516-8_15.html	2009	 Askus Amplifying Mobile Actions	 	Information sharing has undeniably become ubiquitous in the Internet age The global village created on the Internet provides people with instant access to information and news on events occurring in a remote area including access to video content on websites such as YouTube Thus the Internet has helped us overcome barriers to information However we cannot conceive an event happening in a remote area and respond to it with relevant actions in a real time fashion To overcome this problem we propose a system called Askus a mobile platform for supporting networked actions Askus facilitates an extension of the conceivable space and action by including humans in the loop In Askus a person s request is transmitted to a suitable person who will then act in accordance with the request at a remote site Based on a diary study that led to detailed understanding about mobile assistance needs in everyday life we developed the Askus platform and implemented the PC based and mobile phone based prototypes We also present the results from our preliminary field trial	internet video systems mobiledevice fieldstudy
dx.doi.org%2F10.1007%2F978-3-642-01516-8_16.html	2009	Boxed Pervasive Games An Experience with User Created Pervasive Games	 User centered design Games and infotainment Programming tools Integrated environments Pervasive computing Pervasive games End user programming 	Pervasive games are rapidly maturing from early research experiments with locative games we now start to see a range of commercial projects using locative and pervasive technology to create technology supported pervasive games In this paper we report on our experiences in transferring the successful involvement of players in computer games to modding for pervasive games We present the design process the enabling tools and two sample games provided in boxes to end users Finally we discuss how our findings inform the design of modding tools for a pervasive game community of the future	game locationbased ubiquitouscomputing design socialnetwork
dx.doi.org%2F10.1007%2F978-3-642-01516-8_17.html	2009	RF Based Initialisation for Inertial Pedestrian Tracking	 Radio localisation inertial tracking particle filters 	Location information is an important source of context for ubiquitous computing systems We have previously developed a wearable location system that combines a foot mounted inertial unit a detailed building model and a particle filter to locate and track humans in indoor environments In this paper we present an algorithm in which a map of radio beacon signal strengths is used to solve two of the major problems with the original system scalability to large environments and uncertainty due to environmental symmetry We show that the algorithm allows the deployment of the system in arbitrarily large buildings and that uncertainty due to environmental symmetry is reduced This reduction allows a user to be located after taking an average of 38 steps in a 8725 m2 three storey building compared with 76 steps in the original system Finally we show that radio maps such as those required by the algorithm can be generated quickly and automatically using the wearable location system itself We demonstrate this by building a radio map for the 8725 m2 building in under two and a half hours	locationbased ubiquitouscomputing wearablecomputing mathematical systems urban network scalability
dx.doi.org%2F10.1007%2F978-3-642-01516-8_18.html	2009	PL Tags Detecting Batteryless Tags through the Power Lines in a Building	 Ubiquitous computing Pervasive computing Tagging Sensing Sensors Power lines Hardware 	We present a system called PL Tags for detecting the presence of batteryless tags in a building or home through the power lines The excitation or interrogation and detection of these tags occurs wirelessly entirely using the powerline infrastructure in a building The PL Tags proof of concept consists of a single plug in module that monitors the power line for the presence of these tags when they are excited A principal advantage of this approach is that it requires very little additional infrastructure to be added to a space whereas current solutions like RFID require the deployment of readers and antennas for triggering tags An additional benefit of PL Tags is that the tags are wirelessly excited using an existing phenomenon over the power line namely electrical transient pulses that result from the switching of electrical loads over the power line We show how these energy rich transients which occur by simply turning on a light switch fan television etc excite these tags and how they are detected wirelessly over the power line We contend that the PL Tag system is another class of potential batteryfree approaches researchers can use for building pervasive computing applications that require minimal additional infrastructure	systems homesetting energy network rfid ubiquitouscomputing application
dx.doi.org%2F10.1007%2F978-3-642-01516-8_19.html	2009	Geo fencing Confining Wi Fi Coverage to Physical Boundaries	 	We present a means of containing Wi Fi coverage to physical boundaries that are meaningful to users We call it geo fencing Our approach is based on directional antennas and our motivation is to provide wireless access and privacy models that are a natural fit with user expectations To evaluate geo fencing we use measurements from an indoor testbed of Wi Fi nodes and APs with electronically steerable directional antennas We find that by combining directionality power control and coding across multiple APs we are able to successfully confine Wi Fi coverage to clients located within target regions of varying shapes and sizes we can select between nodes located as close as five feet from each other	network privacy evaluation locationbased energy
dx.doi.org%2F10.1007%2F978-3-642-01516-8_2.html	2009	Users View on Context Sensitive Car Advertisements	 	Cars are ubiquitous and offer large and often highly visible surfaces that can be used as advertising space Until now advertising in this domain has focused on commercial vehicles and advertisements have been painted on and were therefore static with the exception of car mounted displays that offer dynamic content With new display technologies we expect static displays or uniformly painted surfaces e g onto car doors or the sides of vans and trucks to be replaced with embedded dynamic displays We also see an opportunity for advertisements to be placed on non commercial cars results of our online survey with 187 drivers show that more than half of them have an interest in displaying advertising on their cars under two conditions 1 they will receive financial compensation and 2 there will be a means for them to influence the type of advertisements shown Based on these findings as well as further interviews with car owners and a car fleet manager we discuss the requirements for a context aware advertising platform including a context advertising editor and contextual content distribution system We describe an implementation of the system that includes components for car owners to describe their preferences and for advertisers to contextualize their ad content and distribution mechanism	car qualitativemethods contextawareness systems
dx.doi.org%2F10.1007%2F978-3-642-01516-8_20.html	2009	Securing RFID Systems by Detecting Tag Cloning	 Security clone detection low cost EPC RFID 	Cloning of RFID tags can lead to financil losses in many commercial RFID applications There are two general strategies to provide security prevention and detection The security community and the RFID chip manufacturers are currently focused on the former by making tags hard to clone This paper focuses on the latter by investigating a method to pinpoint tags with the same ID This method is suitable for low cost tags since it makes use of writing a new random number on the tag s memory every time the tag is scanned A back end that issues these numbers detects tag cloning attacks as soon as both the genuine and the cloned tag are scanned This paper describes the method and presents a mathematical model of the level of security and an implementation based on EPC tags The results suggest that the method provides a potentially effective way to secure RFID systems against tag cloning	rfid application security socialnetwork mathematical
dx.doi.org%2F10.1007%2F978-3-642-01516-8_21.html	2009	Towards Ontology Based Formal Verification Methods for Context Aware Systems	 context modelling mereotopology program verification ontologies 	Pervasive computing systems work within and rely on a model of the environment they operate in In this respect pervasive computing systems differ from other distributed and mobile computing systems and require new verification methods A range of methods and tools exist for verifying distributed and mobile concurrent systems and for checking consistency of ontology based context models As a tool for verifying current pervasive computing systems both are not optimal since the former cover mainly tree based location models whereas the latter are not able to address the dynamic aspects of computing systems We propose to formally describe pervasive computing systems as distributed concurrent systems operating on the background of a mereotopological context model	ubiquitouscomputing mobiledevice contextawareness locationbased
dx.doi.org%2F10.1007%2F978-3-642-01516-8_22.html	2009	Situvis A Visual Tool for Modeling a User s Behaviour Patterns in a Pervasive Environment	 	One of the key challenges faced when developing context aware pervasive systems is to capture the set of inputs that we want a system to adapt to Arbitrarily specifying ranges of sensor values to respond to will lead to incompleteness of the specification and may also result in conflicts when multiple incompatible adaptations may be triggered by a single user action We posit that the ideal approach combines the use of past traces of real annotated context data with the ability for a system designer or user to go in and interactively modify the specification of the set of inputs a particular adaptation should be responsive to We introduce Situvis an interactive visualisation tool we have developed which assists users and developers of context aware pervasive systems by visually representing the conditions that need to be present for a situation to be triggered in terms of the real world context that is being recorded and allows the user to visually inspect these properties evaluate their correctness and change them as required This tool provides the means to understand the scope of any adaptation defined in the system and intuitively resolve conflicts inherent in the specification	contextawareness sensing video evaluation
dx.doi.org%2F10.1007%2F978-3-642-01516-8_23.html	2009	Methodologies for Continuous Cellular Tower Data Analysis	 	This paper presents novel methodologies for the analysis of continuous cellular tower data from 215 randomly sampled subjects in a major urban city We demonstrate the potential of existing community detection methodologies to identify salient locations based on the network generated by tower transitions The tower groupings from these unsupervised clustering techniques are subsequently validated using data from Bluetooth beacons placed in the homes of the subjects We then use these inferred locations as states within several dynamic Bayesian networks DBNs to predict dwell times within locations and each subject s subsequent movements with over 90 accuracy We also introduce the X Factor model a DBN with a latent variable corresponding to abnormal behavior By calculating the entropy of the learned X Factor model parameters we find there are individuals across demographics who have a wide range of routine in their daily behavior We conclude with a description of extensions for this model such as incorporating contextual and temporal variables already being logged by the phones	urban socialnetwork locationbased network homesetting dataanalysis mobiledevice
dx.doi.org%2F10.1007%2F978-3-642-01516-8_24.html	2009	 It s Just Easier with the Phone A Diary Study of Internet Access from Cell Phones	 	We conducted a diary study of how 19 experienced users accessed the Internet from cell phones Our data show that participants often chose the cell phone to access the Internet even though they had access to a computer and the most common location for Internet access being the home Reasons for choosing the phone over the computer were speed convenience and a desire to use the phone for fun Additionally the phone is kept close and is always on which makes it convenient to use The traditional motivation for mobile services finding out something about where you are only accounts for 15 of the user activity	internet mobiledevice locationbased homesetting systems
dx.doi.org%2F10.1007%2F978-3-642-01516-8_25.html	2009	Does Context Matter A Quantitative Evaluation in a Real World Maintenance Scenario	 	We describe a systematic quantitative study of the benefits using context recognition specifically task tracking for a wearable maintenance assistance system A key objective of the work is to do the evaluation in an environment that is as close as possible to a real world setting To this end we use actual maintenance tasks on a complex piece of machinery at an industrial site Subjects for our study are active Zeiss technicians who have an average of 10 years job experience In a within subject Wizard of Oz study with the interaction modality as the independent variable we compare three interaction modalities 1 paper based documentation 2 speech controlled head mounted display HMD documentation and context assisted HMD documentation The study shows that the paper documentation is 50 and the speech only controlled system 30 slower then context The statistical significance of 99 and 95 respectively one sided ANOVA test We also present results of two questionnaires custom design and standard NASA TLX that show a clear majority of subjects considered context to be beneficial in one way or the other At the same time the questionnaires reveal a certain level of uneasiness with the new modality	contextawareness task wearablecomputing evaluation speech augmentedreality statistics qualitativemethods design
dx.doi.org%2F10.1007%2F978-3-642-01516-8_26.html	2009	On the Anonymity of Home Work Location Pairs	 	Many applications benefit from user location data but location data raises privacy concerns Anonymization can protect privacy but identities can sometimes be inferred from supposedly anonymous data This paper studies a new attack on the anonymity of location data We show that if the approximate locations of an individual s home and workplace can both be deduced from a location trace then the median size of the individual s anonymity set in the U S working population is 1 ????21????and 34 980 for locations known at the granularity of a census block census track and county respectively The location data of people who live and work in different regions can be re identified even more easily Our results show that the threat of re identification for location data is much greater when the individual s home and work locations can both be deduced from the data To preserve anonymity we offer guidance for obfuscating location traces before they are disclosed	application locationbased privacy homesetting
dx.doi.org%2F10.1007%2F978-3-642-01516-8_27.html	2009	Working Overtime Patterns of Smartphone and PC Usage in the Day of an Information Worker	 Mobile information work multiple devices cross device interfaces 	Research has demonstrated that information workers often manage several different computing devices in an effort to balance convenience mobility input efficiency and content readability throughout their day The high portability of the mobile phone has made it an increasingly valuable member of this ecosystem of devices To understand how future technologies might better support productivity tasks as people transition between devices we examined the mobile phone and PC usage patterns of sixteen information workers across several weeks Our data logs together with follow up interview feedback from four of the participants confirm that the phone is highly leveraged for digital information needs beyond calls and SMS but suggest that these users do not currently traverse the device boundary within a given task	mobiledevice task qualitativemethods feedback
dx.doi.org%2F10.1007%2F978-3-642-01516-8_3.html	2009	ReflectiveSigns Digital Signs That Adapt to Audience Attention	 	This paper presents ReflectiveSigns i e digital signage public electronic displays that automatically learns the audience preferences for certain content in different contexts and presents content accordingly Initially content videos images and news are presented in a random manner Using cameras installed on the signs the system observes the audience and detects if someone is watching the content via face detection The anonymous view time duration is then stored in a central database together with date time and sign location When scheduling content the signs calculate the expected view time for each content type depending on sign location and time using a Naive Bayes classifier Content is then selected randomly with the probability for each content weighted by the expected view time The system has been deployed for two months on four digital signs in a university setting using semi realistic content amp content types We present a first evaluation of this approach that concentrates on major effects and results from interviews with 15 users	video locationbased evaluation qualitativemethods
dx.doi.org%2F10.1007%2F978-3-642-01516-8_4.html	2009	Realistic Driving Trips For Location Privacy	 location privacy location based services false trips GPS 	Simulated false location reports can be an effective way to confuse a privacy attacker When a mobile user must transmit his or her location to a central server these location reports can be accompanied by false reports that ideally cannot be distinguished from the true one The realism of the false reports is important because otherwise an attacker could filter out all but the real data Using our database of GPS tracks from over 250 volunteer drivers we developed probabilistic models of driving behavior and applied the models to create realistic driving trips The simulations model realistic start and end points slightly non optimal routes realistic driving speeds and spatially varying GPS noise	simulation locationbased privacy mobiledevice systems spatial
dx.doi.org%2F10.1007%2F978-3-642-01516-8_5.html	2009	Enhancing Navigation Information with Tactile Output Embedded into the Steering Wheel	 	Navigation systems are in common use by drivers and typically present information using either audio or visual representations However there are many pressures on the driver s cognitive systems in a car and navigational systems can add to this complexity In this paper we present two studies which investigated how vibro tactile representations of navigational information might be presented to the driver via the steering wheel to ameliorate this problem Our results show that adding tactile information to existing audio or particularly visual representations can improve both driving performance and experience	navigationsystem audio video car haptic
dx.doi.org%2F10.1007%2F978-3-642-01516-8_6.html	2009	Landmark Based Pedestrian Navigation with Enhanced Spatial Reasoning	 	Computer vision techniques can enhance landmark based navigation by better utilizing online photo collections We use spatial reasoning to compute camera poses which are then registered to the world using GPS information extracted from the image tags Computed camera pose is used to augment the images with navigational arrows that fit the environment We develop a system to use high level reasoning to influence the selection of landmarks along a navigation path and lower level reasoning to select appropriate images of those landmarks We also utilize an image matching pipeline based on robust local descriptors to give users of the system the ability to capture an image and receive navigational instructions overlaid on their current context These enhancements to our previous navigation system produce a more natural navigation plan and more understandable images in a fully automatic way	computervision navigationsystem photograph spatial video
dx.doi.org%2F10.1007%2F978-3-642-01516-8_7.html	2009	The Acceptance of Domestic Ambient Intelligence Appliances by Prospective Users	 ambient intelligence pervasive technologies technology acceptance 	Ambient intelligence AmI is a growing interdisciplinary area where the focus is shifted towards users instead of merely emphasizing the technological opportunities of AmI Different methods are employed to understand the adoption of AmI appliances by users However these are often small scale methods that are focused on specific subgroups Large scale quantitative studies to understand the adoption of AmI appliances are scarce In this study a questionnaire was designed to examine how the Dutch people n 1221 perceive AmI appliances for domestic settings Findings show that intention to adopt AmI appliances was low and that respondents had a negative to neutral attitude towards AmI appliances On the basis of structural equation analysis results suggest that adoption of AmI appliances could be explained by outcome expectancies of AmI appliances The potential implications of the findings are discussed	ambient qualitativemethods design
dx.doi.org%2F10.1007%2F978-3-642-01516-8_8.html	2009	Adding GPS Control to Traditional Thermostats An Exploration of Potential Energy Savings and Design Challenges	 	Although manual and programmable home thermostats can save energy when used properly studies have shown that over 40 of U S homes may not use energy saving temperature setbacks when homes are unoccupied We propose a system for augmenting these thermostats using just in time heating and cooling based on travel to home distance obtained from location aware mobile phones Analyzing GPS travel data from 8 participants 8 12 weeks each and heating and cooling characteristics from 5 homes we report results of running computer simulations estimating potential energy savings from such a device Using a GPS enabled thermostat might lead to savings of as much as 7 for some households that do not regularly use the temperature setback afforded by manual and programmable thermostats Significantly these savings could be obtained without requiring any change in occupant behavior or comfort level and the technology could be implemented affordably by exploiting the ubiquity of mobile phones Additional savings may be possible with modest context sensitive prompting We report on design considerations identified during a pilot test of a fully functional implementation of the system	homesetting energy locationbased mobiledevice simulation contextawareness hci
dx.doi.org%2F10.1007%2F978-3-642-01516-8_9.html	2009	KidCam Toward an Effective Technology for the Capture of Children s Moments of Interest	 	Mobile applications of automated capture present many interesting design challenges balancing the desire for rich media against ease of use and availability In particular capturing rich media of young children has many potential benefits but remains a difficult challenge due to the many unique constraints of recording children Motivated by the aim of supporting a parent s need to record the life events of a young child we have designed KidCam a prototype rich media capture device This paper presents the design implementation and evaluation of KidCam and its goal of addressing some of the challenges of recording young children Results from a three month study with four families show that KidCam addresses some of the challenges of recording rich media of children but there are still remaining hurdles We discuss these remaining challenges potential ideas for how they could be addressed and emergent uses for KidCam beyond the initial domain for the creation of family memories	mobiledevice application design children evaluation
dx.doi.org%2F10.1007%2F978-3-642-12654-3_1.html	2010	Virtual Compass Relative Positioning to Sense Mobile Social Interactions	 	There are endless possibilities for the next generation of mobile social applications that automatically determine your social context A key element of such applications is ubiquitous and precise sensing of the people you interact with Existing techniques that rely on deployed infrastructure to determine proximity are limited in availability and accuracy Virtual Compass????is a peer based relative positioning system that relies solely on the hardware and operating system support available on commodity mobile handhelds It uses multiple radios to detect nearby mobile devices and places them in a two dimensional plane It uses adaptive scanning and out of band coordination to explore trade offs between energy consumption and the latency in detecting movement We have implemented Virtual Compass????on mobile phones and laptops and we evaluate it using a sample application that senses social interactions between Facebook friends	mobiledevice application sensing dataanalysis locationbased hardware systems network energy evaluation socialinteraction socialnetwork
dx.doi.org%2F10.1007%2F978-3-642-12654-3_10.html	2010	Out of the Lab and into the Fray Towards Modeling Emotion in Everyday Life	 Affective computing emotional sensing mood detection 	We conducted a 19 participant study using a system comprised of wireless galvanic skin response GSR heart rate HR activity sensors and a mobile phone for aggregating sensor data and enabling affect logging by the user Each participant wore the sensors daily for five days generating approximately 900 hours of continuous data We found that analysis of emotional events was highly dependent on correct windowing and report results on synthesized windows around annotated events Where raters agreed on the timing and quality of the emotion we were able to recognize 85 of the high and low energy emotions and 70 of the positive and negative emotions We also gained many insights regarding participant s perception of their emotional state and the complexity of emotion in real life	network health sensing mobiledevice
dx.doi.org%2F10.1007%2F978-3-642-12654-3_11.html	2010	The Secret Life of Machines Boundary Objects in Maintenance Repair and Overhaul	 maintenance repair overhaul collaboration boundary objects histories practice observation UbiComp autoID physical sensor networks 	The increasing level of automation in tight just in time subcontracting relationships in the automotive industry makes the complex weak structured knowledge intense and highly cooperative practice of Reactive Maintenance RM in Maintenance Repair and Overhaul MRO in this branch a demanding and stressful job In this paper two typical breakdown situations are presented which occurred in a participative observation to gain insights to this field Based on the analysis of the observations and the existing MRO related IT infrastructure we refer to the theoretical concept of boundary objects to understand the practice in this field Finally implications for design for a MRO supporting pervasive computing environment are derived from this conceptualization We highlight the potentials of attaching relevant information to physical objects in place to support and motivate documentation by bridging the physical world of machines with the virtual information space and to enhance the discovering of relevant information in breakdowns situations	design ubiquitouscomputing physicalcomputing
dx.doi.org%2F10.1007%2F978-3-642-12654-3_12.html	2010	Automatic Assessment of Cognitive Impairment through Electronic Observation of Object Usage	 	Indications of cognitive impairments such as dementia and traumatic brain injury TBI are often subtle and may be frequently missed by primary care physicians We describe an experiment where we unobtrusively collected sensor data as individuals with TBI performed a routine daily task making coffee We computed a series of four features of the sensor data that were increasingly representative of the task and that we hypothesized might correlate with severity of cognitive impairment Our main result is a significant correlation between the most representational feature and an apparent indicator of general neuropsychological integrity namely the first principal component of a standard suite of neuropsychological assessments We also found suggestive but preliminary evidence of correlations between the computed features and a number of the individual tests in the assessment suite this evidence can be used as the basis of larger scale studies to validate significance	sensing task
dx.doi.org%2F10.1007%2F978-3-642-12654-3_13.html	2010	Further into the Wild Running Worldwide Trials of Mobile Systems	 Evaluation Techniques Large Scale Deployment Trial Methods 	Many studies of ubiquitous computing systems involve deploying a system to a group of users who will be studied through direct observation interviews and the gathering of system log data However such studies are often limited in the number of participants and duration of the trial particularly if the researchers are providing the participants with hardware Apple s App Store and similar application repositories have become popular with smartphone users yet few ubiquitous computing studies have yet utilised these distribution mechanisms We describe our experiences of running a very large scale trial where such a distribution model is used to recruit thousands of users for a mobile system trial that can be run continuously with no constrained end date We explain how we conducted such a trial covering issues such as data logging and interviewing users based in several different continents Benefits and potential shortcomings of running a trial in this way are discussed and we offer guidance on ways to help manage a large and disparate user base using in application feedback measures and web based social networking applications We describe how through these methods we were able to further the development of a piece of ubiquitous computing software through user informed design on a mass scale	ubiquitouscomputing qualitativemethods hardware application mobiledevice feedback web socialnetwork software design
dx.doi.org%2F10.1007%2F978-3-642-12654-3_14.html	2010	Studying the Use and Utility of an Indoor Location Tracking System for Non experts	 Location indoor location sensing end user deployable accessibility wheelchair users PowerLine Positioning user study 	Indoor location tracking systems have been a major focus of ubiquitous computing research and they have much promise to help in collecting objective real time data for applications and supporting studies However due to their typically difficult and time consuming installation process few have explored the extent to which they can be used by non experts In this research we studied how one location tracking system PowerLine Positioning could be used by non technology expert rehabilitation researchers to study the mobility patterns of wheelchair users in their homes We determined that indoor location tracking systems are not only usable by non experts but they can also be useful in allowing them to achieve their own research goals of obtaining objective mobility data Based on the results we provide areas for future exploration and implications for designers of location based and other types of sensing systems which aim to be end user deployable	locationbased ubiquitouscomputing application mobiledevice homesetting usability design sensing
dx.doi.org%2F10.1007%2F978-3-642-12654-3_15.html	2010	Object Based Activity Recognition with Heterogeneous Sensors on Wrist	 Wearable sensors Recognizing daily activities Experiment 	This paper describes how we recognize activities of daily living ADLs with our designed sensor device which is equipped with heterogeneous sensors such as a camera a microphone and an accelerometer and attached to a user s wrist Specifically capturing a space around the user s hand by employing the camera on the wrist mounted device enables us to recognize ADLs that involve the manual use of objects such as making tea or coffee and watering plant Existing wearable sensor devices equipped only with a microphone and an accelerometer cannot recognize these ADLs without object embedded sensors We also propose an ADL recognition method that takes privacy issues into account because the camera and microphone can capture aspects of a user s private life We confirmed experimentally that the incorporation of a camera could significantly improve the accuracy of ADL recognition	design sensing mobiledevice video wearablecomputing privacy dataanalysis
dx.doi.org%2F10.1007%2F978-3-642-12654-3_16.html	2010	GasSense Appliance Level Single Point Sensing of Gas Activity in the Home	 Ubiquitous Computing Sustainability Sensing Gas 	This paper presents GasSense a low cost single point sensing solution for automatically identifying gas use down to its source e g water heater furnace fireplace This work adds a complementary sensing solution to the growing body of work in infrastructure mediated sensing GasSense analyzes the acoustic response of a home s government mandated gas regulator which provides the unique capability of sensing both the individual appliance at which gas is currently being consumed as well as an estimate of the amount of gas flow Our approach provides a number of appealing features including the ability to be easily and safely installed without the need of a professional We deployed our solution in nine different homes and initial results show that GasSense has an average accuracy of 95 2 in identifying individual appliance usage	sensing homesetting dataanalysis
dx.doi.org%2F10.1007%2F978-3-642-12654-3_17.html	2010	Transferring Knowledge of Activity Recognition across Sensor Networks	 	A problem in performing activity recognition on a large scale i e in many homes is that a labelled data set needs to be recorded for each house activity recognition is performed in This is because most models for activity recognition require labelled data to learn their parameters In this paper we introduce a transfer learning method for activity recognition which allows the use of existing labelled data sets of various homes to learn the parameters of a model applied in a new home We evaluate our method using three large real world data sets and show our approach achieves good classification performance in a home for which little or no labelled data is available	activityrecognition homesetting dataanalysis evaluation
dx.doi.org%2F10.1007%2F978-3-642-12654-3_18.html	2010	Common Sense Community Scaffolding Mobile Sensing and Analysis for Novice Users	 Air quality monitoring citizen science environmental science mobile sensing participatory sensing qualitative studies 	As sensing technologies become increasingly distributed and democratized citizens and novice users are becoming responsible for the kinds of data collection and analysis that have traditionally been the purview of professional scientists and analysts Leveraging this citizen engagement effectively however requires not only tools for sensing and data collection but also mechanisms for understanding and utilizing input from both novice and expert stakeholders When successful this process can result in actionable findings that leverage and engage community members and build on their experiences and observations We explored this process of knowledge production through several dozen interviews with novice community members scientists and regulators as part of the design of a mobile air quality monitoring system From these interviews we derived design principles and a framework for describing data collection and knowledge generation in citizen science settings culminating in the user centered design of a system for community analysis of air quality data Unlike prior systems ours breaks analysis tasks into discrete mini applications designed to facilitate and scaffold novice contributions An evaluation we conducted with community members in an area with air quality concerns indicates that these mini applications help participants identify relevant phenomena and generate local knowledge contributions	sensing citizen dataanalysis socialnetwork qualitativemethods mobiledevice naturalenvironment design framework task application evaluation
dx.doi.org%2F10.1007%2F978-3-642-12654-3_19.html	2010	Active Capacitive Sensing Exploring a New Wearable Sensing Modality for Activity Recognition	 	The paper describes the concept implementation and evaluation of a new on body capacitive sensing approach to derive activity related information Using conductive textile based electrodes that are easy to integrate in garments we measure changes in capacitance inside the human body Such changes are related to motions and shape changes of muscle skin and other tissue which can in turn be related to a broad range of activities and physiological parameters We describe the physical principle the analog hardware needed to acquire and pre process the signal and example signals from different body locations and actions We perform quantitative evaluations of the recognition accuracy focused on the specific example of collar integrated electrodes and actions such as chewing swallowing speaking sighing???? taking a deep breath as well as different head motions and positions	sensing hardware locationbased evaluation dataanalysis
dx.doi.org%2F10.1007%2F978-3-642-12654-3_2.html	2010	The Geography of Taste Analyzing Cell Phone Mobility and Social Events	 	This paper deals with the analysis of crowd mobility during special events We analyze nearly 1 million cell phone traces and associate their destinations with social events We show that the origins of people attending an event are strongly correlated to the type of event with implications in city management since the knowledge of additive flows can be a critical information on which to take decisions about events management and congestion mitigation	crowd mobiledevice
dx.doi.org%2F10.1007%2F978-3-642-12654-3_20.html	2010	Using Height Sensors for Biometric Identification in Multi resident Homes	 	In this study we evaluate the use of height for biometric identification of residents by mounting ultrasonic distance sensors above the doorways in a home Height sensors are cheap are convenient for the residents are simple to install in an existing home and are perceived to be less invasive than cameras or microphones Height is typically only a weak biometric but we show that it is well suited for identifying among a few residents in the home and can potentially be improved by using the history of height measurements at multiple doorways in a tracking approach We evaluate this approach using 20 people in a controlled laboratory environment and by installing in 3 natural home environments We combine these results with public anthropometric data sets that contain the heights of residents in 2077 elderly multi resident homes to conclude that height sensors could potentially achieve at least 95 identification accuracy in 95 of elderly homes in the US	evaluation sensing homesetting video dataanalysis
dx.doi.org%2F10.1007%2F978-3-642-12654-3_21.html	2010	Supporting Energy Efficient Uploading Strategies for Continuous Sensing Applications on Mobile Phones	 	Continuous sensing applications e g mobile social networking applications are appearing on new sensor enabled mobile phones such as the Apple iPhone Nokia and Android phones These applications present significant challenges to the phone s operations given the phone s limited computational and energy resources and the need for applications to share real time continuous sensed data with back end servers System designers have to deal with a trade off between data accuracy i e application fidelity and energy constraints in the design of uploading strategies between phones and back end servers In this paper we present the design implementation and evaluation of several techniques to optimize the information uploading process for continuous sensing on mobile phones We analyze the cases of continuous and intermittent connectivity imposed by low duty cycle design considerations or poor wireless network coverage in order to drive down energy consumption and extend the lifetime of the phone We also show how location prediction can be integrated into this forecasting framework We present the implementation and the experimental evaluation of these uploading techniques based on measurements from the deployment of a continuous sensing application on 20 Nokia N95 phones used by 20 people for a period of 2 weeks Our results show that we can make significant energy savings while limiting the impact on the application fidelity making continuous sensing a viable application for mobile phones For example we show that it is possible to achieve an accuracy of 80 with respect to ground truth data while saving 60 of the traffic sent over the air	sensing application mobiledevice socialnetwork systems dataanalysis design hci network energy locationbased framework naturalenvironment
dx.doi.org%2F10.1007%2F978-3-642-12654-3_22.html	2010	Efficient Resource Aware Hybrid Configuration of Distributed Pervasive Applications	 	As the size and complexity of Pervasive Computing environments increases configuration and adaptation of distributed applications gains importance These tasks require automated system support since users must not be distracted by the re composition of applications In homogeneous ad hoc scenarios relying on decentralized configuration schemes is obviously mandatory while centralized approaches may help to reduce latencies in weakly heterogeneous infrastructure based environments However in case of strongly heterogeneous pervasive environments including several resource rich and resource weak devices both approaches may lead to suboptimal results concerning configuration latencies While the resource weak devices represent bottlenecks for decentralized configuration the centralized approach faces the problem of not utilizing parallelism Instead a hybrid approach that involves only the subset of resource rich devices is capable of rendering configuration and adaptation processes more efficiently In this paper we present such a resource aware hybrid scheme that effectively reduces the time required for configuration processes This is accomplished by a balanced load clustering scheme that exploits the computational power of resource rich devices while avoiding bottlenecks in re configurations We present real world evaluations which confirm that our approach reduces configuration latencies in heterogeneous environments by more than 30 compared to totally centralized and totally decentralized approaches This is an important step towards seamless application configuration	ubiquitouscomputing application task systems design mobiledevice energy evaluation
dx.doi.org%2F10.1007%2F978-3-642-12654-3_23.html	2010	12Pixels Exploring Social Drawing on Mobile Phones	 12Pixels twelve pixels drawing mobile phone cellphone art design creativity creativity support tools content creation user generated content social web web applications 	In this paper we present the design and development of 12Pixels a novel interface application and social web service that allows people to create and share drawings directly from a regular mobile phone We detail the release of 12Pixels as a service in Japan and analyze trends that emerged from user data collected Our analysis and insights provide useful ground level experiences with social drawing and mobile content creation	design application web systems mobiledevice dataanalysis
dx.doi.org%2F10.1007%2F978-3-642-12654-3_24.html	2010	No Look Notes Accessible Eyes Free Multi touch Text Entry	 accessibility mobile device multi touch touchscreen text entry eyes free 	Mobile devices with multi touch capabilities are becoming increasingly common largely due to the success of the Apple iPhone and iPod Touch While there have been some advances in touchscreen accessibility for blind people touchscreens remain inaccessible in many ways Recent research has demonstrated that there is great potential in leveraging multi touch capabilities to increase the accessibility of touchscreen applications for blind people We have created No Look Notes an eyes free text entry system that uses multi touch input and audio output No Look Notes was implemented on Apple s iPhone platform We have performed a within subjects n???????? ????????10 user study of both No Look Notes and the text entry component of Apple s VoiceOver the recently released official accessibility component on the iPhone No Look Notes significantly outperformed VoiceOver in terms of speed accuracy and user preference	mobiledevice touch application audio systems dataanalysis
dx.doi.org%2F10.1007%2F978-3-642-12654-3_25.html	2010	On the Use of Brain Decoded Signals for Online User Adaptive Gesture Recognition Systems	 	Activity and context recognition in pervasive and wearable computing ought to continuously adapt to changes typical of open ended scenarios such as changing users sensor characteristics user expectations or user motor patterns due to learning or aging System performance inherently relates to the user s perception of the system behavior Thus the user should be guiding the adaptation process This should be automatic transparent and unconscious We capitalize on advances in electroencephalography EEG signal processing that allow for error related potentials ErrP recognition ErrP are emitted when a human observes an unexpected behavior in a system We propose and evaluate a hand gesture recognition system from wearable motion sensors that adapts online by taking advantage of ErrP Thus the gesture recognition system becomes self aware of its performance and can self improve through re occurring detection of ErrP signals Results show that our adaptation technique can improve the accuracy of a user independent gesture recognition system by 13 9 when ErrP recognition is perfect When ErrP recognition errors are factored in recognition accuracy increases by 4 9 We characterize the boundary conditions of ErrP recognition guaranteeing beneficial adaptation The adaptive algorithms are applicable to other forms of activity recognition and can also use explicit user feedback rather than ErrP	contextawareness wearablecomputing design sensing systems evaluation gestureinteraction dataanalysis application activityrecognition feedback
dx.doi.org%2F10.1007%2F978-3-642-12654-3_3.html	2010	Indoor Positioning Using GPS Revisited	 	It has been considered a fact that GPS performs too poorly inside buildings to provide usable indoor positioning We analyze results of a measurement campaign to improve on the understanding of indoor GPS reception characteristics The results show that using state of the art receivers GPS availability is good in many buildings with standard material walls and roofs The measured root mean squared 2D positioning error was below five meters in wooden buildings and below ten meters in most of the investigated brick and concrete buildings Lower accuracies where observed can be linked to either low signal to noise ratios multipath phenomena or bad satellite constellation geometry We have also measured the indoor performance of embedded GPS receivers in mobile phones which provided lower availability and accuracy than state of the art ones Finally we consider how the GPS performance within a given building is dependent on local properties like close by building elements and materials number of walls number of overlaying stories and surrounding buildings	usability locationbased dataanalysis mobiledevice
dx.doi.org%2F10.1007%2F978-3-642-12654-3_4.html	2010	Specification and Verification of Complex Location Events with Panoramic	 	We present the design and evaluation of Panoramic a tool that enables end users to specify and verify an important family of complex location events Our approach aims to reduce or eliminate critical barriers to deployment of emerging location aware business activity monitoring applications in domains like hospitals and office buildings Panoramic does not require users to write code understand complex models perform elaborate demonstrations generate test location traces or blindly trust deterministic events Instead it allows end users to specify and edit complex events with a visual language that embodies natural concepts of space and time It also takes a novel approach to verification in which events are extracted from historical sensor data traces and then presented with intelligible hierarchical visualizations that represent uncertainty with probabilities We build on our existing software for specifying and detecting events while enhancing it in non trivial ways to facilitate event specification and verification Our design is guided by a formative study with 12 non programmers We also use location traces from a building scale radio frequency identification RFID deployment in a qualitative evaluation of Panoramic with 10 non programmers The results show that end users can both understand and verify the behavior of complex location event specifications using Panoramic	evaluation locationbased application video sensing software design rfid
dx.doi.org%2F10.1007%2F978-3-642-12654-3_5.html	2010	 Tactile Wayfinder Comparison of Tactile Waypoint Navigation with Commercial Pedestrian Navigation Systems	 Tactile Displays Pedestrian Navigation Wayfinding Tactons 	In this paper we report on a field study comparing a commercial pedestrian navigation system to a tactile navigation system called Tactile Wayfinder Similar to previous approaches the Tactile Wayfinder uses a tactile torso display to present the directions of a route s waypoints to the user It advances those approaches by conveying the location of the next two waypoints rather than the next one only so the user already knows how the route continues when reaching a waypoint Using a within subjects design fourteen participants navigated along two routes in a busy city centre with the Tactile Wayfinder and a commercial pedestrian navigation system We measured the acquisition of spatial knowledge the level of attention the participants had to devote to the navigation task and the navigation performance We found that the Tactile Wayfinder freed the participants attention but could not keep up with the navigation system in terms of navigation performance No significant difference was found in the acquisition of spatial knowledge Instead a good general sense of direction was highly correlated with good spatial knowledge acquisition and a good navigation performance	fieldstudy pedestrian navigationsystem locationbased design spatial task sensing
dx.doi.org%2F10.1007%2F978-3-642-12654-3_6.html	2010	Jog Falls A Pervasive Healthcare Platform for Diabetes Management	 Personal Health Monitoring Diabetes Management Energy Expenditure Analysis Activity monitoring 	This paper presents Jog Falls an end to end system to manage diabetes that blends activity and energy expenditure monitoring diet logging and analysis of health data for patients and physicians It describes the architectural details sensing modalities user interface and the physician s backend portal We show that the body wearable sensors accurately estimate the energy expenditure across a varied set of active and sedentary states through the fusion of heart rate and accelerometer data The GUI ensures continuous engagement with the patient by showing the activity goals current and past activity states and dietary records along with its nutritional values The system also provides a comprehensive and unbiased view of the patient s activity and food intake trends to the physician hence increasing his her effectiveness in coaching the patient We conducted a user study using Jog Falls at Manipal University a leading medical school in India The study involved 15 participants who used the system for 63 days The results indicate a strong positive correlation between weight reduction and hours of use of the system	health sensing wearablecomputing food
dx.doi.org%2F10.1007%2F978-3-642-12654-3_7.html	2010	EyeCatcher A Digital Camera for Capturing a Variety of Natural Looking Facial Expressions in Daily Snapshots	 	This paper proposes a novel interactive technique the EyeCatcher which helps photographers capture a variety of natural looking facial expressions of their subjects by keeping the eyes of the subjects focused on the camera without the stress usually associated with being photographed We develop a prototype system and verify the effectiveness through evaluation and discussion	interactiontechnique photograph video evaluation
dx.doi.org%2F10.1007%2F978-3-642-12654-3_8.html	2010	TreasurePhone Context Sensitive User Data Protection on Mobile Phones	 	Due to increased input and output capabilities mobile phones hold many different kinds of mostly private data The need for finer grained profiles and integrated data security on mobile phones has already been documented extensively e g 1 However there are no appropriate concepts and implementations yet to handle and limit access to data on mobile phones TreasurePhone has been designed to address this specific problem It protects the users mobile phone data based on their current context Privacy protection is realized by spheres which represent the users context specific need for privacy That is users can define which data and services are accessible in which sphere TreasurePhone exploits context information to support authentication and automatic activation of spheres by locations and actions We conducted a user study with 20 participants to gain insights on how well users accept such a concept One of the main goals was to find out whether such privacy features are appreciated by the users even though they make interaction slower and might hinder fast access to specific data Additionally we showed that integration of context information significantly increases ease of use of the system	mobiledevice security design privacy systems contextawareness locationbased
dx.doi.org%2F10.1007%2F978-3-642-12654-3_9.html	2010	Recruitment Framework for Participatory Sensing Data Collections	 Mobile Computing Participatory Sensing Urban Sensing 	Mobile phones have evolved from devices that are just used for voice and text communication to platforms that are able to capture and transmit a range of data types image audio and location The adoption of these increasingly capable devices by society has enabled a potentially pervasive sensing paradigm participatory sensing A coordinated participatory sensing system engages individuals carrying mobile phones to explore phenomena of interest using in situ data collection For participatory sensing to succeed several technical challenges need to be solved In this paper we discuss one particular issue developing a recruitment framework to enable organizers to identify well suited participants for data collections based on geographic and temporal availability as well as participation habits This recruitment system is evaluated through a series of pilot data collections where volunteers explored sustainable processes on a university campus	mobiledevice speech systems audio locationbased socialinteraction sensing hci dataanalysis framework evaluation
dx.doi.org%2F10.1007%2F978-3-642-21726-5_1.html	2011	Planning Apps and the High End Smartphone Exploring the Landscape of Modern Cross Device Reaccess	 	The rapid growth of mobile devices has made it challenging for users to maintain a consistent digital history among all their personal devices Even with a variety of cloud computing solutions users continue to redo web searches and reaccess web content that they already interacted with on another device This paper presents insights into the cross device reaccess habits of 15 smartphone users We studied how they reaccessed content between their computer and smartphone through a combination of data logging a screenshot based diary study and user interviews From 1276 cross device reaccess events we found that users reaccess content between their phone and computer with comparable frequency and that users rarely planned ahead for their reaccess needs Based on our findings we present opportunities for building future mobile systems to support the unplanned activities and content reaccess needs of mobile users	mobiledevice web qualitativemethods
dx.doi.org%2F10.1007%2F978-3-642-21726-5_10.html	2011	NextPlace A Spatio temporal Prediction Framework for Pervasive Systems	 	Accurate and fine grained prediction of future user location and geographical profile has interesting and promising applications including targeted content service advertisement dissemination for mobile users and recreational social networking tools for smart phones Existing techniques based on linear and probabilistic models are not able to provide accurate prediction of the location patterns from a spatio temporal perspective especially for long term estimation More specifically they are able to only forecast the next location of a user but not his her arrival time and residence time i e the interval of time spent in that location Moreover these techniques are often based on prediction models that are not able to extend predictions further in the future In this paper we present NextPlace a novel approach to location prediction based on nonlinear time series analysis of the arrival and residence times of users in relevant places NextPlace focuses on the predictability of single users when they visit their most important places rather than on the transitions between different locations We report about our evaluation using four different datasets and we compare our forecasting results to those obtained by means of the prediction techniques proposed in the literature We show how we achieve higher performance compared to other predictors and also more stability over time with an overall prediction precision of up to 90 and a performance increment of at least 50 with respect to the state of the art	dataanalysis locationbased application systems mobiledevice socialnetwork evaluation
dx.doi.org%2F10.1007%2F978-3-642-21726-5_11.html	2011	Using Decision Theoretic Experience Sampling to Build Personalized Mobile Phone Interruption Models	 interruptibility preference elicitation mobile devices machine learning 	We contribute a method for approximating users interruptibility costs to use for experience sampling and validate the method in an application that learns when to automatically turn off and on the phone volume to avoid embarrassing phone interruptions We demonstrate that users have varying costs associated with interruptions which indicates the need for personalized cost approximations We compare different experience sampling techniques to learn users volume preferences and show those that ask when our cost approximation is low reduce the number of embarrassing interruptions and result in more accurate volume classifiers when deployed for long term use	qualitativemethods application mobiledevice
dx.doi.org%2F10.1007%2F978-3-642-21726-5_12.html	2011	SpeakerSense Energy Efficient Unobtrusive Speaker Identification on Mobile Phones	 Continuous audio sensing mobile phones speaker identification energy efficiency heterogeneous multi processor hardware 	Automatically identifying the person you are talking with using continuous audio sensing has the potential to enable many pervasive computing applications from memory assistance to annotating life logging data However a number of challenges including energy efficiency and training data acquisition must be addressed before unobtrusive audio sensing is practical on mobile devices We built SpeakerSense a speaker identification prototype that uses a heterogeneous multi processor hardware architecture that splits computation between a low power processor and the phone s application processor to enable continuous background sensing with minimal power requirements Using SpeakerSense we benchmarked several system parameters sampling rate GMM complexity smoothing window size and amount of training data needed to identify thresholds that balance computation cost with performance We also investigated channel compensation methods that make it feasible to acquire training data from phone calls and an automatic segmentation method for training speaker models based on one to one conversations	audio sensing ubiquitouscomputing application energy dataanalysis mobiledevice hardware
dx.doi.org%2F10.1007%2F978-3-642-21726-5_13.html	2011	Text Text Revolution A Game That Improves Text Entry on Mobile Touchscreen Keyboards	 Game key target resizing text entry touchscreen keyboard 	Mobile devices often utilize touchscreen keyboards for text input However due to the lack of tactile feedback and generally small key sizes users often produce typing errors Key target resizing which dynamically adjusts the underlying target areas of the keys based on their probabilities can significantly reduce errors but requires training data in the form of touch points for intended keys In this paper we introduce Text Text Revolution TTR a game that helps users improve their typing experience on mobile touchscreen keyboards in three ways first by providing targeting practice second by highlighting areas for improvement and third by generating ideal training data for key target resizing as a side effect of playing the game In a user study participants who played 20 rounds of TTR not only improved in accuracy over time but also generated useful data for key target resizing To demonstrate usefulness we trained key target resizing on touch points collected from the first 10 rounds and simulated how participants would have performed had personalized key target resizing been used in the second 10 rounds Key target resizing reduced errors by 21 4	mobiledevice touch feedback interactiontechnique dataanalysis game simulation
dx.doi.org%2F10.1007%2F978-3-642-21726-5_14.html	2011	Pervasive Sensing to Model Political Opinions in Face to Face Networks	 	Exposure and adoption of opinions in social networks are important questions in education business and government We describe a novel application of pervasive computing based on using mobile phone sensors to measure and model the face to face interactions and subsequent opinion changes amongst undergraduates during the 2008 US presidential election campaign We find that self reported political discussants have characteristic interaction patterns and can be predicted from sensor data Mobile features can be used to estimate unique individual exposure to different opinions and help discover surprising patterns of dynamic homophily related to external political events such as election debates and election day To our knowledge this is the first time such dynamic homophily effects have been measured Automatically estimated exposure explains individual opinions on election day Finally we report statistically significant differences in the daily activities of individuals that change political opinions versus those that do not by modeling and discovering dominant activities using topic models We find people who decrease their interest in politics are routinely exposed face to face to friends with little or no interest in politics	socialnetwork application ubiquitouscomputing mobiledevice sensing qualitativemethods dataanalysis statistics
dx.doi.org%2F10.1007%2F978-3-642-21726-5_15.html	2011	Lessons from Touring a Location Based Experience	 Location based performance cycling adaptation Wi Fi fingerprinting seams user generated content 	Touring location based experiences is challenging as both content and underlying location services must be adapted to each new setting A study of a touring performance called Rider Spoke as it visited three different cities reveals how professional artists developed a novel approach to these challenges in which users drove the co evolution of content and the underlying location service as they explored each new city We show how the artists iteratively developed filtering survey visualization and simulation tools and processes to enable them to tune the experience to the local characteristics of each city Our study reveals how by paying attention to both content and infrastructure issues in tandem the artists were able to create a powerful user experience that has since toured to many different cities	locationbased systems qualitativemethods video simulation energy
dx.doi.org%2F10.1007%2F978-3-642-21726-5_16.html	2011	Hybrid Prototyping by Using Virtual and Miniature Simulation for Designing Spatial Interactive Information Systems	 software design space design prototyping deployment IDE 	In this paper we introduce CityCompiler an integrated environment for the iteration based development of spatial interactive systems CityCompiler visualizes interactive systems in a virtual 3D space by combining the Processing source code and the 3D model of the real space designed with Google SketchUp A simulation in virtual space enables us to test a spatial layout and a combination of components In addition the system function of smoothly switching between a virtual sensor and a real sensor realizes hybrid prototyping by means of virtual simulation and miniature simulation These features integrate the space design with the software design and allow the smooth deployment of spatial interactive information systems into the real world	spatial video design simulation sensing software informationsystem
dx.doi.org%2F10.1007%2F978-3-642-21726-5_17.html	2011	Designing Shared Public Display Networks Implications from Today s Paper Based Notice Areas	 public display observation advertising 	Large public displays have become a regular conceptual element in many shops and businesses where they advertise products or highlight upcoming events In our work we are interested in exploring how these isolated display solutions can be interconnected to form a single large network of public displays thus supporting novel forms of sharing access to display real estate In order to explore the feasibility of this vision we investigated today s practices surrounding shared notice areas i e places where customers and visitors can put up event posters and classifieds such as shop windows or notice boards In particular we looked at the content posted to such areas the means for sharing it i e forms of content control and the reason for providing the shared notice area Based on two week long photo logs and a number of in depth interviews with providers of such notice areas we provide a systematic assessment of factors that inhibit or promote the shared use of public display space ultimately leading to a set of concrete design implication for providing future digital versions of such public notice areas in the form of networked public displays	publicdisplay photograph qualitativemethods design
dx.doi.org%2F10.1007%2F978-3-642-21726-5_18.html	2011	Recognizing the Use of Portable Electrical Devices with Hand Worn Magnetic Sensors	 Wearable sensing Activity recognition Magnetic sensor 	The new method proposed here recognizes the use of portable electrical devices such as digital cameras cellphones electric shavers and video game players with hand worn magnetic sensors by sensing the magnetic fields emitted by these devices Because we live surrounded by large numbers of electrical devices and frequently use these devices we can estimate high level daily activities by recognizing the use of electrical devices Therefore many studies have attempted to recognize the use of electrical devices with such approaches as ubiquitous sensing and infrastructure mediated sensing A feature of our method is that we can recognize the use of electrical devices that are not connected to the home infrastructure without the need for any ubiquitous sensors attached to the devices We evaluated the performance of our recognition method in real home environments and confirmed that we could achieve highly accurate recognition with small numbers of hand worn magnetic sensors	mobiledevice video game sensing homesetting evaluation
dx.doi.org%2F10.1007%2F978-3-642-21726-5_19.html	2011	3D Gesture Recognition An Evaluation of User and System Performance	 Gestural interaction 3D gesture recognition 	We report a series of empirical studies investigating gesture as an interaction technique in pervasive computing In our first study participants generated gestures for given tasks and from these we identified archetypal common gestures Furthermore we discovered that many of these user generated gestures were performed in 3D We implemented a computer vision based 3D gesture recognition system and applied it in a further study in which participants used the common gestures generated in the first study We investigated the trade off between system performance and human performance and preferences deriving design recommendations We achieved 84 recognition accuracy by our prototype 3D gesture recognition system after tuning it through the use of simple heuristics The most popular gestures from Study 1 were regarded by participants in Study 2 as best matching the task they represented and they produced the fewest recall errors	gestureinteraction interactiontechnique ubiquitouscomputing task computervision systems design recommend dataanalysis
dx.doi.org%2F10.1007%2F978-3-642-21726-5_2.html	2011	Understanding Human Smartphone Concerns A Study of Battery Life	 Large scale study battery life autonomous logging smartphones android 	This paper presents a large 4 week study of more than 4000 people to assess their smartphone charging habits to identify timeslots suitable for opportunistic data uploading and power intensive operations on such devices as well as opportunities to provide interventions to support better charging behavior The paper provides an overview of our study and how it was conducted using an online appstore as a software deployment mechanism and what battery information was collected We then describe how people charge their smartphones the implications on battery life and energy usage and discuss how to improve users experience with battery life	mobiledevice energy software
dx.doi.org%2F10.1007%2F978-3-642-21726-5_20.html	2011	Recognition of Hearing Needs from Body and Eye Movements to Improve Hearing Instruments	 Hearing Instrument Assistive Technology Activity Recognition Electrooculography EOG 	Hearing instruments???? HIs have emerged as true pervasive computers as they continuously adapt the hearing program to the user s context However current HIs are not able to distinguish different hearing needs in the same acoustic environment In this work we explore how information derived from body and eye movements can be used to improve the recognition of such hearing needs We conduct an experiment to provoke an acoustic environment in which different hearing needs arise active conversation and working while colleagues are having a conversation in a noisy office environment We record body movements on nine body locations eye movements using electrooculography EOG and sound using commercial HIs for eleven participants Using a support vector machine SVM classifier and person independent training we improve the accuracy of????77 based on sound to an accuracy of????92 using body movements With a view to a future implementation into a HI we then perform a detailed analysis of the sensors attached to the head We achieve the best accuracy of 86 using eye movements compared to 84 for head movements Our work demonstrates the potential of additional sensor modalities for future HIs and motivates to investigate the wider applicability of this approach on further hearing situations and needs	ubiquitouscomputing locationbased dataanalysis sensing application
dx.doi.org%2F10.1007%2F978-3-642-21726-5_21.html	2011	Recognizing Whether Sensors Are on the Same Body	 	As personal health sensors become ubiquitous we also expect them to become interoperable That is instead of closed end to end personal health sensing systems we envision standardized sensors wirelessly communicating their data to a device many people already carry today the cellphone In an open personal health sensing system users will be able to seamlessly pair off the shelf sensors with their cellphone and expect the system to just work However this ubiquity of sensors creates the potential for users to accidentally wear sensors that are not necessarily paired with their own cellphone A husband for example might mistakenly wear a heart rate sensor that is actually paired with his wife s cellphone As long as the heart rate sensor is within communication range the wife s cellphone will be receiving heart rate data about her husband data that is incorrectly entered into her own health record We provide a method to probabilistically detect this situation Because accelerometers are relatively cheap and require little power we imagine that the cellphone and each sensor will have a companion accelerometer embedded with the sensor itself We extract standard features from these companion accelerometers and use a pair wise statistic???? coherence a measurement of how well two signals are related in the frequency domain???? to determine how well features correlate for different locations on the body We then use these feature coherences to train a classifier to recognize whether a pair of sensors???? or a sensor and a cellphone???? are on the same body We evaluate our method over a dataset of several individuals walking around with sensors in various positions on their body and experimentally show that our method is capable of achieving an accuracies over????80	health sensing network mobiledevice energy locationbased evaluation walk dataanalysis
dx.doi.org%2F10.1007%2F978-3-642-21726-5_22.html	2011	Sensing and Classifying Impairments of GPS Reception on Mobile Devices	 	Positioning using GPS receivers is a primary sensing modality in many areas of pervasive computing However previous work has not considered how people s body impacts the availability and accuracy of GPS positioning and for means to sense such impacts We present results that the GPS performance degradation on modern smart phones for different hand grip styles and body placements can cause signal strength drops as high as 10 16 dB and double the positioning error Furthermore existing phone applications designed to help users identify sources of GPS performance impairment are restricted to show raw signal statistics To help both users as well as application systems in understanding and mitigating body and environment induced effects we propose a method for sensing the current sources of GPS reception impairment in terms of body urban and indoor conditions We present results that show that the proposed autonomous method can identify and differentiate such sources and thus also user environments and phone postures with reasonable accuracy while relying solely on GPS receiver data as it is available on most modern smart phones	sensing ubiquitouscomputing dataanalysis mobiledevice network application design statistics urban locationbased
dx.doi.org%2F10.1007%2F978-3-642-21726-5_3.html	2011	Monitoring Residential Noise for Prospective Home Owners and Renters	 Location based services mobile devices sensors 	Residential noise is a leading cause of neighborhood dissatisfaction but is difficult to quantify for it varies in intensity and spectra over time We have developed a noise model and data representation techniques that prospective homeowners and renters can use to provide quantitative and qualitative answers to the question is this a quiet neighborhood Residential noise is modeled as an ambient background punctuated by transient events The quantitative noise model extracts noise features that are sent as SMS text messages A device that implements the noise model has been build calibrated and verified The qualitative impact of sound is subjectively assessed by providing one minute audio summaries composed of twenty 3 second sound segments that represent the loudest noise events occurring in a 24 hour sampling period The usefulness and desirability of the noise pollution monitoring service is confirmed with pre and post use surveys	ambient mobiledevice audio systems qualitativemethods
dx.doi.org%2F10.1007%2F978-3-642-21726-5_4.html	2011	A Longitudinal Study of Pressure Sensing to Infer Real World Water Usage Events in the Home	 Water sensing activity inference sustainability field deployments 	We present the first longitudinal study of pressure sensing to infer real world water usage events in the home e g dishwasher upstairs bathroom sink downstairs toilet In order to study the pressure based approach out in the wild we deployed a ground truth sensor network for five weeks in three homes and two apartments that directly monitored valve level water usage by fixtures and appliances We use this data to first demonstrate the practical challenges in constructing water usage activity inference algorithms and second to inform the design of a new probabilistic based classification approach Inspired by algorithms in speech recognition our novel Bayesian approach incorporates template matching a language model grammar and prior probabilities We show that with a single pressure sensor our probabilistic algorithm can classify real world water usage at the fixture level with 90 accuracy and at the fixturecategory level with 96 accuracy With two pressure sensors these accuracies increase to 94 and 98 Finally we show how our new approach can be trained with fewer examples than a strict template matching approach alone	sensing homesetting systems dataanalysis speech
dx.doi.org%2F10.1007%2F978-3-642-21726-5_5.html	2011	Exploring the Design Space for Situated Glyphs to Support Dynamic Work Environments	 	This note offers a reflection on the design space for a situated glyph a single adaptive and multivariate graphical unit that provides in situ task information in demanding work environments Rather than presenting a concrete solution our objective is to map out the broad design space to foster further exploration The analysis of this design space in the context of dynamic work environments covers i information affinity the type of information can be presented with situated glyphs ii representation density the medium and fidelity of information presentation iii spatial distribution distribution granularity and placement alternatives for situated glyphs and finally iv temporal distribution the timing of information provision through glyphs Our analysis has uncovered new problem spaces that are still unexplored and could motivate further work in the field	design task urban spatial
dx.doi.org%2F10.1007%2F978-3-642-21726-5_6.html	2011	Learning Time Based Presence Probabilities	 Location prediction presence prediction away prediction energy efficiency human routines 	Many potential pervasive computing applications could use predictions of when a person will be at a certain place Using a survey and GPS data from 34 participants in 11 households we develop and test algorithms for predicting when a person will be at home or away We show that our participants self reported home away schedules are not very accurate and we introduce a probabilistic home away schedule computed from observed GPS data The computation includes smoothing and a soft schedule template We show how the probabilistic schedule outperforms both the self reported schedule and an algorithm based on driving time We also show how to combine our algorithm with the best part of the drive time algorithm for a slight boost in performance	ubiquitouscomputing application dataanalysis qualitativemethods locationbased homesetting systems
dx.doi.org%2F10.1007%2F978-3-642-21726-5_7.html	2011	 n Gram Geo trace Modeling	 	As location sensing smart phones and location based services gain mainstream popularity there is increased interest in developing techniques that can detect anomalous activities Anomaly detection capabilities can be used in theft detection remote elder care monitoring systems and many other applications In this paper we present an n gram based model for modeling a user s mobility patterns Under the Markovian assumption that a user s location at time t depends only on the last n???????? ????????1 locations until t???????? ????????1 we can model a user s idiosyncratic location patterns through a collection of n gram geo labels each with estimated probabilities We present extensive evaluations of the n gram model conducted on real world data compare it with the previous approaches of using T Patterns and Markovian models and show that for anomaly detection the n gram model outperforms existing work by approximately 10 We also show that the model can use a hierarchical location partitioning system that is able to obscure a user s exact location to protect privacy while still allowing applications to utilize the obscured location data for modeling anomalies effectively	locationbased sensing mobiledevice application evaluation privacy
dx.doi.org%2F10.1007%2F978-3-642-21726-5_8.html	2011	Autonomous Construction of a WiFi Access Point Map Using Multidimensional Scaling	 WiFi Access Point Map Positioning Autonomous and Unsupervised Learning Multidimensional Scaling 	To construct a WiFi positioning system dedicated individuals usually gather radio scans with ground truth data This laborious operation limits the widespread use of WiFi based locating system Off the shelf smartphones have the capability to scan radio signals from WiFi Access Points APs In this paper we propose a scheme to construct a map of WiFi AP positions autonomously without ground truth information From radio scans we extract dissimilarities between pairs of WiFi APs then analyze the dissimilarities to produce a geometric configuration of WiFi APs based on a multidimensional scaling technique To validate our scheme we conducted experiments on five floors of an office building that has an area of 50 m by 35 m in each floor WiFi APs were located within a 10m error range and floors of APs are recognized without error	network locationbased mobiledevice urban
dx.doi.org%2F10.1007%2F978-3-642-21726-5_9.html	2011	Identifying Important Places in People s Lives from Cellular Network Data	 	People spend most of their time at a few key locations such as home and work Being able to identify how the movements of people cluster around these important places is crucial for a range of technology and policy decisions in areas such as telecommunications and transportation infrastructure deployment In this paper we propose new techniques based on clustering and regression for analyzing anonymized cellular network data to identify generally important locations and to discern semantically meaningful locations such as home and work Starting with temporally sparse and spatially coarse location information we propose a new algorithm to identify important locations We test this algorithm on arbitrary cellphone users including those with low call rates and find that we are within 3 miles of ground truth for 88 of volunteer users Further after locating home and work we achieve commute distance estimates that are within 1 mile of equivalent estimates derived from government census data Finally we perform carbon footprint analyses on hundreds of thousands of anonymous users as an example of how our data and algorithms can form an accurate and efficient underpinning for policy and infrastructure studies	locationbased homesetting spatial systems
dx.doi.org%2F10.1007%2F978-3-642-31205-2_1.html	2012	Personalized Driving Behavior Monitoring and Analysis for Emerging Hybrid Vehicles	 	Emerging electric drive vehicles such as hybrid electric vehicles HEVs and plug in HEVs PHEVs hold the potential for substantial reduction of fuel consumption and greenhouse gas emissions User driving behavior which varies from person to person can significantly affect P HEV operation and the corresponding energy and environmental impacts Although some studies exist that investigate vehicle performance under different driving behaviors either directed by vehicle manufacturers or via on board diagnostic OBD devices they are typically vehicle specific and require extra device effort Moreover there is no or very limited feedback to an individual driver regarding how his her personalized driving behavior affects P HEV performance This paper presents a personalized driving behavior monitoring and analysis system for emerging hybrid vehicles Our design is fully automated and non intrusive We propose phone based multi modality sensing that captures precise driver vehicle information through de noise calibration synchronization and disorientation compensation We also provide quantitative driver specific P HEV analysis through operation mode classification energy use and fuel use modeling The proposed system has been deployed and evaluated with real world user studies System evaluation demonstrates highly accurate 0 88 0 996 correlation and low error driving behavior sensing mode classification energy use and fuel use modeling	car mobiledevice feedback design sensing dataanalysis evaluation hci
dx.doi.org%2F10.1007%2F978-3-642-31205-2_10.html	2012	Hacking the Natural Habitat An In the Wild Study of Smart Homes Their Development and the People Who Live in Them	 Home automation smart homes domestic technologies 	Commercial home automation systems are becoming increasingly common affording the opportunity to study technology augmented homes in real world contexts In order to understand how these technologies are being integrated into homes and their effects on inhabitants we conducted a qualitative study involving smart home professionals who provide such technology people currently in the process of planning or building smart homes and people currently living in smart homes We identified motivations for bringing smart technology into homes and the phases involved in making a home smart We also explored the varied roles of the smart home inhabitants that emerged during these phases and several of the challenges and benefits that arise while living in a smart home Based on these findings we propose open areas and new directions for smart home research	homesetting
dx.doi.org%2F10.1007%2F978-3-642-31205-2_11.html	2012	The Design of a Segway AR Tactile Navigation System	 Segway Navigation Augmented Reality Vibro Tactile Feedback modalities Real Traffic Evaluation 	A Segway is often used to transport a user across mid range distances in urban environments It has more degrees of freedom than car bike and is faster than pedestrian However a navigation system designed for it has not been researched The existing navigation systems are adapted for car drivers or pedestrians Using such systems on the Segway can increase the driver s cognitive workload and generate safety risks In this paper we present a Segway AR Tactile navigation system in which we visualize the route through an Augmented Reality interface displayed by a mobile phone The turning instructions are presented to the driver via vibro tactile actuators attached to the handlebar Multiple vibro tactile patterns provide navigation instructions We evaluate the system in real traffic and an artificial environment Our results show the AR interface reduces users subjective workload significantly The vibro tactile patterns can be perceived correctly and greatly improve the driving performance	urban car pedestrian navigationsystem augmentedreality video mobiledevice haptic evaluation
dx.doi.org%2F10.1007%2F978-3-642-31205-2_12.html	2012	Route Guidance Modality for Elder Driver Navigation	 Elderly driver Car navigation Cognitive load Divided attention Haptics Psycho physiological measurement 	Differences in perceptual and cognitive abilities between the young and elderly have implications for in car tasks As a primary example although in car navigation systems enhance situational awareness this comes at the cost of increasing visual distraction and cognitive load To address these shortcomings this paper explores the efficacy of multi modal cues for providing route guidance information We present the results of a study evaluating the impact of multi modal feedback on driving performance and cognitive load We found that the full combination of visual auditory and haptic feedback was generally most useful to reduce way finding errors However our study highlighted a number of differences between elder and younger drivers for their safer navigation Adding more modalities strained the already high workload of elder drivers In contrast adding haptic feedback to traditional audio and visual feedback led to more attentive driving by younger drivers Therefore for elder drivers navigation systems need to be personalized to enhance the benefit of auditory feedback without increasing the number of sensory feedbacks For younger drivers it is necessary to incorporate new non visual feedback to minimize distractions caused by visual feedback We demonstrate these results through task performance based measures subjective workload measures and through objective workload measures that use psychophysiological responses of participants to predict a driver s cognitive load in near real time	car task navigationsystem video evaluation feedback audio haptic dataanalysis
dx.doi.org%2F10.1007%2F978-3-642-31205-2_13.html	2012	Interactive Environment Aware Handheld Projectors for Pervasive Computing Spaces	 Handheld projection geometry and spatial awareness interaction 	This paper presents two novel handheld projector systems for indoor pervasive computing spaces These projection based devices are aware of their environment in ways not demonstrated previously They offer both spatial awareness where the system infers location and orientation of the device in 3D space and geometry awareness where the system constructs the 3D structure of the world around it which can encompass the user as well as other physical objects such as furniture and walls Previous work in this area has predominantly focused on infrastructure based spatial aware handheld projection and interaction Our prototypes offer greater levels of environment awareness but achieve this using two opposing approaches the first infrastructure based and the other infrastructure less sensing We highlight a series of interactions including direct touch as well as in air gestures which leverage the shadow of the user for interaction We describe the technical challenges in realizing these novel systems and compare them directly by quantifying their location tracking and input sensing capabilities	mobiledevice locationbased ubiquitouscomputing spatial physicalcomputing sensing touch naturalenvironment gestureinteraction
dx.doi.org%2F10.1007%2F978-3-642-31205-2_14.html	2012	 NET Gadgeteer A Platform for Custom Devices	 	 NET Gadgeteer is a new platform conceived to make it easier to design and build custom electronic devices and systems for a range of ubiquitous and mobile computing scenarios It consists of three main elements solder less modular electronic hardware object oriented managed software libraries accessed using a high level programming language and established development environment and 3D design and construction tools designed to facilitate a great deal of control over the form factor of the resulting electronic devices Each of these elements is designed to be accessible to a wide range of people with varying backgrounds and levels of experience and at the same time provide enough flexibility to allow experts to build relatively sophisticated devices and complex systems in less time than they are used to In this paper we describe the NET Gadgeteer system in detail for the first time explaining a number of key design decisions and reporting on its use by new users and experts alike	systems design mobiledevice hardware software
dx.doi.org%2F10.1007%2F978-3-642-31205-2_15.html	2012	Recognizing Handheld Electrical Device Usage with Hand Worn Coil of Wire	 Activity sensing Electrical devices Wearable sensors 	This paper describes the development of a new finger ring shaped sensor device with a coil of wire for recognizing the use of handheld electrical devices such as digital cameras cellphones electric toothbrushes and hair dryers by sensing time varying magnetic fields emitted by the devices Recently sensing the usage of home electrical devices has emerged as a promising area for activity recognition studies because we can estimate high level daily activities by recognizing the use of electrical devices that exist ubiquitously in our daily lives A feature of our approach is that we can recognize the use of electrical devices that are not connected to the home infrastructure without the need to equip them with sensors We evaluated the performance of our approach by using sensor data obtained from real houses We also investigated the portability of training data between different users	sensing mobiledevice video homesetting activityrecognition evaluation dataanalysis
dx.doi.org%2F10.1007%2F978-3-642-31205-2_16.html	2012	Self calibration of RFID Reader Probabilities in a Smart Real Time Factory	 RFID Self Configuration Middleware Smart Factory 	RFID technology is now widely used to identify locate track and monitor physical objects However the use of RFID technology in modern manufacturing has been limited because of the unreliability of RFID devices In addition to this where it is used the technology is mostly deployed to be a substitute for manual inventory management In this paper we present the Smart Factory a modern factory infrastructure capable of monitoring each and every product part that moves across the factory during the entire production process In order to overcome the reliability issues in RFID devices we have built up a probabilistic model to assign probabilities to the RFID readers and to the product part detections We also present a probability self calibration algorithm that automatically adapts the probabilities of RFID readers to better reflect their performance at current instance of time	rfid locationbased physicalcomputing mobiledevice systems
dx.doi.org%2F10.1007%2F978-3-642-31205-2_17.html	2012	AWESOM Automatic Discrete Partitioning of Indoor Spaces for WiFi Fingerprinting	 	WiFi fingerprinting is currently one of the most popular techniques for indoor localization as it provides reasonable positioning accuracy while at the same time being able to exploit existing wireless infrastructure To facilitate calibration efforts and to overcome fluctuations in location measurements many indoor WiFi positioning systems utilize a discrete partitioning e g a grid or a topological map of the space where the positioning is being deployed A major limitation of this approach however is that instead of considering spatial similarities in the signal environment the partitioning is typically based on an uniform division of the space or topological constraints e g rooms and walls This can significantly decrease positioning accuracy when the signal environment is not sufficiently stable across all partitions Moreover current solutions provide no support for identifying partitions that are not compatible with the current wireless deployment To overcome these limitations we propose AWESOM Activations Weighted by the Euclidean distance using Self Organizing Maps a novel measure for automatically creating a discrete partitioning of the space where the WiFi positioning is being deployed In addition to enabling automatic construction of a discrete partitioning AWESOM provides a measure for evaluating the goodness of a given partitioning for a particular access point deployment AWESOM also enables identifying partitions where additional access points should be deployed We demonstrate the usefulness of AWESOM using data collected from two large scale deployments of a proprietary wireless positioning system in a hypermarket environment	network locationbased urban spatial evaluation dataanalysis
dx.doi.org%2F10.1007%2F978-3-642-31205-2_18.html	2012	Indoor Pedestrian Navigation Based on Hybrid Route Planning and Location Modeling	 	This paper introduces methods and services called PerPosNav for development of custom indoor pedestrian navigation applications to be deployed on a variety of platforms PerPosNav is built on top of the PerPos positioning middleware 8 that fusions GPS WiFi and inertial tracking into indoor positioning with high accuracy in many types of buildings The challenges of indoor navigation are discussed and the PerPosNav services are introduced PerPosNav combines symbolic and geometry based modeling of buildings and in turn combines graph based and geometric route computation The paper argues why these hybrid approaches are necessary to handle the challenges of indoor pedestrian navigation Furthermore a fluent navigation is maintained via route tracking and navigation services that generate instructions based on how the user moves in relation to the prescribed route The viability of PerPosNav has been proven by implementation of support for multiple modes of pedestrian indoor navigation 1 augmented signs 2 map based navigation on smartphones 3 auditory navigation on smartphones solely via earbuds and 4 augmented reality navigation Experiences from the use of the PerPosNav services are discussed and compared to other indoor pedestrian navigation approaches	systems locationbased pedestrian navigationsystem application middleware network dataanalysis urban mobiledevice audio augmentedreality
dx.doi.org%2F10.1007%2F978-3-642-31205-2_19.html	2012	Estimating Position Relation between Two Pedestrians Using Mobile Phones	 relative position pedestrian dead reckoning cooperative navigation indoor positioning gait analysis accelerometer magnetometer mobile phone 	In a complex indoor environment such as a huge station in an urban area sometimes the direction and distance relative to another person are more important for pedestrians than their absolute positions e g to search for a lost child We define this information as the position relation Our goal is to develop a position relation estimation method on a mobile phone with built in motion sensors In literature methods of cooperative navigation using two pedestrians positions estimated by pedestrian dead reckoning and a range sensor have been proposed However these methods cannot be applied to a mobile phone because pedestrian dead reckoning does not work well when a mobile phone is in a bag and because there is no range sensor in a phone In fact no Bluetooth is reliable as a substitute range sensor This paper proposes another approach to estimate the position relation of pedestrians Our method finds the timing when two pedestrians are in close proximity to each other and walk together by using Bluetooth as a proximity sensor and corrects the parameters of position updates dynamically even if absolute positions are unknown The algorithm and evaluation results are presented in this paper	locationbased urban pedestrian children mobiledevice sensing navigationsystem network walk systems evaluation
dx.doi.org%2F10.1007%2F978-3-642-31205-2_2.html	2012	Mimic Sensors Battery Shaped Sensor Node for Detecting Electrical Events of Handheld Devices	 Sensors Electrical devices Battery 	In this paper we propose and implement a battery shaped sensor node that can monitor the use of an electrical device into which it is inserted by sensing the electrical current passing through the device We live surrounded by large numbers of electrical devices and frequently use them in our daily lives and so we can estimate high level daily activities by recognizing their use Therefore many ubiquitous and wearable sensing studies have attempted to recognize the use of electrical devices by attaching sensor nodes to the devices directly or by attaching multiple sensors to a user With our node we can easily monitor the use of an electrical device simply by inserting the node into the battery case of the device We also propose a method that automatically identifies into which electrical device the sensor node is inserted and recognizes electrical events related to the device by analyzing the current sensor data We evaluated our method by using sensor data obtained from three real houses and achieved very high identification and recognition accuracies	energy sensing mobiledevice wearablecomputing evaluation dataanalysis
dx.doi.org%2F10.1007%2F978-3-642-31205-2_20.html	2012	Clearing a Crowd Context Supported Neighbor Positioning for People Centric Navigation	 	This paper presents a positioning system for people centric navigation which estimates relative positions of surrounding people to help users to find a target person in a crowd of neighbors Our system called PCN employs pedestrian dead reckoning PDR and proximity sensing with Bluetooth only using off the shelf mobile phones Utilizing the feature of group activity where people naturally form groups moving similarly and together in exhibitions parties and so on PCN corrects deviation of distance and direction in PDR The group information is also helpful to identify the surrounding people in the navigation A field experiment in a real exhibition with 20 examinees carrying Google Android phones was conducted to show its effectiveness	locationbased navigationsystem crowd systems pedestrian sensing network mobiledevice
dx.doi.org%2F10.1007%2F978-3-642-31205-2_21.html	2012	Paying in Kind for Crowdsourced Work in Developing Regions	 crowdsourcing mobile phones humans as pervasive computing resources commodity exchange model developing regions Amazon Mechanical Turk India 	In developing regions the reach of crowdsourcing services such as Amazon Mechanical Turk mTurk has been limited by the lack of adequate payment mechanisms and low visibility amongst the crowd In this paper we present a commodity based model for crowdsourcing where crowd workers get paid in kind in the form of a commodity instead of money Our model makes crowdsourcing services more visible to users in developing regions and also addresses the issue of payment We conducted two field studies in urban India to evaluate the applicability of our proposed model Our results show that the commodity based crowdsourcing model reached workers with very different demographics from the typical mTurk workers We also found that users preferred to receive a commodity instead of money as remuneration	crowd systems fieldstudy urban evaluation application
dx.doi.org%2F10.1007%2F978-3-642-31205-2_22.html	2012	Tangible and Casual NFC Enabled Mobile Games	 HCI tangible user interfaces RFID 	As Near Field Communication NFC becomes a mainstream feature in today s smartphones it opens up a new range of applications and games In this paper we introduce and explore the idea of tangible and casual NFC games First we show how we can use NFC not just for its conventional use cases of information lookup and exchange but in novel interaction techniques that offer players the fun of manipulating physical objects as part of the gameplay Further we show how using the unique ID present in most NFC tags and cards enables us to create games that can be downloaded and played by users on impulse anytime anywhere without the need to distribute application specific tags or install any infrastructure To demonstrate these techniques we present several NFC games we have implemented including novel variations of popular traditional games and toys We also present results from a public beta trial showing that users around the world are able to successfully play and enjoy our games using transit cards ID cards and other cards they already have	mobiledevice application game interactiontechnique physicalcomputing
dx.doi.org%2F10.1007%2F978-3-642-31205-2_23.html	2012	Big Brother Knows Your Friends On Privacy of Social Communities in Pervasive Networks	 	Wireless network operators increasingly deploy WiFi hotspots and low power low range base stations in order to satisfy users growing demands for context aware services and performance In addition to providing better service such capillary infrastructure deployment threatens users privacy with respect to their social ties and communities as it allows infrastructure owners to infer users daily social encounters with increasing accuracy much to the detriment of their privacy Yet to date there are no evaluations of the privacy of communities in pervasive wireless networks In this paper we address the important issue of privacy in pervasive communities by experimentally evaluating the accuracy of an adversary owned set of wireless sniffing stations in reconstructing the communities of mobile users During a four month trial 80 participants carried mobile devices and were eavesdropped on by an adversarial wireless mesh network on a university campus To the best of our knowledge this is the first study that focuses on the privacy of communities in a deployed pervasive network and provides important empirical evidence on the accuracy and feasibility of community tracking in such networks	network energy contextawareness systems privacy socialnetwork dataanalysis evaluation mobiledevice
dx.doi.org%2F10.1007%2F978-3-642-31205-2_24.html	2012	Map Aware Position Sharing for Location Privacy in Non trusted Systems	 Location based service privacy obfuscation sharing map awareness 	Many current location based applications LBA such as friend finder services use information about the positions of mobile users So called location services LSs have been proposed to manage these mobile user positions efficiently However managing user positions raises privacy issues in particular if the providers of LSs are only partially trusted Therefore we presented the concept of private position sharing for partially trusted systems in a previous paper 1 The basic idea of position sharing is to split the precise user position into a set of position shares of well defined limited precision and distribute these shares among LSs of different providers The main contributions of this paper are two extended position sharing approaches that improve our previous approach in two ways Firstly we reduce the predictability of share generation that allows an attacker to gain further information from a sub set of shares to further increase the position precision Secondly we present a position sharing algorithm for constrained movement scenarios whereas the existing approach was tailored to open space environments However open space approaches are vulnerable to map based attacks Therefore we present a share generation algorithm that takes map knowledge into account	locationbased application systems mobiledevice privacy dataanalysis design urban
dx.doi.org%2F10.1007%2F978-3-642-31205-2_25.html	2012	Sense and Sensibility in a Pervasive World	 	The increasing popularity of location based social services such as Facebook Places Foursquare and Google Latitude solicits a new trend in fusing social networking with real world sensing The availability of a wide range of sensing technologies in our everyday environment presents an opportunity to further enrich social networking systems with fine grained real world sensing However the introduction of passive sensing into a social networking application disrupts the traditional user initiated input to social services raising both privacy and acceptability concerns In this work we present an empirical study of the introduction of a sensor driven social sharing application within the working environment of a research institution Our study is based on a real deployment of a system that involves location tracking conversation monitoring and interaction with physical objects By utilizing surveys interviews and experience sampling techniques we report on our findings regarding privacy and user experience issues and significant factors that can affect acceptability of such services by the users Our results suggest that such systems deliver significant value in the form of self reflection and comparison with others while privacy concerns are raised primarily by the limited control over the way individuals are projected to their peers	locationbased systems socialnetwork sensing application privacy physicalcomputing qualitativemethods
dx.doi.org%2F10.1007%2F978-3-642-31205-2_26.html	2012	From School Food to Skate Parks in a Few Clicks Using Public Displays to Bootstrap Civic Engagement of the Young	 Social computing urban computing public spaces public displays social networking civic engagement information interfaces 	We present Ubinion a service that utilizes large public interactive displays to enable young people to give personalized feedback on municipal issues to local youth workers It also facilitates discussion and sharing the feedback online using modern social networking services We present the motivation and rationale behind Ubinion and analyze the results from three large scale user trials conducted in authentic settings The evaluation shows that young users are positive about adopting Ubinion and that they quickly appropriated its use to provide feedback outside the intended scope of the system but still reflecting their concerns We argue that Ubinion s design as a fun and informal tool is appropriate for its purpose and discuss the versatility of public interactive displays as a municipal feedback medium and as content sources for online communities in general	systems publicdisplay feedback socialnetwork security evaluation design
dx.doi.org%2F10.1007%2F978-3-642-31205-2_27.html	2012	Increasing Brand Attractiveness and Sales through Social Media Comments on Public Displays Evidence from a Field Experiment in the Retail Industry	 Public Displays Digital Signage Pervasive Advertising Social Media Social Networks Field Experiment Mixed Methods Retail Industry 	Retailers and brands are just starting to utilize online social media to support their businesses Simultaneously public displays are becoming ubiquitous in public places raising the question about how these two technologies could be used together to attract new and existing customers as well as strengthen the relationship toward a focal brand Accordingly in a field experiment we displayed brand and product related comments from the social network Facebook as pervasive advertising in small space retail stores known as kiosks From interviews conducted with real customers during the experiment and the corresponding analysis of sales data we could conclude three findings Showing social media comments resulted in 1 customers perceiving brands as more innovative and attractive 2 a measurable positive effect on sales on both the brand and the product in question and 3 customers wanting to see the comments of others but not their own creating a give and take paradox for using public displays to show social media comments	socialnetwork publicdisplay qualitativemethods
dx.doi.org%2F10.1007%2F978-3-642-31205-2_28.html	2012	Automatic Description of Context Altering Services through Observational Learning	 	Understanding the effect of pervasive services on user context is critical to many context aware applications Detailed descriptions of context altering services are necessary and manually adapting them to the local environment is a tedious and error prone process We present a method for automatically providing service descriptions by observing and learning from the behavior of a service with respect to its environment By applying machine learning techniques on the observed behavior our algorithms produce high quality localized service descriptions In a series of experiments we show that our approach which can be easily plugged into existing architectures facilitates context awareness without the need for manually added service descriptions	systems contextawareness dataanalysis
dx.doi.org%2F10.1007%2F978-3-642-31205-2_3.html	2012	Leveraging Children s Behavioral Distribution and Singularities in New Interactive Environments Study in Kindergarten Field Trips	 Behavior distribution singularity children kindergarten field trip smartphone sensor 	The behavior observations on young children in new first in the life environments have significant implications We can often uniquely observe a child s unforeseen interaction with the environment and peer children It would be not only a piece of discovery but a beginning of an open quest worth exploring Out of classroom activities like kindergarten s field trips are perfect opportunities but those are quite different from regular classroom activities where the teachers conventional observation methods are hardly practical This paper proposes a novel approach to extend the teachers awareness on the children s field trip behaviors by means of mobile and sensor technology We adopt the notion of behavioral distribution and singularities We estimate the children s representative behavioral state in a given context and study the effect of focusing on the behaviors which are unlikely in this context We discuss our 14 month collaborative study and various qualitative benefits through multiple deployments on actual kindergarten field trips	children mobiledevice sensing
dx.doi.org%2F10.1007%2F978-3-642-31205-2_4.html	2012	Urban Traffic Modelling and Prediction Using Large Scale Taxi GPS Traces	 	Monitoring predicting and understanding traffic conditions in a city is an important problem for city planning and environmental monitoring GPS equipped taxis can be viewed as pervasive sensors and the large scale digital traces produced allow us to have a unique view of the underlying dynamics of a city s road network In this paper we propose a method to construct a model of traffic density based on large scale taxi traces This model can be used to predict future traffic conditions and estimate the effect of emissions on the city s air quality We argue that considering traffic density on its own is insufficient for a deep understanding of the underlying traffic dynamics and hence propose a novel method for automatically determining the capacity of each road segment We evaluate our methods on a large scale database of taxi GPS logs and demonstrate their outstanding performance	dataanalysis sensing naturalenvironment evaluation
dx.doi.org%2F10.1007%2F978-3-642-31205-2_5.html	2012	A Unified Framework for Modeling and Predicting Going Out Behavior	 Methodology Activity recognition Location representation 	Living in society to go out is almost inevitable for healthy life There is increasing attention to it in many fields including pervasive computing medical science etc There are various factors affecting the daily going out behavior such as the day of the week the condition of one s health and weather We assume that a person has one s own rhythm or patterns of going out as a result of the factors In this paper we propose a non parametric clustering method to extract one s rhythm of the daily going out behavior and a prediction method of one s future presence using the extracted models We collect time histories of going out coming home 6 subjects total 827 days Experimental results show that our method copes with the complexity of patterns and flexibly adapts to unknown observation	socialinteraction ubiquitouscomputing health naturalenvironment dataanalysis homesetting
dx.doi.org%2F10.1007%2F978-3-642-31205-2_6.html	2012	The Hidden Image of the City Sensing Community Well Being from Urban Mobility	 Mobility Urban Analysis Sensors Well Being 	A key facet of urban design planning and monitoring is measuring communities well being Historically researchers have established a link between well being and visibility of city neighbourhoods and have measured visibility via quantitative studies with willing participants a process that is invariably manual and cumbersome However the influx of the world s population into urban centres now calls for methods that can easily be implemented scaled and analysed We propose that one such method is offered by pervasive technology we test whether urban mobility as measured by public transport fare collection sensors is a viable proxy for the visibility of a city s communities We validate this hypothesis by examining the correlation between London urban flow of public transport and census based indices of the well being of London s census areas We find that not only are the two correlated but a number of insights into the flow between areas of varying social standing can be uncovered with readily available transport data For example we find that deprived areas tend to preferentially attract people living in other deprived areas suggesting a segregation effect	urban design socialnetwork ubiquitouscomputing mobiledevice publictransport sensing
dx.doi.org%2F10.1007%2F978-3-642-31205-2_7.html	2012	Scalable Mining of Common Routes in Mobile Communication Network Traffic Data	 Cellular networks mobility data mining location privacy 	A probabilistic method for inferring common routes from mobile communication network traffic data is presented Besides providing mobility information valuable in a multitude of application areas the method has the dual purpose of enabling efficient coarse graining as well as anonymisation by mapping individual sequences onto common routes The approach is to represent spatial trajectories by Cell ID sequences that are grouped into routes using locality sensitive hashing and graph clustering The method is demonstrated to be scalable and to accurately group sequences using an evaluation set of GPS tagged data	mobiledevice urban spatial scalability evaluation
dx.doi.org%2F10.1007%2F978-3-642-31205-2_8.html	2012	Accounting for Energy Reliant Services within Everyday Life at Home	 	Researchers in pervasive and ubiquitous computing have produced much work on new sensing technologies for disaggregating domestic resource consumption and on designs for energy centric interventions at home In a departure from this we employ a service oriented approach where we account for not only the amount of resources that specific appliances draw upon but also how the associated services may be characterised in the context of everyday life We undertook a formative study in four student flats over a twenty day period collecting data using interviews with eleven participants and over two hundred in home sensors Following an in depth description of observations and findings from our study we argue that our approach provides a more inclusive range of understandings of resources and everyday life than has been shown from energy centric approaches	ubiquitouscomputing sensing design homesetting systems qualitativemethods
dx.doi.org%2F10.1007%2F978-3-642-31205-2_9.html	2012	Smart Blueprints Automatically Generated Maps of Homes and the Devices Within Them	 	Off the shelf home automation technology is making it easier than ever for people to convert their own homes into smart homes However manual configuration is tedious and error prone In this paper we present a system that automatically generates a map of the home and the devices within it It requires no specialized deployment tools 3D scanners or localization hardware and infers the floor plan directly from the smart home sensors themselves e g light and motion sensors The system can be used to automatically configure home automation systems or to automatically produce an intuitive map like interface for visualizing sensor data and interacting with controllers We call this system Smart Blueprints because it is automatically customized to the unique configuration of each home We evaluate this system by deploying in four different houses Our results indicate that for three out of the four home deployments our system can automatically narrow the layout down to 2 4 candidates per home using only one week of collected data	homesetting urban mobiledevice hardware sensing video evaluation
doi.acm.org%2F10.1145%2F1409635.1409637.html	2008	Accurate activity recognition in a home setting	 	A sensor system capable of automatically recognizing activities would allow many potential ubiquitous applications In this paper we present an easy to install sensor network and an accurate but inexpensive annotation method A recorded dataset consisting of 28 days of sensor data and its annotation is described and made available to the community Through a number of experiments we show how the hidden Markov model and conditional random fields perform in recognizing activities We achieve a timeslice accuracy of 95 6 and a class accuracy of 79 4	sensing application socialnetwork mathematical dataanalysis
doi.acm.org%2F10.1145%2F1409635.1409638.html	2008	Discovery of activity patterns using topic models	 	In this work we propose a novel method to recognize daily routines as a probabilistic combination of activity patterns The use of topic models enables the automatic discovery of such patterns in a user s daily routine We report experimental results that show the ability of the approach to model and recognize daily routines without user annotation	
doi.acm.org%2F10.1145%2F1409635.1409639.html	2008	Dealing with sensor displacement in motion based onbody activity recognition systems	 	We present a set of heuristics that significantly increase the robustness of motion sensor based activity recognition with respect to sensor displacement In this paper placement refers to the position within a single body part e g lower arm We show how within certain limits and with modest quality degradation motion sensorbased activity recognition can be implemented in a displacement tolerant way We first describe the physical principles that lead to our heuristic We then evaluate them first on a set of synthetic lower arm motions which are well suited to illustrate the strengths and limits of our approach then on an extended modes of locomotion problem sensors on the upper leg and finally on a set of exercises performed on various gym machines sensors placed on the lower arm In this example our heuristic raises the displaced recognition rate from 24 for a displaced accelerometer which had 96 recognition when not displaced to 82	sensing activityrecognition evaluation
doi.acm.org%2F10.1145%2F1409635.1409640.html	2008	Real world activity recognition with multiple goals	 	Recognizing and understanding the activities of people from sensor readings is an important task in ubiquitous computing Activity recognition is also a particularly difficult task because of the inherent uncertainty and complexity of the data collected by the sensors Many researchers have tackled this problem in an overly simplistic setting by assuming that users often carry out single activities one at a time or multiple activities consecutively one after another However so far there has been no formal exploration on the degree in which humans perform concurrent or interleaving activities and no thorough study on how to detect i multiple i goals in a real world scenario In this article we ask the fundamental questions of whether users often carry out multiple concurrent and interleaving activities or single activities in their daily life and if so whether such complex behavior can be detected accurately using sensors We define several classes of complexity levels under a goal taxonomy that describe different granularities of activities and relate the recognition accuracy with different complexity levels or granularities We present a theoretical framework for recognizing multiple concurrent and interleaving activities and evaluate the framework in several real world ubiquitous computing environments	sensing task ubiquitouscomputing activityrecognition dataanalysis design framework evaluation
doi.acm.org%2F10.1145%2F1409635.1409641.html	2008	Improving the recognition of interleaved activities	 	We introduce Interleaved Hidden Markov Models for recognizing multitasked activities The model captures both inter activity and intra activity dynamics Although the state space is intractably large we describe an approximation that is both effective and efficient This method significantly reduces the error rate when compared with previously proposed methods The algorithm is suitable for mobile platforms where computational resources may be limited	mathematical systems mobiledevice
doi.acm.org%2F10.1145%2F1409635.1409643.html	2008	Lifelogging memory appliance for people with episodic memory impairment	 	Lifelogging technologies have the potential to provide memory cues for people who struggle with episodic memory impairment EMI These memory cues enable the recollection of significant experiences which is important for people with EMI to regain a sense of normalcy in their lives However lifelogging technologies often collect an overwhelmingly large amount of data to review The best memory cues need to be extracted and presented in a way that best supports episodic recollection We describe the design of a new lifelogging system that captures photos ambient audio and location information and leverages both automated content context analysis and the expertise of family caregivers to facilitate the extraction and annotation of a salient summary consisting of good cues from the lifelog The system presents the selected cues for review in a way that maximizes the opportunities for the person with EMI to think deeply about these cues to trigger memory recollection on his own without burdening the caregiver We compare our system with another review system that requires the caregiver to repeatedly guide the review process Our self guided system resulted in better memory retention and imposed a smaller burden on the caregiver whereas the caregiver guided approach provided more opportunities for caregiver interaction	sensing photograph ambient audio locationbased
doi.acm.org%2F10.1145%2F1409635.1409644.html	2008	Flowers or a robot army encouraging awareness activity with personal mobile displays	 	Personal mobile displays such as those on mobile phones are ubiquitous yet for the most part underutilized We present results from a field experiment that investigated the effectiveness of these displays as a means for improving awareness of daily life in our case self monitoring of physical activity Twenty eight participants in three experimental conditions used our UbiFit system for a period of three months in their day to day lives over the winter holiday season Our results show for example that participants who had an awareness display were able to maintain their physical activity level even during the holidays while the level of physical activity for participants who did not have an awareness display dropped significantly We discuss our results and their general implications for the use of everyday mobile devices as awareness displays	mobiledevice health
doi.acm.org%2F10.1145%2F1409635.1409645.html	2008	Online everywhere evolving mobile instant messaging practices	 	In this paper we report on the results of a large scale user survey investigating the status setting and interruption management behavior of i mobile i instant messaging IM users with i existing i systems The motivation for this study was to inform the design of interface tools that support users by setting contextually appropriate awareness messages Our results demonstrate that many desktop IM practices have been appropriated by mobile laptop users but in the face of increasingly situated computer usage and an always online culture several frictions are emerging between desktop and mobile practices We find that common assumptions about IM users and the established awareness cues are failing and users are frequently embarrassed and interrupted with negative and sometimes threatening consequences	qualitativemethods mobiledevice
doi.acm.org%2F10.1145%2F1409635.1409646.html	2008	A quantitative investigation of inertial power harvesting for human powered devices	 	We present an empirical study of the long term practicality of using human motion to generate operating power for body mounted consumer electronics and health sensors We have collected a large continuous acceleration dataset from eight experimental subjects going about their normal daily routine for 3 days each Each subject is instrumented with a data collection apparatus that simultaneously logs 3 axis 80Hz acceleration data from six body locations We use this dataset to optimize a first principles physical model of the commonly used velocity damped resonant generator VDRG by selecting physical parameters such as resonant frequency and damping coefficient to maximize harvested power Our results show that with reasonable assumptions on size mass placement and efficiency of VDRG harvesters most body mounted wireless sensors and even some consumer electronics devices may be powered continuously and indefinitely from everyday motion	energy health sensing dataanalysis locationbased network mobiledevice
doi.acm.org%2F10.1145%2F1409635.1409647.html	2008	It s in your eyes towards context awareness and mobile HCI using wearable EOG goggles	 	In this work we describe the design implementation and evaluation of a novel eye tracker for context awareness and mobile HCI applications In contrast to common systems using video cameras this compact device relies on Electrooculography EOG It consists of goggles with dry electrodes integrated into the frame and a small pocket worn component with a DSP for real time EOG signal processing The device is intended for wearable and standalone use It can store data locally for long term recordings or stream processed EOG signals to a remote device over Bluetooth We describe how eye gestures can be efficiently recognised from EOG signals for HCI purposes In an experiment conducted with 11 subjects playing a computer game we show that 8 eye gestures of varying complexity can be continuously recognised with equal performance to a state of the art video based system Physical activity leads to artefacts in the EOG signal We describe how these artefacts can be removed using an adaptive filtering scheme and characterise this approach on a 5 subject dataset In addition to explicit eye movements for HCI we discuss how the analysis of unconscious eye movements may eventually allow to deduce information on user activity and context not available with current sensing modalities	evaluation contextawareness mobiledevice application video wearablecomputing network gestureinteraction game health sensing
doi.acm.org%2F10.1145%2F1409635.1409649.html	2008	Wideband powerline positioning for indoor localization	 	Fingerprinting techniques for indoor localization have been widely explored A particular approach by Patel i et al i suggested leveraging of the residential powerline as the signaling mechanism for a domestic location capability In this paper we critically examine that initial work called powerline positioning PLP We find the proposed technique lacking in temporal stability requiring frequent and undesired recalibration in some environments We also determine that there is no a priori method to determine a pair of signaling frequencies that will reliably work in any space We propose a wideband approach to PLP WPLP that injects up to 44 different frequencies into the powerline We show that this WPLP approach improves upon overall positioning accuracy demonstrates greatly improved temporal stability and has the added advantage of working in commercial indoor spaces	locationbased
doi.acm.org%2F10.1145%2F1409635.1409650.html	2008	CILoS a CDMA indoor localization system	 	CILoS is an indoor localization system based on CDMA mobile phone signal fingerprinting CDMA networks vary their transmission power to accommodate fluctuations in network load This affects signal intensity and therefore limits the practicality of traditional fingerprinting approaches based on receiver signal strength RSSI measurements Instead CILoS uses fingerprints of signal delay that are robust to cell resizing We demonstrate that CILoS achieves a median accuracy of 5 meters and compares favourably to RSSI fingerprinting systems We highlight the significance of wide fingerprints constructed through scanning multiple channels for achieving high localization accuracy We also show that our system can accurately differentiate between floors of a multifloor building	locationbased systems mobiledevice energy network dataanalysis
doi.acm.org%2F10.1145%2F1409635.1409651.html	2008	Pedestrian localisation for indoor environments	 	Location information is an important source of context for ubiquitous computing systems. This paper looks at how a foot-mounted inertial unit, a detailed building model, and a particle filter can be combined to provide absolute positioning, despite the presence of drift in the inertial unit and without knowledge of the users initial location. We show how to handle multiple floors and stairways, how to handle symmetry in the environment, and how to initialise the localisation algorithm using WiFi signal strength to reduce initial complexity. We evaluate the entire system experimentally, using an independent tracking system for ground truth. Our results show that we can track a user throughout a 8725 m2 building spanning three floors to within 0.5m 75% of the time, and to within 0.73 m 95% of the time.	locationbased ubiquitouscomputing mathematical systems network evaluation
doi.acm.org%2F10.1145%2F1409635.1409652.html	2008	Localization in mobile ad hoc networks using cumulative route information	 	Discovering the location of the mobile nodes carried by people is important issue for many sensor applications Several localization techniques have been proposed but human mobility patterns and collaboration between mobile nodes have been seldom considered In this paper we propose a mobile node localization system based on collaboration and route information that characterizes human mobility To validate the feasibility of our approach the proposed system is implemented and experiments are conducted on real routes and to evaluate various scenarios simulation experiment was also conducted	locationbased mobiledevice sensing application systems evaluation design simulation
doi.acm.org%2F10.1145%2F1409635.1409654.html	2008	Interactionist AI and the promise of ubicomp or how to put your box in the world without putting the world in your box	 	In many ways the central problem of ubiquitous computing how computational systems can make sense of and respond sensibly to a complex dynamic environment laden with human meaning is identical to that of Artificial Intelligence AI Indeed some of the central challenges that ubicomp currently faces in moving from prototypes that work in restricted environments to the complexity of real world environments e g difficulties in scalability integration and fully formalizing context echo some of the major issues that have challenged AI researchers over the history of their field In this paper we explore a key moment in AI s history where researchers grappled directly with these issues resulting in a variety of novel technical solutions within AI We critically reflect on six strategies from this history to suggest technical solutions for how to approach the challenge of building real world usable solutions in ubicomp today	ubiquitouscomputing sensing scalability usability
doi.acm.org%2F10.1145%2F1409635.1409655.html	2008	On using existing time use study data for ubiquitous computing applications	 	Governments and commercial institutions have conducted detailed time use studies for several decades In these studies participants give a detailed record of their activities locations and other data over a day week or longer period These studies are particularly valuable for the ubicomp community because of the large number of participants often the tens of thousands and because of their public availability In this paper we show how to use the data from these studies to provide validated and cheap although noisy classifiers baseline metrics and other benefits for activity inference applications	locationbased socialnetwork application
doi.acm.org%2F10.1145%2F1409635.1409656.html	2008	Using wearable sensors and real time inference to understand human recall of routine activities	 	Users ability to accurately recall frequent habitual activities is fundamental to a number of disciplines from health sciences to machine learning However few if any studies exist that have assessed optimal sampling strategies for i in situ i self reports In addition few technologies exist that facilitate benchmarking self report accuracy for routine activities We report on a study investigating the effect of sampling frequency of self reports of two routine activities sitting and walking on recall accuracy and annoyance We used a novel wearable sensor platform that runs a real time activity inference engine to collect i in situ i ground truth Our results suggest that a sampling frequency of five to eight times per day may yield an optimal balance of recall and annoyance Additionally requesting self reports at regular predetermined times increases accuracy while minimizing perceived annoyance since it allows participants to anticipate these requests We discuss our results and their implications for future studies	health dataanalysis qualitativemethods walk wearablecomputing systems
doi.acm.org%2F10.1145%2F1409635.1409657.html	2008	Using visualizations to increase compliance in experience sampling	 	Experience sampling method or ESM is a common data collection method to understand user behavior and to evaluate ubiquitous computing technologies However ESM studies often demand too much time and commitment from participants which leads to attrition and low compliance among participants We introduce a new approach called i experience sampling with feedback i or i ES feedback i that improves compliance by giving feedback to participants through various visualizations Providing feedback to users makes the information personally relevant and increases the value of the study to participants which increases their compliance Our exploratory study shows that i ES feedback i increases the compliance rate by 23	qualitativemethods dataanalysis evaluation ubiquitouscomputing feedback video
doi.acm.org%2F10.1145%2F1409635.1409658.html	2008	Towards the automated social analysis of situated speech data	 	We present an automated approach for studying fine grained details of social interaction and relationships Specifically we analyze the conversational characteristics of a group of 24 individuals over a six month period explore the relationship between conversational dynamics and network position and identify behavioral correlates of tie strengths within a network The ability to study conversational dynamics and social networks over long time scales and to investigate their interplay with rigor objectivity and transparency will complement the traditional methods for scientific inquiry into social dynamics They may also enable socially aware ubiquitous computing systems that are cognizant of and responsive to the user s engagement with her social environment	socialinteraction socialnetwork ubiquitouscomputing
doi.acm.org%2F10.1145%2F1409635.1409660.html	2008	Design and implementation of a secure wireless mote based medical sensor network	 	A i medical sensor network i can wirelessly monitor vital signs of humans making it useful for long term health care without sacrificing patient comfort and mobility For such a network to be viable its design must protect data privacy and authenticity given that medical data are highly sensitive We identify the unique security challenges facing such a sensor network and propose a set of resource efficient mechanisms to address these challenges Our solution includes 1 a novel two tier scheme for verifying the authenticity of patient data 2 an ECC based secure key exchange protocol to set up shared keys between sensor nodes and base stations and 3 symmetric encryption decryption for protecting data confidentiality and integrity We have implemented the proposed mechanisms on a wireless mote platform and our results confirm their feasibility	sensing network health mobiledevice design privacy security systems
doi.acm.org%2F10.1145%2F1409635.1409661.html	2008	An empirical investigation of concerns of everyday tracking and recording technologies	 	This paper presents an exploration and analysis of attitudes towards everyday tracking and recording technologies i e g i credit cards store loyalty cards store video cameras Interview participants reported being highly concerned with i information privacy i At the same time however they also reported being significantly less concerned regarding the use of everyday technologies that have the capabilities to collect process and disseminate personal information We present results from this study that both identify and begin to explain this discrepancy	video qualitativemethods privacy
doi.acm.org%2F10.1145%2F1409635.1409662.html	2008	Reflecting on the invisible understanding end user perceptions of ubiquitous computing	 	How can designers of ubiquitous computing technologies ensure that they understand the non functional needs values and expectations of end users In this paper we use a qualitative method from public policy to elicit reflective feedback from end users about technologies that they may not yet have used nor fully comprehend Our study uncovers information about end user perceptions of RFID including a range of folk theories held by the public about this technology and their associations of it with certain social groups and values We argue that these perceptions can limit technological adoption and conclude with a discussion of challenges for the design and deployment of ubiquitous computing systems	design ubiquitouscomputing feedback rfid
doi.acm.org%2F10.1145%2F1409635.1409663.html	2008	Protecting your daily in home activity information from a wireless snooping attack	 	In this paper we first present a new privacy leak in residential wireless ubiquitous computing systems and then we propose guidelines for designing future systems to prevent this problem We show that we can observe private activities in the home such as cooking showering toileting and sleeping by eavesdropping on the wireless transmissions of sensors in a home i even when all of the transmissions are encrypted i We call this the Fingerprint and Timing based Snooping FATS attack This attack can already be carried out on millions of homes today and may become more important as ubiquitous computing environments such as smart homes and assisted living facilities become more prevalent In this paper we demonstrate and evaluate the FATS attack on eight different homes containing wireless sensors We also propose and evaluate a set of privacy preserving design guidelines for future wireless ubiquitous systems and show how these guidelines can be used in a hybrid fashion to prevent against the FATS attack with low implementation costs	privacy network ubiquitouscomputing design homesetting sensing evaluation
doi.acm.org%2F10.1145%2F1409635.1409664.html	2008	MobiRate making mobile raters stick to their word	 	To share services portable devices may need to locate reputable in range providers and to do so they may exchange ratings with each other However providers may well tweak ratings to their own advantage That is why we have designed a new decentralized mechanism dubbed MobiRate with which portable devices store ratings in local tamperevident tables and check the integrity of those tables through a gossiping protocol We evaluate the extent to which MobiRate reduces the impact of tampered ratings and consequently locates reputable service providers We do so using real mobility and social network data We also assess computational and communication costs of MobiRate on mobile phones	systems mobiledevice locationbased design network evaluation socialnetwork
doi.acm.org%2F10.1145%2F1409635.1409666.html	2008	The heterogeneous home	 	Due to several recent trends the domestic environment has become more homogeneous and undifferentiated Drawing on concepts from environmental psychology we critique these trends We propose heterogeneity as a new framework for domestic design and we present design sketches that illustrate how ubiquitous computing technologies can interact with the domestic environment to create a more varied and restorative environment This work speaks to a number of core issues in ubiquitous computing such as how the increased presence of devices impacts quality of life the desirability or undesirability of ubiquitous temporal and spatial availability of devices and the advantages and disadvantages of device convergence all in one devices versus device proliferation single application devices	homesetting framework design ubiquitouscomputing mobiledevice spatial application
doi.acm.org%2F10.1145%2F1409635.1409667.html	2008	Plastic a metaphor for integrated technologies	 	Ubiquitous computing research has recently focused on busyness in American households While these projects have generated important insights into coordination and communication we think they overlook the more spontaneous and opportunistic activities that surround and support the scheduled ones Using data from our mixed methods study of notebook and ultra mobile PC use we argue for a different perspective based on a metaphor of plastic Plastic captures the way technologies specifically computers have integrated into the heterogeneous rhythms of daily life Plastic technologies harmonize with and support daily life by filling opportunistic gaps shrinking and expanding until interrupted not demanding conscious coordination supporting multitasking and by deferring to external contingencies	ubiquitouscomputing homesetting mobiledevice
doi.acm.org%2F10.1145%2F1409635.1409668.html	2008	Getting to green understanding resource consumption in the home	 	Rising global energy demands increasing costs and limited natural resources mean that householders are more conscious about managing their domestic resource consumption Yet the question of what tools Ubicomp researchers can create for residential resource management remains open To begin to address this omission we present a qualitative study of 15 households and their current management practices around the water electricity and natural gas systems in the home We find that in the moment resource consumption is mostly invisible to householders and that they desire more real time information to help them save money keep their homes comfortable and be environmentally friendly Designing for domestic sustainability therefore turns on improving the visibility of resource production and consumption costs as well as supporting both individuals and collectives in behavior change Domestic sustainability also highlights the caveat of potentially creating a green divide by making resource management available only to those who can afford the technologies to support being green Finally we suggest that the Ubicomp community can contribute to the domestic and broader sustainability agenda by incorporating green values in designs and highlight the challenge of collecting data on being green	homesetting design health socialnetwork
doi.acm.org%2F10.1145%2F1409635.1409669.html	2008	Designing sociable IT for public use	 	Service providers increasingly use self service systems such as kiosk and automata that offer faster and more flexible service Most of us are familiar with appliances for buying and validating tickets purchasing soft drinks or getting the newspaper We book tables in restaurants and hire cars using hotel lobby kiosks Unfortunately many such systems confuse and annoy their users Thus information technology design for the public space poses distinct challenges Yet it is relatively unmapped within our field Based on an ethnographic study of the purchase and validation of ticketless travel for an airport train this paper shows how such systems need an extended framework of usability principles which goes beyond well known interaction design guidelines	systems car design urban qualitativemethods framework usability
doi.acm.org%2F10.1145%2F1409635.1409671.html	2008	Mixed initiative conflict resolution for context aware applications	 	A number of technologies have contributed to automatically resolving resource conflicts between multiple users in a smart space However such systems eliminate the users ability to perform this conflict resolution by themselves which they actually prefer to do in certain circumstances Since both resolution approaches have their merits we propose a mixed initiative conflict resolution system which combines automatic conflict resolution with mediated or user driven resolution by exploiting contextual information in context aware applications An evaluation of our system found that users prefer to use a mediated resolution approach when their preferences about outcome are very different from others but have no preferred method when their preferences about outcome are similar to others	smartspace contextawareness evaluation
doi.acm.org%2F10.1145%2F1409635.1409672.html	2008	A context aware patient safety system for the operating room	 	Most context aware systems have been designed for non safety critical environments such as offices museums and university campuses This paper argues that context awareness can be used for safety critical systems too But since the consequences of errors or failures in safety critical systems are potentially severe we should have a high degree of confidence in these systems We present the design implementation and evaluation of a context aware patient safety and information system CAPSIS designed for use during surgery Specifically our study indicates that CAPSIS could improve patient safety in the operating room More generally the paper suggests that context aware technologies offer a promising step forward in the design of safety critical systems	contextawareness design informationsystem
doi.acm.org%2F10.1145%2F1409635.1409673.html	2008	Deploy spontaneously supporting end users in building and enhancing a smart home	 	This paper explores system issues for involving end users in constructing and enhancing a smart home In support of this involvement we present an infrastructure and a tangible deployment tool Active participation of users is essential in a domestic environment as it offers simplicity greater usercentric control lower deployment costs and better support for personalization Our proposed infrastructure provides the foundation for end user deployment utilizing a loosely coupled framework to represent an artefact and its augmented functionalities Pervasive applications are built independently and are expressed as a collection of functional tasks A runtime component FedNet maps these tasks to corresponding service provider artefacts The tangible deployment tool uses FedNet and allows end users to deploy and control artefacts and applications only by manipulating RFID cards Primary advantages of our approach are two fold Firstly it allows end users to deploy ubicomp systems easily in a i Do it Yourself i fashion Secondly it allows developers to write applications and to build augmented artefacts in a generic way regardless of the constraints of the target environment We describe an implemented prototype and illustrate its feasibility in a real life deployment session by the end users Our study shows that the end users might be involved in deploying future ubicomp systems if appropriate tools and supporting infrastructure are provided	homesetting framework application task urban systems rfid ubiquitouscomputing
doi.acm.org%2F10.1145%2F1409635.1409674.html	2008	Schema matching for context aware computing	 	Context aware computing is a key paradigm of ubiquitous computing in which applications automatically adapt their operations to dynamic context data from multiple sources Managing a number of distributed sources a middleware that facilitates the development of context aware applications must provide a uniform view of all these sources to the applications Local schemas of context data from individual sources need to be matched into a set of global schemas in the middleware upon which applications can issue context queries to acquire data In this paper we study this problem of schema matching for context aware computing We propose a multi criteria algorithm to determine candidate attribute matches between two schemas The algorithm adaptively adjusts the priorities of different criteria based on previous matching results to improve the efficiency and accuracy of succeeding operations We further develop an algorithm to categorize a new local schema into one of the global schemas whenever possible via a shared attribute dictionary Our results based on schemas from real world websites demonstrate the good matching accuracy achieved by our algorithms	contextawareness ubiquitouscomputing application middleware systems dataanalysis
doi.acm.org%2F10.1145%2F1409635.1409676.html	2008	The potential for location aware power management	 	The results suggest that the energy expended on lighting and fast response systems could have been cut by 50 that 75 8 of the average user s working day was spent in their office and that around 140Wh per PC per day could have been saved compared to a policy that had machines on for the entirety of the working day We also find inconsistent office usage that would make optimising slow response systems much harder	
doi.acm.org%2F10.1145%2F1409635.1409677.html	2008	Understanding mobility based on GPS data	 	Both recognizing human behavior and understanding a user s mobility from sensor data are critical issues in ubiquitous computing systems As a kind of user behavior the transportation modes such as walking driving etc that a user takes can enrich the user s mobility with informative knowledge and provide pervasive computing systems with more context information In this paper we propose an approach based on supervised learning to infer people s motion modes from their GPS logs The contribution of this work lies in the following two aspects On one hand we identify a set of sophisticated features which are more robust to traffic condition than those other researchers ever used On the other hand we propose a graph based post processing algorithm to further improve the inference performance This algorithm considers both the commonsense constraint of real world and typical user behavior based on location in a probabilistic manner Using the GPS logs collected by 65 people over a period of 10 months we evaluated our approach via a set of experiments As a result based on the change point based segmentation method and Decision Tree based inference model the new features brought an eight percent improvement in inference accuracy over previous result and the graph based post processing achieve a further four percent enhancement	health mobiledevice sensing ubiquitouscomputing walk contextawareness systems locationbased evaluation dataanalysis
doi.acm.org%2F10.1145%2F1409635.1409678.html	2008	Navigate like a cabbie probabilistic reasoning from observed context aware behavior	 	We present i PROCAB i an efficient method for Probabilistically Reasoning from Observed Context Aware Behavior It models the context dependent utilities and underlying reasons that people take different actions The model generalizes to unseen situations and scales to incorporate rich contextual information We train our model using the route preferences of 25 taxi drivers demonstrated in over 100 000 miles of collected data and demonstrate the performance of our model by inferring 1 decision at next intersection 2 route to known destination and 3 destination given partially traveled route	contextawareness
doi.acm.org%2F10.1145%2F1409635.1409679.html	2008	Accessible contextual information for urban orientation	 	We present Talking Points an urban orientation system based on the idea that an individual s walking journey can be enhanced by providing contextual information about points of interest POIs along their route Our formative research revealed numerous ways to provide serendipitous and task critical information for both sighted and visually impaired users as they navigate through an urban environment on foot Based on this we developed a prototype system comprised of the following an unobtrusive mobile device to present the user with contextual information a socially maintained online database containing information about POIs software that is accessible via both a graphical and a speech user interface and location tags to be detected by the unobtrusive device This socially maintained urban orientation and contextual information system offers relevant dynamic and up to date information a combination which may not otherwise be accessible	urban systems walk contextawareness task video navigationsystem mobiledevice software speech locationbased
doi.acm.org%2F10.1145%2F1409635.1409680.html	2008	Enhanced shopping a dynamic map in a retail store	 	This article investigates the prototypical implementation of a dynamic map of a retail store and the results of an empirical study in the shopping environment Due to the distinct characteristics of the context of shopping e g openness to the public preexisting technologies this context is particularly fruitful for UbiComp technologies The prototype consists of a display showing an enhanced store map which combines the dynamic visualization of customer activity e g hot spots sales ranks with conventional map elements e g product locations promotions The results of our three day in situ study indicate the relevance and the usefulness of UbiComp technologies for shopping environments	urban video locationbased
doi.acm.org%2F10.1145%2F1409635.1409682.html	2008	Spyn augmenting knitting to support storytelling and reflection	 	Ubicomp research has spurred the exploration of more natural or invisible interfaces that can be seamlessly embedded into their environment In this paper we discuss the role such technology can play in augmenting existing creative practice to enhance the sharing of the handcraft process We present the design and implementation of i Spyn i a system for knitters to record playback and share information involved in the creation of their hand knit artifacts Guided by a formative study of knitting practices we designed Spyn to capture information while a person knits and allow for the subsequent retrieval of the information using the knit artifact Spyn uses computer vision techniques in combination with patterns of infrared ink printed on yarn to correlate locations in knit fabric with messages recorded during the knitting process Rather than seeking to improve the speed or accuracy of the knitter we designed Spyn to enrich the knitter s craft while preserving the look and feel of the knit artifact	design computervision locationbased dataanalysis
doi.acm.org%2F10.1145%2F1409635.1409683.html	2008	Picture this film assembly using toy gestures	 	We present i Picture This i a new input device embedded in children s toys for video composition It consists of a new form of interaction for children s capturing of storytelling with physical artifacts It functions as a video and storytelling performance system in that children craft videos with and about character toys as the system analyzes their gestures and play patterns Children s favorite props alternate between characters and cameramen in a film As they play with the toys to act out a story they conduct film assembly We position our work as ubiquitous computing that supports children s tangible interaction with digital materials During user testing we observed children ages 4 to 10 playing with i Picture This i We assess to what extent gesture interaction with objects for video editing allows children to explore visual perspectives in storytelling A new genre of Gesture Object Interfaces as exemplified by i Picture This i relies on the analysis of gestures coupled with objects to represent bits	mobiledevice children video gestureinteraction ubiquitouscomputing
doi.acm.org%2F10.1145%2F1409635.1409684.html	2008	Bookisheet bendable device for browsing content using the metaphor of leafing through the pages	 	We have developed an interface for browsing content that uses the metaphor of turning the pages of a book Using our Bookisheet interface which consists of two thin plastic sheets and bend sensors a user can easily scroll digital content such as photos by bending one side of the sheet or the other This action provides the tangible and pleasant sense of turning pages in a book Bookisheet can be used not only as an interface for conventional information terminals but also as one for flexible displays	sensing photograph
doi.acm.org%2F10.1145%2F1409635.1409685.html	2008	Living with tableau machine a longitudinal investigation of a curious domestic intelligence	 	We present a longitudinal investigation of Tableau Machine an intelligent entity that interprets and reflects the lives of occupants in the home We created Tableau Machine TM to explore the parts of home life that are unrelated to accomplishing tasks Task support for smart homes has inspired many researchers in the community We consider design for experience an orthogonal dimension to task centric home life TM produces abstract visualizations on a large LCD every few minutes driven by a set of four overhead cameras that capture a sense of the social life of a domestic space The openness and ambiguity of TM allow for a cycle of co interpretation with householders We report on three longitudinal deployments of TM for a period of six weeks Participant families engaged with TM at the outset to understand how their behaviors were influencing the machine and while TM remained puzzling householders interacted richly with TM and its images We extract some key design implications for an experience focused smart home	homesetting task socialnetwork design video sensing
doi.acm.org%2F10.1145%2F1409635.1409686.html	2008	Who will be the customer a social robot that anticipates people s behavior from their trajectories	 	For a robot providing services to people in a public space such as a train station or a shopping mall it is important to distinguish potential customers such as window shoppers from other people such as busy commuters In this paper we present a series of techniques for anticipating people s behavior in a public space mainly based on the analysis of accumulated trajectories and we demonstrate the use of these techniques in a social robot We placed a ubiquitous sensor network consisting of six laser range finders in a shopping arcade The system tracks people s positions as well as their local behaviors such as fast walking idle walking or stopping We accumulated people s trajectories for a week applying a clustering technique to the accumulated trajectories to extract information about the use of space and people s typical global behaviors This information enables the robot to target its services to people who are walking idly or stopping The robot anticipates both the areas in which people are likely to perform these behaviors and also the probable local behaviors of individuals a few seconds in the future In a field experiment we demonstrate that this system enables the robot to serve people efficiently	robot systems urban sensing walk
doi.acm.org%2F10.1145%2F1620545.1620547.html	2009	From spaces to places emerging contexts in mobile privacy	 	Mobile privacy concerns are central to Ubicomp and yet remain poorly understood We advocate a diversified approach enabling the cross interpretation of data from complementary methods However mobility imposes a number of limitations on the methods that can be effectively employed We discuss how we addressed this problem in an empirical study of mobile social networking We report on how by combining a variation of experience sampling and contextual interviews we have started focusing on a notion of context in relation to privacy which is subjectively defined by emerging socio cultural knowledge functions relations and rules With reference to Gieryn s sociological work we call this place as opposed to a notion of context that is objectively defined by physical and factual elements which we call space We propose that the former better describes the context for mobile privacy	mobiledevice privacy socialnetwork qualitativemethods
doi.acm.org%2F10.1145%2F1620545.1620548.html	2009	The commodification of location dynamics of power in location based systems	 	Location based ubiquitous computing systems are entering mainstream society and becoming familiar parts of everyday life However the settings in which they are deployed are already suffused with complex social dynamics We report on a study of parole officers and parolees whose relationships are being transformed by location based technologies While parolees are clearly subjects of state discipline the parole officers also find themselves subject to new responsibilities This study highlights the complexities of power in sociotechnical systems and what happens when location becomes a tradable technological object	locationbased ubiquitouscomputing socialinteraction energy
doi.acm.org%2F10.1145%2F1620545.1620549.html	2009	Discovering semantically meaningful places from pervasive RF beacons	 	Detecting visits to semantically meaningful places is important for many emerging mobile applications We present PlaceSense a place discovery algorithm suitable for mobile devices that exploits pervasive RF beacons By relying on separate mechanisms to detect entrance to and departure from a place and buffering overlapping data for subsequent visits it is more robust than the state of the art especially in detecting short visits places where people are mobile or where inconsistent beacons are prevalent due to interference We experimentally evaluate PlaceSense s effectiveness in discovering semantically meaningful places and compare with other approaches that use coordinates or RF beacon fingerprints Our results demonstrate that PlaceSense correctly discovers 92 compared to between 28 and 65 for previous work of the visited places and accurately detects their entrance and departure times from both real life and scripted data sets	mobiledevice application systems dataanalysis
doi.acm.org%2F10.1145%2F1620545.1620550.html	2009	Privately querying location based services with SybilQuery	 	To usefully query a location based service a mobile device must typically present its own location in its query to the server This may not be acceptable to clients that wish to protect the privacy of their location This paper presents the design and implementation of SybilQuery a fully decentralized and autonomous k anonymization based scheme to privately query location based services SybilQuery is a client side tool that generates k 1 Sybil queries for each query by the client The location based server is presented with a set of k queries and is unable to distinguish between the client s query and the Sybil queries thereby achieving k anonymity We tested our implementation of SybilQuery on real mobility traces of approximately 500 cabs in the San Francisco Bay area Our experiments show that SybilQuery can efficiently generate Sybil queries and that these queries are indistinguishable from real queries	locationbased mobiledevice systems privacy
doi.acm.org%2F10.1145%2F1620545.1620552.html	2009	Eye movement analysis for activity recognition	 	In this work we investigate eye movement analysis as a new modality for recognising human activity We devise 90 different features based on the main eye movement characteristics saccades fixations and blinks The features are derived from eye movement data recorded using a wearable electrooculographic EOG system We describe a recognition methodology that combines minimum redundancy maximum relevance feature selection mRMR with a support vector machine SVM classifier We validate the method in an eight participant study in an office environment using five activity classes copying a text reading a printed paper taking hand written notes watching a video and browsing the web In addition we include periods with no specific activity Using a person independent leave one out training scheme we obtain an average precision of 76 1 and recall of 70 5 over all classes and participants We discuss the most relevant features and show that eye movement analysis is a rich and thus promising modality for activity recognition	activityrecognition wearablecomputing video web
doi.acm.org%2F10.1145%2F1620545.1620553.html	2009	Recognizing daily activities with RFID based sensors	 	We explore a dense sensing approach that uses RFID sensor network technology to recognize human activities In our setting everyday objects are instrumented with UHF RFID tags called WISPs that are equipped with accelerometers RFID readers detect when the objects are used by examining this sensor data and daily activities are then inferred from the traces of object use via a Hidden Markov Model In a study of 10 participants performing 14 activities in a model apartment our approach yielded recognition rates with precision and recall both in the 90 range This compares well to recognition with a more intrusive short range RFID bracelet that detects objects in the proximity of the user this approach saw roughly 95 precision and 60 recall in the same study We conclude that RFID sensor networks are a promising approach for indoor activity monitoring	sensing rfid activityrecognition mathematical locationbased
doi.acm.org%2F10.1145%2F1620545.1620554.html	2009	Cross domain activity recognition	 	In activity recognition one major challenge is huge manual effort in labeling when a new domain of activities is to be tested In this paper we ask an interesting question can we transfer the available labeled data from a set of existing activities in one domain to help recognize the activities in another different but related domain Our answer is yes provided that the sensor data from the two domains are related in some way We develop a bridge between the activities in two domains by learning a similarity function via Web search under the condition that the sensor data are from the same feature space Based on the learned similarity measures our algorithm interprets the data from the source domain as the data in the domain with different confidence levels thus accomplishing the cross domain knowledge transfer task Our algorithm is evaluated on several real world datasets to demonstrate its effectiveness	activityrecognition sensing web systems task evaluation
doi.acm.org%2F10.1145%2F1620545.1620555.html	2009	Recognizing stereotypical motor movements in the laboratory and classroom a case study with children on the autism spectrum	 	Individuals with Autism Spectrum Disorders ASD frequently engage in stereotyped and repetitive motor movements Automatically detecting these movements in real time using comfortable miniature wireless sensors could advance autistic research and enable new intervention tools for the classroom that help children and their caregivers monitor and cope with this potentially problematic class of behavior We present activity recognition results for stereotypical hand flapping and body rocking using data collected from six children with ASD repeatedly observed in both laboratory and classroom settings In the classroom an overall recognition accuracy of 88 6 TP 0 85 FP 0 08 was achieved using three sensors Challenges encountered when applying machine learning to this domain as well as implications for the development of real time classroom interventions and research tools are discussed	network sensing children activityrecognition dataanalysis
doi.acm.org%2F10.1145%2F1620545.1620557.html	2009	inAir measuring and visualizing indoor air quality	 	Good indoor air quality is a vital part of human health Poor indoor air quality can contribute to the development of chronic respiratory diseases such as asthma heart disease and lung cancer Complicating matters poor air quality is extremely difficult for humans to detect through sight and smell alone and existing sensing equipment is designed to be used by and provide data for scientists rather than everyday citizens We propose inAir a tool for measuring visualizing and learning about indoor air quality inAir provides historical and real time visualizations of indoor air quality by measuring tiny hazardous airborne particles as small as 0 5 microns in size Through user studies we demonstrate how inAir promotes greater awareness and motivates individual actions to improve indoor air quality	locationbased naturalenvironment health sensing design citizen video
doi.acm.org%2F10.1145%2F1620545.1620558.html	2009	Wearable therapist sensing garments for supporting children improve posture	 	This paper introduces a sensing garment to support posture coaching in children The system measures back bending postures using acceleration sensors embedded in the garment We present a sensing garment architecture and the evaluation of garments of different sizes in a study with 21 children A vision based reference system was used to evaluate sensor positions and measurement accuracy for 54 back bending postures and related head positions Then we asked eight physiotherapists to rate the children s back postures in this study Ratings of experts correlated significantly with the back bending measurements obtained from the garment The garment enables an objective assessment of back postures and could form the basis of a system that provides coaching feedback to improve postural control in children	sensing children evaluation dataanalysis feedback
doi.acm.org%2F10.1145%2F1620545.1620559.html	2009	Sonar based measurement of user presence and attention	 	We describe a technique to detect the presence of computer users This technique relies on sonar using hardware that already exists on commodity laptop computers and other electronic devices It leverages the fact that human bodies have a different effect on sound waves than air and other objects We conducted a user study in which 20 volunteers used a computer equipped with our ultrasonic sonar software Our results show that it is possible to detect the presence or absence of users with near perfect accuracy after only ten seconds of measurement We find that this technique can differentiate varied user positions and actions opening the possibility of future use in estimating attention level	hardware mobiledevice naturalenvironment software dataanalysis
doi.acm.org%2F10.1145%2F1620545.1620560.html	2009	Simultaneous localization and mapping for pedestrians using only foot mounted inertial sensors	 	In this paper we describe a new Bayesian estimation approach for simultaneous mapping and localization for pedestrians based on odometry with foot mounted inertial sensors When somebody walks within a constrained area such as a building then even noisy and drift prone odometry measurements can give us information about features like turns doors and walls which we can use to build a form of a map of the explored area especially when these features are revisited over time Our initial results for our novel scheme which we call FootSLAM are very surprising in that true SLAM with stable relative positioning accuracy of 1 2 meters for pedestrians is indeed possible based on inertial sensors alone without any prior known building indoor layout Furthermore the 2D maps obtained even for just 10 minutes of walking converge to a good approximation of the true layout forming the basis for future automated collaborative mapping of buildings	urban pedestrian sensing walk locationbased
doi.acm.org%2F10.1145%2F1620545.1620561.html	2009	BlueTone a framework for interacting with public displays using dual tone multi frequency through bluetooth	 	Large information displays are common in public and semi public spaces but still require rapid and lightweight ways for users to interact with them We present BlueTone a framework for developing large display applications which will interpret and react to dual tone multi frequency sounds transmitted from mobile phones paired with the display using the Bluetooth headset profile BlueTone enables text entry cursor manipulation and menu selection without requiring the installation of any special software on a user s mobile phone	urban framework publicdisplay application mobiledevice network software
doi.acm.org%2F10.1145%2F1620545.1620562.html	2009	Toward emergent technology for blended public displays	 	Public displays are becoming increasingly commonplace yet recent studies place the effectiveness and user acceptance of them into doubt This paper motivates the need for a new class of display technology that can more effectively blend with its environment and introduces the concept of self organizing emergent displays as a vehicle to achieving this The paper goes on to briefly describe Firefly a prototype emergent display system and evaluate its scalability effectiveness and user acceptance through experimental analysis and a field trial	publicdisplay car evaluation scalability fieldstudy
doi.acm.org%2F10.1145%2F1620545.1620564.html	2009	A spotlight on security and privacy risks with future household robots attacks and lessons	 	Future homes will be populated with large numbers of robots with diverse functionalities ranging from chore robots to elder care robots to entertainment robots While household robots will offer numerous benefits they also have the potential to introduce new security and privacy vulnerabilities into the home Our research consists of three parts First to serve as a foundation for our study we experimentally analyze three of today s household robots for security and privacy vulnerabilities the WowWee Rovio the Erector Spykee and the WowWee RoboSapien V2 Second we synthesize the results of our experimental analyses and identify key lessons and challenges for securing future household robots Finally we use our experiments and lessons learned to construct a set of design questions aimed at facilitating the future development of household robots that are secure and preserve their users privacy	homesetting robot security privacy design
doi.acm.org%2F10.1145%2F1620545.1620565.html	2009	Authenticating ubiquitous services a study of wireless hotspot access	 	This paper concerns the problem of phishing attacks in ubiquitous computing environments The embedding of ubiquitous services into our everyday environments may make fake services seem plausible but it also enables us to authenticate them with respect to those environments We propose physical and virtual linkage as two types of authenticating evidence in ubiquitous environments and two protocols based on them We describe an experiment to test hypotheses concerning user responses to physical and virtual linkage with respect to fake Wi Fi hotspots Based on our experience we derive an improved protocol for authenticating spontaneously accessed ubiquitous services	ubiquitouscomputing systems security network
doi.acm.org%2F10.1145%2F1620545.1620566.html	2009	SessionMagnifier a simple approach to secure and convenient kiosk browsing	 	Many people use public computers to browse the Web and perform important online activities However public computers are usually far less trustworthy than peoples own computers because they are more vulnerable to various security attacks In this paper we propose SessionMagnifier a simple approach to secure and convenient kiosk browsing The key idea of SessionMagnifier is to enable an extended browser on a mobile device and a regular browser on a public computer to collaboratively support a Web session This approach simply requires a SessionMagnifier browser extension to be installed on a trusted mobile device A user can securely perform sensitive interactions on the mobile device and conveniently perform other browsing interactions on the public computer We implemented SessionMagnifier for Mozilla s Fennec browser and evaluated it on a Nokia N810 Internet Tablet Our evaluation and analysis demonstrate that SessionMagnifier is simple secure and usable	web security mobiledevice evaluation internet usability
doi.acm.org%2F10.1145%2F1620545.1620567.html	2009	Understanding file access mechanisms for embedded Ubicomp collaboration interfaces	 	This paper explores the nature of interfaces to support people in accessing their files at tabletop displays embedded in the environment To do this we designed a study comparing people s interaction with two very different classes of file system access interface Focus explicitly designed for tabletops and the familiar hierarchical Windows Explorer In our within subjects double crossover study participants collaborated on 4 planning tasks Based on video logs questionnaires and interviews we conclude that both classes of interface have a place Notably Focus contributed to improved collaboration and more efficient use of the workspace than with Explorer Our results inform a set of recommendations for future interfaces enabling this important class of interaction supporting access to files for collaboration at tabletop devices embedded in an ubicomp environment	design task video qualitativemethods recommend mobiledevice
doi.acm.org%2F10.1145%2F1620545.1620569.html	2009	Broadening Ubicomp s vision an exploratory study of charismatic pentecostals and technology use in Brazil	 	We present results from a qualitative study examining how Charismatic Pentecostals use Information and Communications Technologies ICTs in S 227 o Paulo Brazil This work contributes to the growing body of research that broadens Weiser s vision by exploring technology use in novel and unfamiliar contexts Our findings reveal how extreme and non rational beliefs frame users ICT experiences We argue that if ubicomp is to be global and ubiquitous accounting for alternative value systems is necessary We discuss the implications of our findings and present issues the ubicomp community should consider when imagining a future that includes users from parts of the global south	socialnetwork
doi.acm.org%2F10.1145%2F1620545.1620570.html	2009	 i Ubicomp4D i infrastructure and interaction for international development the case of urban indian slums	 	This paper attempts to re imagine ubiquitous computing for populations in low income and information challenged environments We examine information infrastructures in mid sized urban slums of Mumbai and Bangalore in three ways 1 highlighting technologies supporting social networks 2 examining underlying notions of trust and privacy in building information networks and 3 discussing protocols and practices around shared access We then discuss our thoughts on designing for low income low literacy and resource challenged communities presenting new ways to think about the design of ubiquitous technologies for international development We argue for collaborative exchange between the established strengths of the Information and Communication Technologies for Development ICT4D and Ubicomp communities to generate new ways of shaping technologies towards poverty alleviation in previously neglected socio economic contexts Ubicomp4D	ubiquitouscomputing urban socialnetwork privacy network design
doi.acm.org%2F10.1145%2F1620545.1620571.html	2009	Encountering SenseCam personal recording technologies in everyday life	 	In this paper we present a study of responses to the idea of being recorded by a ubicomp recording technology called SenseCam This study focused on real life situations in two North American and two European locations We present the findings of this study and their implications specifically how those who might be recorded perceive and react to SenseCam We describe what system parameters social processes and policies are required to meet the needs of both the primary users and these secondary stakeholders and how being situated within a particular locale can influence responses Our results indicate that people would tolerate potential incursions from SenseCam for particular purposes Furthermore they would typically prefer to be informed about and to consent to recording as well as to grant permission before any data is shared These preferences however are unlikely to instigate a request for deletion or other action on their part These results inform future design of recording technologies like SenseCam and provide a broader understanding of how ubicomp technologies might be taken up across different cultural and political regions	locationbased design
doi.acm.org%2F10.1145%2F1620545.1620573.html	2009	Applying pervasive technologies to create economic incentives that alter consumer behavior	 	Economic incentives are a powerful way of shaping consumer behavior towards more commercially efficient and environmentally sustainable patterns In this paper we explore the idea of combining pervasive computing techniques with electronic payment systems to create activity based micro incentives Users who consume additional resources by e g occupying an air conditioned space instead of a normal space are levied additional micro payments In an alternative approach consumers who choose to save resources are rewarded with micro rebates off the price of a service As a result the cost of using a service corresponds more closely with the resources used leading market mechanisms to allocate resources efficiently A key challenge is designing incentive mechanisms that alter consumer behavior in the desired fashion We introduce four incentive models and present evaluation results suggesting that consumers make different decisions depending on which model is used	energy ubiquitouscomputing naturalenvironment systems design evaluation
doi.acm.org%2F10.1145%2F1620545.1620574.html	2009	Playful bottle a mobile social persuasion system to motivate healthy water intake	 	This study of mobile persuasion system explores the use of a mobile phone when attached to an everyday object used by an everyday behavior becomes a tool to sense and influence that behavior This mobile persuasion system called Playful Bottle system makes use of a mobile phone attached to an everyday drinking mug and motivates office workers to drink healthy quantities of water A camera and accelerometer sensors in the phone are used to build a vision motion based water intake tracker to detect the amount and regularity of water consumed by the user Additionally the phone includes hydration games in which natural drinking actions are used as game input Two hydration games are developed a single user TreeGame with automated computer reminders and a multi user ForestGame with computer mediated social reminders from members of the group playing the game Results from 7 week user study with 16 test subjects suggest that both hydration games are effective for encouraging adequate and regular water intake by users Additionally results of this study suggest that adding social reminders to the hydration game is more effective than system reminders alone	mobiledevice sensing systems video game
doi.acm.org%2F10.1145%2F1620545.1620576.html	2009	Assessing demand for intelligibility in context aware applications	 	Intelligibility can help expose the inner workings and inputs of context aware applications that tend to be opaque to users due to their implicit sensing and actions However users may not be interested in all the information that the applications can produce Using scenarios of four real world applications that span the design space of context aware computing we conducted two experiments to discover what information users are interested in In the first experiment we elicit types of information demands that users have and under what moderating circumstances they have them In the second experiment we verify the findings by soliciting users about which types they would want to know and establish whether receiving such information would satisfy them We discuss why users demand certain types of information and provide design implications on how to provide different intelligibility types to make context aware applications intelligible and acceptable to users	contextawareness sensing application design
doi.acm.org%2F10.1145%2F1620545.1620577.html	2009	Interactive dirt increasing mobile work performance with a wearable projector camera system	 	Mobile teamwork requires people to maintain good situational awareness SA about their real world environments Current mobile devices are highly portable but their user interfaces UIs require too deep of focus of attention to allow their users to use them and simultaneously maintain SA As a result some mobile practitioners have little or no access to useful computer based interactive services Inspired by existing projector camera systems this paper studies the feasibility of developing a wearable projector camera system that enables users to access human computer interaction HCI services without negatively affecting their SA A functional prototype of the Interactive Dirt system was developed using inexpensive commercial off the shelf technologies A field experiment was conducted as a formative evaluation to test the utility of the prototype under extreme mobile teamwork requirements for SA military stability and support operations SASO Results show strong potential to increase performance of mobile teams	mobiledevice systems video wearablecomputing hci evaluation
doi.acm.org%2F10.1145%2F1620545.1620578.html	2009	SwimMaster a wearable assistant for swimmer	 	In this paper we introduce the concept of a wearable assistant for swimmer called SwimMaster The SwimMaster consists of acceleration sensors with micro controllers and feedback interface modules that swimmer wear while swimming With four different evaluation studies and a total of 22 subjects we demonstrate the functionality and power of the SwimMaster system We show how a wide range of swim parameters can be monitored and used for a continuous swim performance evaluation These parameters include the time per lane the swimming velocity and the number of strokes per lane Also swim style specific factors like the body balance and the body rotation are extracted Finally three feedback modalities are tested and evaluated With these means we show the ability of the SwimMaster to assist a swimmer in achieving the desired exercise goals by constantly monitoring his her swim performance and providing the necessary feedback to achieve the desired workout goals	wearablecomputing sensing feedback evaluation energy
doi.acm.org%2F10.1145%2F1620545.1620579.html	2009	Validated caloric expenditure estimation using a single body worn sensor	 	In 2007 approximately 30 of US adults were obese with related health care costs exceeding 100 billion dollars Clearly the obesity epidemic represents a growing societal concern One challenge in weight control is the difficulty of tracking food calories consumed and calories expended by activity This paper presents a system for automatic monitoring of calories expended using a single body worn accelerometer Our system uses activity inference combined with signal analysis to estimate calories expended in real time using regression formulas developed by the American College of Sports Medicine To validate our system we have collected data from 51 subjects in a laboratory setting using a treadmill and a more natural field test Actual caloric expenditure was determined using the medical gold standard measurement of oxygen consumption We are able to achieve 89 accuracy with lab data and 79 with field data both high enough to be useful in practice	health socialinteraction food sensing dataanalysis
doi.acm.org%2F10.1145%2F1620545.1620581.html	2009	HydroSense infrastructure mediated single point sensing of whole home water activity	 	Recent work has examined infrastructure mediated sensing as a practical low cost and unobtrusive approach to sensing human activity in the physical world This approach is based on the idea that human activities e g running a dishwasher turning on a reading light or walking through a doorway can be sensed by their manifestations in an environment s existing infrastructures e g a home s water electrical and HVAC infrastructures This paper presents HydroSense a low cost and easily installed single point sensor of pressure within a home s water infrastructure HydroSense supports both identification of activity at individual water fixtures within a home e g a particular toilet a kitchen sink a particular shower as well as estimation of the amount of water being used at each fixture We evaluate our approach using data collected in ten homes Our algorithms successfully identify fixture events with 97 9 aggregate accuracy and can estimate water usage with error rates that are comparable to empirical studies of traditional utility supplied water meters Our results both validate our approach and provide a basis for future improvements	sensing activityrecognition walk homesetting evaluation dataanalysis systems
doi.acm.org%2F10.1145%2F1620545.1620582.html	2009	ViridiScope design and implementation of a fine grained power monitoring system for homes	 	A key prerequisite for residential energy conservation is knowing when and where energy is being spent Unfortunately the current generation of energy reporting devices only provide partial and coarse grained information or require expensive professional installation This limitation stems from the presumption that calculating per appliance consumption requires per appliance current measurements However since appliances typically emit measurable signals when they are consuming energy we can estimate their consumption using indirect sensing This paper presents ViridiScope a fine grained power monitoring system that furnishes users with an economical self calibrating tool that provides power consumption of virtually every appliance in the home ViridiScope uses ambient signals from inexpensive sensors placed near appliances to estimate power consumption thus no in line sensor is necessary We use a model based machine learning algorithm that automates the sensor calibration process Through experiments in a real house we show that ViridiScope can estimate the end point power consumption within 10 error	mobiledevice sensing energy homesetting ambient dataanalysis systems
doi.acm.org%2F10.1145%2F1620545.1620583.html	2009	It s not all about Green energy use in low income communities	 	Personal energy consumption specifically home energy consumption such as heating cooling and electricity has been an important environmental and economic topic for decades Despite the attention paid to this area few researchers have specifically explored these issues within a community that makes up approximately 30 of U S households those below the federal poverty line We present a study of 26 low income households in two very different locations a small town in the Southern U S and a northerly metropolitan area Through a photo elicitation study and directed interviews we explore the relationship between energy saving behaviors external factors and users intrinsic values and beliefs Most of our participants are committed to saving energy for non financial reasons even when not responsible for paying bills Challenges to saving energy include safety and lack of control over the environment We discuss how Ubicomp technologies for saving energy can address some of these challenges	energy homesetting socialnetwork locationbased photograph qualitativemethods
doi.acm.org%2F10.1145%2F1620545.1620584.html	2009	Experiences of participatory sensing in the wild	 	We present two studies of participatory sensing in the wild in which groups of young people used sensors to collect environmental data along with contextual information such as photographs and written observations These studies reveal how participants focused their attention on key events of interest providing detailed information over a background of less carefully gathered automatic readings Participants responded to events in their surroundings sudden changes in sensor data and recorded details relevant to the process of gathering the data itself Based on these studies a framework is described highlighting the negotiation of five activities in the experiences planning testing navigation capture and reflection	hci sensing contextawareness photograph framework navigationsystem
doi.acm.org%2F10.1145%2F1864349.1864350.html	2010	Making dreams come true or how to avoid a living nightmare	 	In this keynote we will discuss some of the challenges in realizing the promises of pervasive technologies and present ideas for the design of technology that supports learning exploration and continued development To this end people need to be able to grasp both physically and conceptually what technologies are doing and could do for them We have termed this palpable computing	ubiquitouscomputing
doi.acm.org%2F10.1145%2F1864349.1864352.html	2010	The calendar as a sensor analysis and improvement using data fusion with social networks and location	 	The shared online calendar is the de facto standard for event organisation and management in the modern office environment It is also a potentially valuable source of context provided the calendar event data represent an accurate account of real world events However as we show through a field study the calendar does not represent reality well as genuine events are hidden by a multitude of reminders and placeholders i e events that appear in the calendar but do not occur We show that the calendar s representation of real events can be significantly improved through data fusion with other sources of context namely social network and location data Finally we discuss some of the issues raised during our field study their significance and how performance could be farther improved	fieldstudy socialnetwork locationbased
doi.acm.org%2F10.1145%2F1864349.1864353.html	2010	Toolkit to support intelligibility in context aware applications	 	Context aware applications should be intelligible so users can better understand how they work and improve their trust in them However providing intelligibility is non trivial and requires the developer to understand how to generate explanations from application decision models Furthermore users need different types of explanations and this complicates the implementation of intelligibility We have developed the Intelligibility Toolkit that makes it easy for application developers to obtain eight types of explanations from the most popular decision models of context aware applications We describe its extensible architecture and the explanation generation algorithms we developed We validate the usefulness of the toolkit with three canonical applications that use the toolkit to generate explanations for end users	contextawareness application systems
doi.acm.org%2F10.1145%2F1864349.1864354.html	2010	Identifying the activities supported by locations with community authored content	 	Community authored content such as location specific reviews offers a wealth of information about virtually every imaginable location today In this work we process Yelp s community authored reviews to identify a set of potential activities that are supported by the location reviewed Using 14 test locations we show that the majority of the 40 most common results per location determined by verb noun pair frequency are actual activities supported by their respective locations achieving a mean precision of up to 79 3 Although the number of reviews authored for a location has a strong influence on precision we are able to achieve a precision up to 29 5 when processing only the first 50 reviews increasing to 45 7 and 57 3 for the first 100 and 200 reviews respectively In addition we present two context aware services that leverage location based activity information on a city scale that is accessible through a Web service we developed supporting multiple cities in North America	socialnetwork locationbased contextawareness systems web
doi.acm.org%2F10.1145%2F1864349.1864355.html	2010	Examining micro payments for participatory sensing data collections	 	The rapid adoption of mobile devices that are able to capture and transmit a wide variety of sensing modalities media and location has enabled a new data collection paradigm participatory sensing Participatory sensing initiatives organize individuals to gather sensed information using mobile devices through cooperative data collection A major factor in the success of these data collection projects is sustained high quality participation However since data capture requires a time and energy commitment from individuals incentives are often introduced to motivate participants In this work we investigate the use of micro payments as an incentive model We define a set of metrics that can be used to evaluate the effectiveness of incentives and report on findings from a pilot study using various micro payment schemes in a university campus sustainability initiative	mobiledevice sensing locationbased dataanalysis hci evaluation
doi.acm.org%2F10.1145%2F1864349.1864357.html	2010	Remarkable objects supporting collaboration in a creative environment	 	In this paper we report the results of a field trial of a Ubicomp system called CAM that is aimed at supporting and enhancing collaboration in a design studio environment CAM uses a mobile tagging application which allows designers to collaboratively store relevant information onto their physical design objects in the form of messages annotations and external web links The purpose of our field trial was to explore the role of augmented objects in supporting and enhancing creative work Our results show that CAM was used not only to support participants mutual awareness and coordination but also to facilitate designers in appropriating their augmented design objects to be explorative extendable and playful supporting creative aspects of design work In general our results show how CAM transformed static design objects into remarkable objects that made the creative and playful side of cooperative design visible	fieldstudy ubiquitouscomputing design mobiledevice application web
doi.acm.org%2F10.1145%2F1864349.1864358.html	2010	VoiceYourView collecting real time feedback on the design of public spaces	 	This paper reports on VoiceYourView a kind of intelligent kiosk which uses speech recognition and natural language processing to gather the public s creative input on the public space designs Over a six week period VoiceYourView was deployed in a public space and 2000 design critiques were collected from 600 people The paper shows that people are capable of providing creative input on their environment using unstructured speech or text and that a good proportion of these comments are actionable The paper also investigates the use of public displays to auto summarize comments left by the public so far Although there is anecdotal evidence that this encourages participation an experiment found that filtering comments e g to display only positive responses had no effect on what people had to say	speech urban design publicdisplay
doi.acm.org%2F10.1145%2F1864349.1864359.html	2010	Designing for interaction immediacy to enhance social skills of children with autism	 	Children with Autism Spectrum Disorder often require therapeutic interventions to support engagement in effective social interactions In this paper we present the results of a study conducted in three public schools that use an educational and behavioral intervention for the instruction of social skills in changing situational contexts The results of this study led to the concept of i interaction immediacy i to help children maintain appropriate spatial boundaries reply to conversation initiators disengage appropriately at the end of an interaction and identify potential communication partners We describe design principles for Ubicomp technologies to support interaction immediacy and present an example design The contribution of this work is twofold First we present an understanding of social skills in mobile and dynamic contexts Second we introduce the concept of interaction immediacy and show its effectiveness as a guiding principle for the design of Ubicomp applications	children socialinteraction spatial design mobiledevice application
doi.acm.org%2F10.1145%2F1864349.1864360.html	2010	Investigations of Ubicomp in the oil and gas industry	 	In this paper we describe a use context for ubicomp technology seldom investigated the industrial setting and in particular the oil and gas industry We suggest that the field offers interesting challenges to the ubicomp field and briefly outline some design opportunities In particular we identify the need to ease flowing of activity across boundaries of space physical digital and varied systems We also describe our grounded approach starting with qualitative field studies and leading through to the design and implementation of novel prototypes The contribution of this paper is a concrete description of this alternative use context and a sketching of potential ubicomp solutions to meet industrial needs	design fieldstudy
doi.acm.org%2F10.1145%2F1864349.1864362.html	2010	Modeling people s place naming preferences in location sharing	 	Most location sharing applications display people s locations on a map However people use a rich variety of terms to refer to their locations such as home Starbucks or the bus stop near my house Our long term goal is to create a system that can automatically generate appropriate place names based on real time context and user preferences As a first step we analyze data from a two week study involving 26 participants in two different cities focusing on how people refer to places in location sharing We derive a taxonomy of different place naming methods and show that factors such as a person s perceived familiarity with a place and the entropy of that place i e the variety of people who visit it strongly influence the way people refer to it when interacting with others We also present a machine learning model for predicting how people name places Using our data this model is able to predict the place naming method people choose with an average accuracy higher than 85	locationbased application urban homesetting dataanalysis
doi.acm.org%2F10.1145%2F1864349.1864363.html	2010	Rethinking location sharing exploring the implications of social driven vs purpose driven location sharing	 	The popularity of micro blogging has made general purpose information sharing a pervasive phenomenon This trend is now impacting location sharing applications LSAs such that users are sharing their location data with a much wider and more diverse audience In this paper we describe this as social driven sharing distinguishing it from past examples of what we refer to as purpose driven location sharing We explore the differences between these two types of sharing by conducting a comparative two week study with nine participants We found significant differences in terms of users decisions about what location information to share their privacy concerns and how privacy preserving their disclosures were Based on these results we provide design implications for future LSAs	locationbased application privacy design
doi.acm.org%2F10.1145%2F1864349.1864364.html	2010	Empirical models of privacy in location sharing	 	The rapid adoption of location tracking and mobile social networking technologies raises significant privacy challenges Today our understanding of people s location sharing privacy preferences remains very limited including how these preferences are impacted by the type of location tracking device or the nature of the locations visited To address this gap we deployed Locaccino a mobile location sharing system in a four week long field study where we examined the behavior of study participants n 28 who shared their location with their acquaintances n 373 Our results show that users appear more comfortable sharing their presence at locations visited by a large and diverse set of people Our study also indicates that people who visit a wider number of places tend to also be the subject of a greater number of requests for their locations Over time these same people tend to also evolve more sophisticated privacy preferences reflected by an increase in time and location based restrictions We conclude by discussing the implications our findings	locationbased mobiledevice socialnetwork privacy fieldstudy
doi.acm.org%2F10.1145%2F1864349.1864366.html	2010	Hapori context based local search for mobile phones using community behavioral modeling and similarity	 	Local search engines are very popular but limited We present i Hapori i a next generation local search technology for mobile phones that not only takes into account location in the search query but richer context such as the time weather and the activity of the user Hapori also builds behavioral models of users and exploits the similarity between users to tailor search results to personal tastes rather than provide static geo driven points of interest We discuss the design implementation and evaluation of the Hapori framework which combines data mining information preserving embedding and distance metric learning to address the challenge of creating efficient multidimensional models from context rich local search logs Our experimental results using 80 000 queries extracted from search logs show that contextual and behavioral similarity information can improve the relevance of local search results by up to ten times when compared to the results currently provided by commercially available search engine technology	mobiledevice locationbased naturalenvironment framework
doi.acm.org%2F10.1145%2F1864349.1864367.html	2010	Tasking networked CCTV cameras and mobile phones to identify and localize multiple people	 	We present a method to identify and localize people by leveraging existing CCTV camera infrastructure along with inertial sensors accelerometer and magnetometer within each person s mobile phones Since a person s motion path as observed by the camera must match the local motion measurements from their phone we are able to uniquely identify people with the phones IDs by detecting the statistical dependence between the phone and camera measurements For this we express the problem as consisting of a two measurement HMM for each person with one camera measurement and one phone measurement Then we use a maximum i a posteriori i formulation to find the most likely ID assignments Through sensor fusion our method largely bypasses the motion correspondence problem from computer vision and is able to track people across large spatial or temporal gaps in sensing We evaluate the system through simulations and experiments in a real camera network testbed	video sensing mobiledevice statistics computervision spatial evaluation simulation
doi.acm.org%2F10.1145%2F1864349.1864368.html	2010	Predicting human behaviour from selected mobile phone data points	 	The mobile phone offers a unique opportunity to predict a person s behaviour automatically for advanced ubiquitous services In this note we analyse cellular data collected as part of the Reality Mining project and use information theoretic concepts to answer three questions i What time points in the day help predict a mobile phone user s activity at another time point ii What time points in history are most useful to predict his future activities and iii How difficult is it to predict his activity at a given time from another user s activity at another time	mobiledevice dataanalysis systems
doi.acm.org%2F10.1145%2F1864349.1864370.html	2010	Let s play mobile health games for adults	 	Researchers have designed a variety of systems that promote wellness However little work has been done to examine how casual mobile games can help adults learn how to live healthfully To explore this design space we created i OrderUP i a game in which players learn how to make healthier meal choices Through our field study we found that playing OrderUP helped participants engage in four i processes of change i identified by a well established health behavior theory the Transtheoretical Model they improved their understanding of how to eat healthfully and engaged in nutrition related analytical thinking reevaluated the healthiness of their real life habits formed helping relationships by discussing nutrition with others and started replacing unhealthy meals with more nutritious foods Our research shows the promise of using casual mobile games to encourage adults to live healthier lifestyles	design mobiledevice game health fieldstudy food
doi.acm.org%2F10.1145%2F1864349.1864371.html	2010	MoviPill improving medication compliance for elders using a mobile persuasive social game	 	Medication compliance is a critical component in the success of any medical treatment However only 50 of patients correctly adhere to their prescription regimens Mobile and ubiquitous technologies have been proposed to tackle this challenge mainly in the form of memory aid solutions that remind patients to take their pills However most of these methods do not i engage i patients in shifting their behavior towards better compliance In this paper we propose and evaluate a mobile phone based game called i MoviPill i that persuades patients to be more adherent to their medication prescription by means of social competition In a 6 week user study conducted with 18 elders the use of i MoviPill i improved both their compliance to take the daily medication and also the accuracy of the drug intake time according to the prescribed time Moreover the improvement in the latter increased from 43 to 56 when we considered only participants that had any interest in games which reveals the importance of applying persuasive techniques in a personalized manner We conclude with a set of implications for the design of persuasive mobile solutions in this domain	mobiledevice evaluation game
doi.acm.org%2F10.1145%2F1864349.1864372.html	2010	Ambient influence can twinkly lights lure and abstract representations trigger behavioral change 	 	Can ubiquitous technologies be designed to nudge people to change their behavior If so how We describe an ambient installation that was intended to help people decide and to encourage them to reflect when confronted with a choice In this particular case it was whether to take the stairs or the elevator in their place of work The rationale was to push people towards a desired behavior at the point of decision making and to reflect upon theirs and others aggregate behavior We describe the ambient displays that were developed and the prototyping studies in which they were evaluated The findings from an in the wild study are then presented They reveal that even though people said they were not aware of changing their behavior logged data of their actual behavior showed a significant change We discuss these mixed findings in relation to whether ambient displays can influence at an unconscious or conscious level	design ambient evaluation
doi.acm.org%2F10.1145%2F1864349.1864373.html	2010	Exploring inter child behavioral relativity in a shared social environment a field study in a kindergarten	 	A kindergarten is an interesting community of young children The children continuously share their interactions and experiences and grow along similar developmental stages In this setting studying relative differences among them can be an interesting approach to investigating how to help their individual and social development In this study we present our intuition on inter child behavioral relativity and apply it to a real kindergarten environment We conduct a close user study necessitating the monitoring of the children s behavior Then utilizing wearable sensor technologies we perform a field study to explore various interesting aspects of behavioral relativity in an automatic and quantitative fashion We consulted the kindergarten teachers with our results obtained from our field study in order to validate the practical benefits in the kindergarten environment We further discuss the potential limitations and opportunities of our approach	socialnetwork children wearablecomputing fieldstudy
doi.acm.org%2F10.1145%2F1864349.1864375.html	2010	ElectriSense single point sensing using EMI for electrical event detection and classification in the home	 	This paper presents ElectriSense a new solution for automatically detecting and classifying the use of electronic devices in a home from a single point of sensing ElectriSense relies on the fact that most modern consumer electronics and fluorescent lighting employ switch mode power supplies SMPS to achieve high efficiency These power supplies continuously generate high frequency electromagnetic interference EMI during operation that propagates throughout a home s power wiring We show both analytically and by in home experimentation that EMI signals are stable and predictable based on the device s switching frequency characteristics Unlike past transient noise based solutions this new approach provides the ability for EMI signatures to be applicable across homes while still being able to differentiate between similar devices in a home We have evaluated our solution in seven homes including one six month deployment Our results show that ElectriSense can identify and classify the usage of individual devices with a mean accuracy of 93 82	mobiledevice homesetting sensing energy dataanalysis application evaluation
doi.acm.org%2F10.1145%2F1864349.1864376.html	2010	Understanding conflict between landlords and tenants implications for energy sensing and feedback	 	Energy use in the home is a topic of increasing interest and concern and one on which technology can have a significant impact However existing work typically focuses on moderately affluent homeowners who have relative autonomy with respect to their home or does not address socio economic status class and other related issues For the 30 of the U S population who rent their homes many key decisions regarding energy use must be negotiated with a landlord Because energy use impacts the bottom line of both landlords and tenants this can be a source of conflict in the landlord tenant relationship Ubicomp technologies for reducing energy use in rental units must engage with landlord tenant conflicts to be successful Unfortunately little detailed knowledge is available about the impact of landlord tenant conflicts on energy use We present an analysis of a series of qualitative studies with landlords and tenants We argue that a consideration of multiple stakeholders and the power imbalances among them will drive important new research questions and lead to more widely applicable solutions The main contribution of our work is a set of open research questions and design recommendations for technologies that may affect and be affected by the conflict between stakeholders around energy use	homesetting energy application design recommend
doi.acm.org%2F10.1145%2F1864349.1864377.html	2010	SNUPI sensor nodes utilizing powerline infrastructure	 	A persistent concern of wireless sensors is the power consumption required for communication which presents a significant adoption hurdle for practical ubiquitous computing applications This work explores the use of the home powerline as a large distributed antenna capable of receiving signals from ultra low power wireless sensor nodes and thus allowing nodes to be detected at ranges that are otherwise impractical with traditional over the air reception We present the design and implementation of small ultra low power 27 MHz sensor nodes that transmit their data by coupling over the powerline to a single receiver attached to the powerline in the home We demonstrate the ability of our general purpose wireless sensor nodes to provide whole home coverage while consuming less than 1 mW of power when transmitting 65 188 W consumed in our custom CMOS transmitter This is the lowest power transmitter to date compared to those found in traditional whole home wireless systems	network sensing energy ubiquitouscomputing application homesetting naturalenvironment
doi.acm.org%2F10.1145%2F1864349.1864378.html	2010	WATTR a method for self powered wireless sensing of water activity in the home	 	We present WATTR a novel self powered water activity sensor that utilizes residential water pressure impulses as both a i powering i and i sensing i source Consisting of a power harvesting circuit piezoelectric sensor ultra low power 16 bit microcontroller 16 bit analog to digital converter ADC and a 433 MHz wireless transmitter WATTR is capable of sampling home water pressure at 33 Hz and transmitting over 3 m when i any i water fixture in the home is opened or closed WATTR provides an alternative sensing solution to the power intensive Bluetooth based sensor used in the HydroSense project by Froehlich et al 2 for single point whole home water usage We demonstrate WATTR as a viable self powered sensor capable of monitoring and transmitting water usage data without the use of a battery Unlike other water based power harvesters WATTR does not waste water to power itself We discuss the design implementation and experimental verification of the WATTR device	energy sensing network homesetting mobiledevice
doi.acm.org%2F10.1145%2F1864349.1864380.html	2010	Bridging the gap between physical location and online social networks	 	This paper examines the location traces of 489 users of a location sharing social network for relationships between the users mobility patterns and structural properties of their underlying social network We introduce a novel set of location based features for analyzing the social context of a geographic region including location entropy which measures the diversity of unique visitors of a location Using these features we provide a model for predicting friendship between two users by analyzing their location trails Our model achieves significant gains over simpler models based only on direct properties of the co location histories such as the number of co locations We also show a positive relationship between the entropy of the locations the user visits and the number of social ties that user has in the network We discuss how the offline mobility of users can have implications for both researchers and designers of online social networks	locationbased socialnetwork mobiledevice dataanalysis design
doi.acm.org%2F10.1145%2F1864349.1864381.html	2010	Exploring end user preferences for location obfuscation location based services and the value of location	 	Long term personal GPS data is useful for many UbiComp services such as traffic monitoring and environmental impact assessment However inference attacks on such traces can reveal private information including home addresses and schedules We asked 32 participants from 12 households to collect 2 months of GPS data and showed it to them in visualizations We explored if they understood how their individual privacy concerns mapped onto 5 location obfuscation schemes which they largely did which obfuscation schemes they were most comfortable with Mixing Deleting data near home and Randomizing how they monetarily valued their location data and if they consented to share their data publicly 21 32 gave consent to publish their data though most households members shared at different levels which indicates a lack of awareness of privacy interrelationships Grounded in real decisions about real data our findings highlight the potential for end user involvement in obfuscation of their own location data	locationbased systems homesetting video privacy urban
doi.acm.org%2F10.1145%2F1864349.1864382.html	2010	The domestic panopticon location tracking in families	 	We present a qualitative study examining Location Based Service LBS usage by families and how it is integrated into everyday life We establish that LBS when used for tracking purposes affords a means of i digital nurturing i that said we discuss how LBS surveillance has the potential to undermine trust and serve as a detriment to nurturing	locationbased
doi.acm.org%2F10.1145%2F1864349.1864384.html	2010	Accuracy characterization of cell tower localization	 	Cell tower triangulation is a popular technique for determining the location of a mobile device However cell tower triangulation methods require the knowledge of the actual locations of cell towers Because the locations of cell towers are not publicly available these methods often need to use estimated tower locations obtained through wardriving This paper provides the first large scale study of the accuracy of two existing methods for cell tower localization using wardriving data The results show that naively applying these methods results in very large localization errors We analyze the causes for these errors and conclude that one can localize a cell accurately only if it falls within the area covered by the wardriving trace We further propose a bounding technique to select the cells that fall within the area covered by the wardriving trace and identify a cell combining optimization that can further reduce the localization error by half	locationbased mobiledevice dataanalysis
doi.acm.org%2F10.1145%2F1864349.1864385.html	2010	A grid based algorithm for on device GSM positioning	 	We propose a grid based GSM positioning algorithm that can be deployed entirely on mobile devices The algorithm uses Gaussian distributions to model signal intensity variations within each grid cell Position estimates are calculated by combining a probabilistic centroid algorithm with particle filtering In addition to presenting the positioning algorithm we describe methods that can be used to create update and maintain radio maps on a mobile device We have implemented the positioning algorithm on Nokia S60 and Nokia N900 devices and we evaluate the algorithm using a combination of offline and real world tests The results indicate that the accuracy of our method is comparable to state of the art methods while at the same time having significantly smaller storage requirements	systems mobiledevice mathematical network urban evaluation dataanalysis
doi.acm.org%2F10.1145%2F1864349.1864386.html	2010	Vehicular speed estimation using received signal strength from mobile phones	 	This paper introduces an algorithm that estimates the speed of a mobile phone by matching time series signal strength data to a known signal strength trace from the same road Knowing a mobile phone s speed is useful for example to estimate traffic congestion or other transportation performancemetrics The proposed algorithmcan be implemented in the carrier s infrastructure with Network Measurement Reports obtained by a base station or on a mobile phone with signal strength readings obtained by the handset and depending on implementation choices promises lower energy consumption than Global Positioning System GPS receivers We evaluate the effectiveness of our algorithm on highway and arterial roads using GSM signal strength traces obtained from several phones over a one month period The results show that the Correlation algorithm is significantly more accurate than existing techniques based on handoffs or phone localization	systems mobiledevice network energy locationbased evaluation
doi.acm.org%2F10.1145%2F1864349.1864388.html	2010	Ubicomp to the masses a large scale study of two tangible interfaces for download	 	Tangible user interfaces have been promoted and discussed in the Ubicomp and HCI communities for 15 years In TUIs physical objects are used for the control and representation of digital information similarly to how icons are used in graphical user interfaces for the same purpose Most reported TUI systems have the nature of research prototypes available in laboratories or museums This paper reports an attempt to understand the impact of TUIs in users everyday environments through 2 low cost simple set up tangible interfaces for music that can be freely downloaded from a website The systems are based on computer vision printed paper and audio output A few hundreds of users downloaded them and played with them We logged users interaction with the interfaces and analysed content posted by them on our own and other web sites to observe and evaluate how they relate to such novel systems taking measures to protect their privacy Both the interaction logs and the users comments indicate that the tangible interfaces were accepted as normal they were perceived just as interfaces to make music rather than esoteric systems Its time to bring Ubicomp technology to the masses	socialnetwork physicalcomputing computervision audio web evaluation privacy
doi.acm.org%2F10.1145%2F1864349.1864389.html	2010	What do you bring to the table investigations of a collaborative workspace	 	Collaborative spaces supporting personal mobile devices provide for a powerful integration of personalized content with supportive embedded infrastructure Social spatial and informational considerations have a salient impact on such modern collaborative spaces The design implementation and evaluation of a collaborative workspace prototype that directly supports the integrated use of mobile devices not only yields insights into the basic capabilities behind such a space but also a deeper understanding of the different composition control mechanisms available Specifically such environments can effectively work with existing laptop platforms and show increased promise for supporting future generations of smaller mobile devices	mobiledevice energy spatial systems
doi.acm.org%2F10.1145%2F1864349.1864390.html	2010	Sketching with strangers in the wild study of ad hoc social communication by drawing	 	We describe an in the wild experiment with non verbal ad hoc communication between strangers We connected two night clubs via two interactive tables that allowed people at each end interact via shared drawings pre made symbols and actions We interviewed 50 and observed approximately 200 participants In local interaction collaboration was the preferred mode of use whereas with remote interaction communication prevailed This study demonstrated that people have such a strong desire to communicate that they are willing to forgive many imperfections in the channel It was also evident that people resorted to stereotypical information to ease the rapid flow of conversation when they had only limited knowledge of the other party just the place This paper describes our system design the user study and discusses implications on designing for ad hoc communication and context sharing in urban everyday environment	qualitativemethods design urban
doi.acm.org%2F10.1145%2F1864349.1864391.html	2010	Augmenting on screen instructions with micro projected guides when it works and when it fails	 	We present a study that evaluates the effectiveness of augmenting on screen instructions with micro projection for manual task guidance unlike prior work which replaced screen instructions with alternative modalities e g head mounted displays In our study 30 participants completed 10 trials each of 11 manual tasks chosen to represent a set of common task components e g cutting folding found in many everyday activities such as crafts cooking and hobby electronics Fifteen participants received only on screen instructions and 15 received both on screen and micro projected instructions In contrast to prior work which focused only on whole tasks our study examines the benefit of augmenting common task instructions The augmented instructions improved participants performance overall however we show that in certain cases when projected guides and physical objects visually interfered projected elements caused increased errors Our results demonstrate that examining effectiveness at an instruction level is both useful and necessary and provide insight into the design of systems that help users perform everyday tasks	evaluation task augmentedreality physicalcomputing video design
doi.acm.org%2F10.1145%2F1864349.1864393.html	2010	EmotionSense a mobile phones based adaptive platform for experimental social psychology research	 	de the ability of sensing individual emotions as well as activities verbal and proximity interactions among members of social groups Moreover the system is programmable by means of a declarative language that can be used to express adaptive rules to improve power saving We evaluate a system prototype on Nokia Symbian phones by means of several small scale experiments aimed at testing performance in terms of accuracy and power consumption Finally we present the results of real deployment where we study participants emotions and interactions We cross validate our measurements with the results obtained through questionnaires filled by the users and the results presented in social psychological studies using traditional methods In particular we show how speakers and participants emotions can be automatically detected by means of classifiers running locally on off the shelf mobile phones and how speaking and interactions can be correlated with activity and location measures	sensing energy evaluation mobiledevice dataanalysis qualitativemethods locationbased
doi.acm.org%2F10.1145%2F1864349.1864394.html	2010	Social sensing for epidemiological behavior change	 	An important question in behavioral epidemiology and public health is to understand how individual behavior is affected by illness and stress Although changes in individual behavior are intertwined with contagion epidemiologists today do not have sensing or modeling tools to quantitatively measure its effects in real world conditions In this paper we propose a novel application of ubiquitous computing We use mobile phone based co location and communication sensing to measure characteristic behavior changes in symptomatic individuals reflected in their total communication interactions with respect to time of day e g late night early morning diversity and entropy of face to face interactions and movement Using these extracted mobile features it is possible to predict the health status of an individual without having actual health measurements from the subject Finally we estimate the temporal information flux and implied causality between physical symptoms behavior and mental health	health sensing application ubiquitouscomputing mobiledevice locationbased dataanalysis
doi.acm.org%2F10.1145%2F1864349.1864395.html	2010	Psycho physiological measures for assessing cognitive load	 	With a focus on presenting information at the right time the ubicomp community can benefit greatly from learning the most salient human measures of cognitive load Cognitive load can be used as a metric to determine when or whether to interrupt a user In this paper we collected data from multiple sensors and compared their ability to assess cognitive load Our focus is on visual perception and cognitive speed focused tasks that leverage cognitive abilities common in ubicomp applications We found that across all participants the electrocardiogram median absolute deviation and median heat flux measurements were the most accurate at distinguishing between low and high levels of cognitive load providing a classification accuracy of over 80 when used together Our contribution is a real time objective and generalizable method for assessing cognitive load in cognitive tasks commonly found in ubicomp systems and situations of divided attention	socialnetwork sensing video task application dataanalysis ubiquitouscomputing
doi.acm.org%2F10.1145%2F1864349.1864396.html	2010	Using wearable activity type detection to improve physical activity energy expenditure estimation	 	Accurate real time measurement of energy expended during everyday activities would enable development of novel health monitoring and wellness technologies A technique using three miniature wearable accelerometers is presented that improves upon state of the art energy expenditure EE estimation On a dataset acquired from 24 subjects performing gym and household activities we demonstrate how knowledge of activity type which can be automatically inferred from the accelerometer data can improve EE estimates by more than 15 when compared to the best estimates from other methods	health wearablecomputing sensing homesetting
doi.acm.org%2F10.1145%2F1864349.1864398.html	2010	The Wi Fi privacy ticker improving awareness 38 control of personal information exposure on Wi Fi	 	Anyone within range of an 802 11 wireless network Wi Fi can use free software to collect the unencrypted web traffic of others on the network However many Wi Fi users are completely unaware of the risk that this creates This work aims to improve users awareness about what they expose to others on Wi Fi networks and provide them with some control Our system the i Wi Fi Privacy Ticker i displays information about the exposure of sensitive terms that are sent to and from a user s computer and prevents the unencrypted transmission of terms from the user s computer that she has identified as highly sensitive In a three week field study with 17 participants we found that the Wi Fi Privacy Ticker improved participants awareness of the circumstances in which their personal information is transmitted We show that this heightened awareness contributed to changes in their behavior while on Wi Fi	network software web privacy fieldstudy
doi.acm.org%2F10.1145%2F1864349.1864399.html	2010	Groupthink usability of secure group association for wireless devices	 	A number of methods for initial secure association of i two i devices have been proposed their usability factors have been explored and compared extensively However a more challenging problem of initial secure association of a i group i of devices and users has not received much attention Although a few secure group association methods have been proposed their usability aspects have not been studied especially in a comparative manner This paper discusses desirable features and evaluation criteria for secure group association identifies suitable methods and presents a comparative usability study Results show that some simple methods e g peer or leader based number comparisons are quite attractive for small groups being fast reasonably secure and well received by users	security mobiledevice usability evaluation
doi.acm.org%2F10.1145%2F1864349.1864400.html	2010	The design and evaluation of a task centered battery interface	 	Battery interfaces provide important feedback about how much time users can continue using their mobile devices Based on this information they may develop mental models of the types of activities tasks and applications they can use before needing to recharge Many of today s battery interfaces tend to report energy in coarse granularities or are highly inaccurate As a result users may find it difficult to depend on the estimates given We conducted a survey with 104 participants to understand how users interact with various mobile battery interfaces Based on the survey results we designed and prototyped a task centered battery interface on a mobile device that shows more accurate information about how long individual and combinations of tasks with several applications can be performed Our pilot study of eight users demonstrated that fine grained information separated by tasks can help users be more effective with and increase their understanding of their device s battery usage	energy feedback mobiledevice task application qualitativemethods design
doi.acm.org%2F10.1145%2F1864431.1864433.html	2010	A middleware for rapid prototyping smart environments experiences in research and teaching	 	While developing distributed systems like for example a smart environment a powerful middleware is required not only for the communication between different devices but also to support the developers In this paper we discuss our system which has been developed with a special focus on the needs in research and teaching in ubiquitous computing It is based on a tuple space as underlying storage and a simple network protocol The system turns out to be very well suited for both application areas	smartspace energy middleware mobiledevice ubiquitouscomputing network
doi.acm.org%2F10.1145%2F1864431.1864434.html	2010	Integrated tool chain for recording and handling large multimodal context recognition data sets	 	The demo will present a tool chain for recording monitoring labeling and manipulation of complex multimodal data sets for activity recognition The tool chain is comprehensive going from logging through labeling monitoring to post processing and managing the data integrated with all tools being able to cooperate on joint data sets and build around comfortable graphical user interfaces	dataanalysis activityrecognition
doi.acm.org%2F10.1145%2F1864431.1864435.html	2010	Serendipitous family stories using findings from a study on family communication to share family history	 	Storytelling and sharing family histories are important parts of what it means to be a family Based on results from a study on intergenerational communication over a distance we created the Serendipitous Family Stories system The service allows family members to create visual and audio stories about places of importance in their lives and for their relatives to discover them serendipitously as they go about their lives We will describe the motivation for the application and explain its functionality Results from a field study are forthcoming	systems homesetting video audio application fieldstudy
doi.acm.org%2F10.1145%2F1864431.1864436.html	2010	EnergyLife pervasive energy awareness for households	 	We present Energy Life a system utilizing wireless sensors mobile and ambient interfaces that turn energy consumers into active players Energy Life participants play through different levels collecting scores in savings and through advice tip reading and quizzes We describe principles logic of the game implementation and user interfaces providing rationale for design choices Key principles embodied in Energy Life are situated and combined feedback including knowledge and consumption information intuitiveness and non intrusiveness by utilizing an always at hand solution on a touch enabled smart phone and lighting as an ambient interface sustained interaction and engagement by using a applied game that connects players within and between households	network sensing mobiledevice ambient game design feedback touch homesetting
doi.acm.org%2F10.1145%2F1864431.1864437.html	2010	Open M3 smart space with COTS devices	 	Support of legacy devices and services is crucial for the adoption of new smart space technologies We present two technologies which enable the formation of local ad hoc smart spaces with commercial off the shelf COTS devices First of these technologies is NoTA which is a service oriented architecture enabling networks of devices with different physical transports Second one is Smart M3 which is a semantic information sharing architecture for smart spaces It aims at opening physical world information for the use of services and applications in the information world thus enabling new types of mash up applications In our demonstration Open M3 we show how these technologies are used to build a small yet extendable smart space for sensor monitoring using COTS devices	mobiledevice systems smartspace physicalcomputing application sensing
doi.acm.org%2F10.1145%2F1864431.1864438.html	2010	Remote virtual devices middleware for dynamic device composition	 	New mobile devices are equipped with a plethora of sensors and peripheral devices such as accelerometers and gyroscopes which are not available as input mechanisms in traditional desktop and tabletop computing environments However the utilization of these novel input devices would provide opportunities for new and more natural user experiences beyond the traditional keyboard mouse touch paradigm For example it should be possible to use the accelerometer in a mobile phone as the input device for a game running on a PC In this demonstration we showcase a virtual device framework which enables the sharing of embedded peripherals between heterogeneous computing devices over any IP based network in an application agnostic manner We further show examples of use cases which utilize this framework to provide a richer and more natural user experience for existing desktop applications	mobiledevice sensing systems touch game framework application
doi.acm.org%2F10.1145%2F1864431.1864439.html	2010	Demonstrating EnTracked a system for energy efficient position tracking for mobile devices	 	An important feature of a modern mobile device is that it can position itself Not only for use on the device but also for remote applications that require tracking of the device To be useful such position tracking has to be energy efficient to avoid having a major impact on the battery life of the mobile device To address this challenge we have build a system named EnTracked that based on the estimation and prediction of system conditions and mobility schedules position updates to both minimize energy consumption and optimize robustness In this demonstration we would like to show how the system can lower the energy consumption and remain robust as pedestrians targets move around in the city center of Copenhagen	mobiledevice application energy dataanalysis pedestrian
doi.acm.org%2F10.1145%2F1864431.1864440.html	2010	Deployment planning tool for indoor 3D WSNs	 	When deploying an indoor 3D WSN it is important to be able to determine positions of the sensor nodes that achieve the full coverage of the target space and the connectivity between the sensor nodes with the minimum deployment cost The sensor node deployment problem for 3D coverage and connectivity is NP hard even without obstacles in the target field Furthermore no study has systematically examined the optimal 3D WSN deployment considering both obstacles and deployment cost We have developed a heuristic algorithm for computing a near optimal solution that minimizes the cost for achieving the full coverage and node connectivity in a 3D target space with obstacles We have implemented the algorithm in the smartspace simulator UbiREAL so that the designers can interactively determine the near optimal sensor node positions thorough visualization of the achievable coverage and the sensor positions on a 3D virtual space In this demonstration we show for different configurations of the target space and WSN parameters how the tool computes the sensor positions and visualizes the results such as achievable covered area sensor positions and the total cost	locationbased sensing systems simulation design video
doi.acm.org%2F10.1145%2F1864431.1864441.html	2010	A demonstration of position and orientation sensor for two dimensional communication networks	 	This demonstration presents a networking infrastructure for a wireless battery less and location aware ubiquitous environment Our group has developed Two Dimensional Communication 2DC technology which enables network nodes placed on a thin sheet to communicate with one another and to receive electricity wirelessly We have also developed a function for positions and orientation detection of devices placed on the sheet as well as the data and power transmission	network energy locationbased mobiledevice
doi.acm.org%2F10.1145%2F1864431.1864442.html	2010	Prototype implementation of wireless sensor network using TV broadcast RF energy harvesting	 	Energy harvesting is a key technique that can be used to overcome the barriers that prevent the real world deployment of wireless sensor networks We explored the use of airwaves of TV broadcasts as energy sources to power wireless sensor nodes We measured the output of a rectenna continuously for 7 days The experimental results showed that the daily and weekly cycles of TV broadcasts affected the harvested energy output We developed a Radio Frequency RF energy harvesting wireless sensor network prototype to show the effectiveness of RF energy harvesting for the usage of a wireless sensor network We also proposed a duty cycle determination method for our system and verified this by implementation	network sensing energy
doi.acm.org%2F10.1145%2F1864431.1864443.html	2010	Leveraging the web of things for rapid prototyping of UbiComp applications	 	An increasing number of real world entities is currently being connected to the Internet and the World Wide Web We argue that this development is the precursor of a Web of Things WoT which in turn provides a promising way to prototype UbiComp applications by significantly lowering the technical barriers for making things smart In this paper we outline how sensors actuators and Web services can easily be combined in the WoT in order to enable rapid prototyping of UbiComp applications	internet web application sensing systems
doi.acm.org%2F10.1145%2F1864431.1864444.html	2010	Gaze based interaction with public displays using off the shelf components	 	Eye gaze can be used to interact with high density information presented on large displays We have built a system employing off the shelf hardware components and open source gaze tracking software that enables users to interact with an interface displayed on a 55 screen using their eye movements The system works at a viewing distance of 1 to 1 5 meters and requires a 30 second calibration procedure for every user We demonstrate how it can be used to navigate a digital bulletin board display with several notes on top of each other There are some technical challenges detecting the eyes when people are wearing glasses and when external light sources are present	publicdisplay hardware software navigationsystem
doi.acm.org%2F10.1145%2F1864431.1864445.html	2010	Grouper a proof of concept wearable wireless group coordinator	 	We introduce i Grouper i a proof of concept wearable wireless group coordinator Users wear modules each consisting of a microprocessor a wireless radio and various electronics to provide sensory cues to users These sensory cues alert the users to pay attention to the leader of the group thus augmenting a leader s ability to direct a group Wearable devices have been used to observe social interactions but few have been used to coordinate a group of users	wearablecomputing network mobiledevice socialinteraction
doi.acm.org%2F10.1145%2F1864431.1864446.html	2010	Locaccino a privacy centric location sharing application	 	Locaccino is a location sharing application designed to empower users to effectively control their privacy It has been piloted by close to 2000 users and has been used by researchers as an experimental platform for conducting research on location based social networks Featured technologies include expressive privacy rule creation detailed feedback mechanisms that help users understand their privacy algorithms for analyzing privacy preferences and clients for mobile computers and smartphone devices In addition variations of Locaccino are also being piloted as part of research on user controllable policy learning learning usable privacy personas and reconciling expressiveness and user burden The purpose of this demo is to introduce participants to the features of Locaccino so that they can try out the Locaccino smartphone and laptop applications on their own devices locate their friends and colleagues and set rich privacy policies for sharing their location	locationbased application design privacy systems socialnetwork feedback mobiledevice usability
doi.acm.org%2F10.1145%2F1864431.1864447.html	2010	Material computing computing materials	 	Embedding computers into our environment is perhaps not only a job for computer scientist and engineers We propose to understand the computer as a material for design as means to invite artists architect and designers to participate in envisioning how and where the computational power can be used We will invite the conference attendees to once again think about how to bridge the so called gap between computational and material properties but this time using a material rather than the traditional information centric perspective The invitation is extended through hands on experiences with our two samples of computational composites	design energy
doi.acm.org%2F10.1145%2F1864431.1864448.html	2010	CastOven a microwave oven with just in time video clips	 	In this paper we propose a novel microwave oven called CastOven CastOven is a microwave oven with a LCD display that enables people to enjoy videos while they are waiting for the completion of cooking Current media contents force us to adjust our schedules to enjoy them Media contents especially movies take specific time durations to watch them but it is not easy to squeeze in time to do so in daily life The system identifies the idle time in daily life and delivers an appropriate amount of media content to the user to enjoy during their idle time	video
doi.acm.org%2F10.1145%2F1864431.1864449.html	2010	Propinquity exploring embodied gameplay	 	Consumer game platforms are realizing Ubicomp s vision of seamless sensor based embodied interaction with computation Here we present Propinquity a full body dancing fighting game using proximity and touch sensing Relying primarily on auditory feedback Propinquity attempts to reconfigure sensor based gameplay as an activity where players orient towards one another rather than a central screen By presenting this particular demo we hope to stimulate discussion of embodiment expressiveness play performance and social production in both ubicomp interaction and game design	game systems sensing touch audio feedback design
doi.acm.org%2F10.1145%2F1864431.1864450.html	2010	NeuroWander a BCI game in the form of interactive fairy tale	 	In this paper we describe the design and implementation of a Brain Computer Interface BCI game called Neuro Wander which is based on the German fairy tale Hansel and Gretel NeuroWander can not only process the inputs from a keyboard or a mouse but also transfer the gamers brainwaves through a certain BCI device such as NeuroSky Mindset The objective of NeuroWander is to provide a simple example for how to realize the principle desire of gamers in fantasy world think and make it happen without any physical touch It is concluded that neuroadaptive interfaces need to be well combined with proper form of entertainment contents to satisfy the sophisticated taste of game users at the age of digital fun playing in anytime and at anyplace	design game mobiledevice touch
doi.acm.org%2F10.1145%2F1864431.1864452.html	2010	User activity understanding from mobile phone sensors	 	Context acquisition is an important technology for ubiquitous computing An ideal approach would be easy to deploy and non intrusive to people s life Mobile phones equipped with advanced sensors are preferable platform owing to their user friendliness and freedom from extra costs to deploy In this study we propose to use a mobile phone to detect user contexts We formally define the concept of context and then describe applications that leverage people s long term activity which can be inferred from their contexts	ubiquitouscomputing mobiledevice sensing systems application
doi.acm.org%2F10.1145%2F1864431.1864453.html	2010	FOAF improving detected social network accuracy	 	This paper presents a Bluetooth triggered friend of a friend FOAF presence notification application as a means to improve the accuracy of social graphs detected via mobile networks By checking for common contacts between co present users it both introduces users who are not already acquainted and improves the accuracy of the detected social graph	network application dataanalysis mobiledevice
doi.acm.org%2F10.1145%2F1864431.1864454.html	2010	 966 sup 2 sup exploring physical check ins for location based services	 	 Barcode Generator an exploration of physical check ins for location based services The system uses 2D barcodes to retrieve and share semantic location information Users can scan barcodes at venues that activate a location based application with the corresponding venue page This system overcomes problems arising when users have to select their location manually We expect an enhanced user experience using physical artefacts in location based services	locationbased application
doi.acm.org%2F10.1145%2F1864431.1864455.html	2010	RFID localization for tangible and embodied multi user interaction with museum exhibits	 	RFID is usually used for i identification i but with some post processing it can also be used for i localization i These properties expand the typical range of possible interactions with digital displays in museums Our goal is to encourage the collaborative investigation of a rich information space presented on an Ambient Display in a museum exhibit We consider two different models of interacting with an exhibit i Tangible Control i wherein passive RFID tags are embedded in some artifacts and multiple users can control the information on the screen by moving those artifacts and i Embodied Control i wherein people directly carry an RFID tag and interact with the information by walking within the simulation space Each model has different implications for how the visitors might relate a to the information being displayed and b to one another Here we present preliminary results on the suitability of a single reader and passive tag setup for providing localization input	rfid ambient walk simulation
doi.acm.org%2F10.1145%2F1864431.1864456.html	2010	Ubiquitous geo referenced social skills therapy	 	In this paper we present a software system that relies on mobile devices to support geo referenced collaborative in situ group therapy We describe the concept the system and its features and discuss future work directions	software mobiledevice
doi.acm.org%2F10.1145%2F1864431.1864457.html	2010	Beyond context awareness context prediction in an industrial application	 	In this paper we discuss the benefits of context prediction for an industrial application in open cast mining The goal of context prediction is not only to recognize the current context but also to predict the future context Context prediction enables a system to become truly proactive For industrial applications this can entail concrete monetary value The paper describes the general concept and how it can be applied in production of raw materials based on currently used technology	contextawareness application dataanalysis
doi.acm.org%2F10.1145%2F1864431.1864458.html	2010	Social contraptions and embodied interaction	 	In this paper we introduce the idea of social contraptions which are interactive physical devices employed as designerly explorations of social relations as mediated by physical space and artefacts We present two independent but related design explorations that were situated in fine art and industrial research contexts We argue that these contraptions open up for exploration some interaction issues related to the theme of Embodied Facilitation This is particularly in relation to awareness and coordination between interactants as mediated by the spatial and material configuration of the contraptions These methods as well as the insights gained from them can contribute to the development of the emerging field of embodied interaction	mobiledevice design physicalcomputing spatial
doi.acm.org%2F10.1145%2F1864431.1864459.html	2010	Physiological data gathering in mobile environments	 	Mobile environments and applications have been the target of extensive research with a focus on usability assessment methods and combating user experience issues These methods rely mostly on observable data discarding a significant amount of data which can be captured from the users Physiological measures capture is a growing research theme in which biological signals are used as means to interact with an application This type of interaction allows researchers to access data which would otherwise be concealed using traditional assessment techniques This paper describes the use of such interaction techniques in mobile environments through the use of a comprehensive platform which integrates means to assess users heartbeat rate	mobiledevice application usability interactiontechnique systems
doi.acm.org%2F10.1145%2F1864431.1864460.html	2010	A novel similarity measure for time series data with applications to gait and activity recognition	 	In this abstract we propose a novel approach to modeling time series for the purpose of comparing segments of data in order to classify activities based on accelerometer sensor data Our approach consists of producing an ensemble of simple classifiers that can be built and can classify new data efficiently We present empirical results from an implementation of our algorithm running on a mobile phone demonstrating the efficiency and performance of our technique on real world data Our algorithm is able to identify individuals based on their gait and can be used in a semi supervised setting to label large data sets using a small number of labeled examples Our method can also be used in an unsupervised setting to visualize time series data for example to identify the number of different activities that occur in an unlabeled data set	sensing systems mobiledevice dataanalysis video
doi.acm.org%2F10.1145%2F1864431.1864461.html	2010	EVIDANCE a mobile application for orchestrating multiple services ecologies	 	In this paper we introduce some preliminary considerations on the design of interactive system in a service based economy The discussion is supported by an early design exploration of a mobile application aimed to support people in orchestrating multiple services ecologies in their everyday life	design systems mobiledevice application
doi.acm.org%2F10.1145%2F1864431.1864462.html	2010	Acoustic source localization of everyday sounds using wireless sensor networks	 	Acoustic events are a rich source of information for context awareness and support various application areas such as audio surveillance 1 sound sensing 2 intelligent auditory interfaces 3 and speech localization 4 Acoustic localization solutions are also increasingly becoming important and feasible due to recent advances in personal portable computing devices e g smart phones PDAs and laptops where rapidly deployable distributed fine grain acoustic localization systems can help to locate mobile users and devices for using in location aware interfaces and applications However while a number of acoustic localization systems have been proposed over the last few decades these generally require the use of expensive dedicated microphone arrays and have been developed only for a single or limited number of acoustic events tailored to specific scenarios Many different types of acoustic events exist in our everyday environments hence in this work we address the general problem of how to localize multiple classes of acoustic events in a distributed sensor environment We propose a framework for detecting and locating events e g speech clicks footsteps or the sound of an object put down on a table according to generic acoustic characteristics and present a preliminary evaluation	contextawareness audio sensing speech mobiledevice locationbased application design framework evaluation
doi.acm.org%2F10.1145%2F1864431.1864463.html	2010	Surprise trips a system to augment the natural experience of exploration	 	Little treasures in nature often go unnoticed by visitors when roaming about in a national park Ubiquitous technology with its less intrusive character may be apt to enhance this natural experience of exploration In this paper we report on a system that augments this experience It builds on the theme of surprises as well as utilizing physical icons both as representation of users interests and as notification tokens to alert users when they are within proximity of a surprise We developed mock up prototypes and a video prototype to do brief evaluations with target users The evaluation shows that the concept is viable and deserves further development Additionally our focus on the users interests and what they may consider to be of value to them is noteworthy and deserves further attention when designing ubiquitous technology for outdoor experiences	video evaluation design
doi.acm.org%2F10.1145%2F1864431.1864464.html	2010	Gathering requirements for a personal health management system	 	To design an application that supports an individual s self care activities we must understand how they are currently using health information However little is known about the support people need for using health information In this work we conducted semi structured interviews to find out how people use health information We found that people use health information to understand their disease to establish their role in managing the disease and to achieve their actual management goals From the results we extracted a set of functional requirements for a personal health management system Our system is unique because it provides personalized information utilizes visualizations to display the effects of uncontrolled diabetes and engages the patient s social network	design application health qualitativemethods privacy video socialnetwork
doi.acm.org%2F10.1145%2F1864431.1864465.html	2010	Understanding Hatsukaichi Shuku post town in the Edo period using old drawing map stored in GPS 38 PDA	 	We developed the software for PDA Personal Digital As sistant equipped with GPS Global Positioning System to understand Haruskaichi Shuku post town which prospered during the Edo period 1603 1867 There are very few old traditional houses remaining in the region so the town at that time could be experienced by walking through using the corrected old drawing map stored in PDA People inter ested in the history and culture of the region have found the technique to be very useful	software mobiledevice locationbased walk urban
doi.acm.org%2F10.1145%2F1864431.1864466.html	2010	Eyes grip and gesture as objective indicators of intentions and attention	 	This poster abstract presents the first part of a study concerning the use of information about gaze grip and gesture to create non command interaction The experiment reported here seeks to establish the occurrence of patterns in nonverbal communication which may be used in an activity aware setup that seeks to adjust to the individual s intentions and attention Results indicate that basic patterns of facial direction and grip are correlated with intention and or attention and an analysis of gesture patterns is currently being performed	gestureinteraction
doi.acm.org%2F10.1145%2F1864431.1864467.html	2010	ALIS an interactive ecosystem for sustainable living	 	Engaging occupants in conservation efforts is a key part of reducing our ecological footprint To this end we have developed the Aware Living Interface System ALIS an integrated in home system that supports residents in awareness of resource use facilitates efficient control of house systems and encourages conservation in daily activities Initial responses from deployments in two high profile sustainable homes indicate the potential and challenges involved in supporting sustainable living	homesetting
doi.acm.org%2F10.1145%2F1864431.1864468.html	2010	Geolocation in the mobile web browser	 	Current mobile browser capabilities make it possible to quickly develop advanced mobile location based services without having to write device specific software or build custom hardware We here describe three web applications exploring using location within mobile browsers T 229 gAlong NearMe and LocalURL These explorations show clear potential for using geolocation in the web browser in order to reach a larger user base with a greater variety of devices thus allowing for UbiComp researchers to explore the effects of specific services and applications on a larger scale We discuss the services as well as the potential and challenges with using the user s location directly in the browser	mobiledevice locationbased software hardware web application systems
doi.acm.org%2F10.1145%2F1864431.1864469.html	2010	WEtransport a context based ride sharing platform	 	In densely populated urban areas high amounts of traffic pose a major problem which affects the environment economy and our lives From a user s perspective the main issues include delays due to traffic jams lack of parking space and high costs due to increasing fuel prices e g if commuting long distances Collective transportation CT e g public transport systems provides a partly solution to these issues Yet CT does not support door to door transportation hence reducing convenience it might be limited in off peak hours and it is still a cost factor when traveling long distances A solution to these issues is ride sharing an evolving form of CT making alternative transportation more affordable In this paper we present a modular context aware ride sharing platform We aim at enhancing convenience reliability and affordability of different forms of ride sharing by means of context data Addition ally our approach supports an easy server and client side expansion due to the modular platform structure	urban publictransport contextawareness systems
doi.acm.org%2F10.1145%2F1864431.1864470.html	2010	Highly integratable large scale displays for public spaces	 	The use of large visual displays in public space has become increasingly popular However it is still difficult to install new displays in already existing buildings because of the large and rigid hardware associated with such displays In this paper we describe a highly integratable easily and quickly installable and lightweight display system for use in existing public buildings We describe the technical design and implementation of the display system and describe an application of the display for public audiences	video urban hardware application
doi.acm.org%2F10.1145%2F1864431.1864471.html	2010	Behavior based stigmergic navigation	 	We propose a new approach for navigating people in a ubiquitous computing environment by using digital pheromone trails similar to ants being led by pheromones to a food source Unlike ants humans can use their intelligence in selecting routes Our idea is to compile such intelligence by accumulating the history of people s rational behaviors and leaving this history as digital pheromones in the environment for later use In simulations of navigation services we found that the original ant colony optimization ACO which is a metaheuristic based on the foraging activity of ants does not completely fit our purpose Therefore two modifications were made to the original ACO Our simulation results show that people can be successfully navigated by simulated services implemented using these modified ACOs	navigationsystem ubiquitouscomputing food simulation systems
doi.acm.org%2F10.1145%2F1864431.1864472.html	2010	 i Paper to parameters i designing tangible simulation input	 	We present a new low cost paper based user interface strategy Paper to Parameters for making interaction with simulations of complex systems pragmatic within an Environmental Science curriculum Students specify initial simulation conditions by sticking pieces of paper to a wall and can experiment with the simulation by repositioning the pieces of paper Computer vision recognizes the paper based symbols and converts them into parameters used by the simulation This tangible input approach contrasts with current slider and programming based approaches for interacting with simulations We hypothesize that the affordances of this interaction strategy better supports manipulations of spatial simulation parameters We report here on the initial prototype of the system and present plans for future work	simulation computervision spatial
doi.acm.org%2F10.1145%2F1864431.1864473.html	2010	Running gestures hands free interaction during physical activity	 	This paper presents Running Gestures an interaction technique that relies on foot gestures while running A prototype and evaluation of one of the proposed gestures a mid stride skip is presented in detail The developed prototype is used by runners to change the currently playing music track and the evaluation compares users performance in relation to other methods of changing tracks while running The results show that Running Gestures is a highly effective way of interacting with a system when running	gestureinteraction interactiontechnique evaluation
doi.acm.org%2F10.1145%2F1864431.1864474.html	2010	CU Later a communication system considering time difference	 	Despite the widespread use of technology for social communication across distance a number of barriers to such contact still exist One such barrier is the problem of communicating with people in different time zones To address this problem we propose the CU Later system which considers the time difference between two locations CU Later is a system which allows synchronizing activities across time zones by displaying recorded video of a remote activity after a time shift As one example of its use the system connects two remote dining tables and lets users see and hear each other having dinner despite actually having done so at different times We discuss the design of this system and a preliminary field test of time shifted video	locationbased video design
doi.acm.org%2F10.1145%2F1864431.1864475.html	2010	SocialMedicineBox a communication system for the elderly using medicine box	 	With a growing aging population it has become a very important issue to monitor elderly people who are increasingly living alone and away from their families Many research projects have explored this issue However these are mainly focused on one way communication In this paper we proposed a new communication system for the elderly using a medicine chest The Social Medicine Box is a system which notifies the status of the elderly taking medicines as well as their feeling a picture sent automatically to their family The elderly can also get feedback and communicate with their family as well as their social network e g Twitter and Facebook In addition it allows family members living apart to seamlessly share the information without the annoyance of having to initiate conversation	feedback socialnetwork homesetting
doi.acm.org%2F10.1145%2F1864431.1864476.html	2010	LetterTwitter smart mailbox for spam filtered notification of received letters	 	We propose a smart mailbox called LetterTwitter that can automatically capture dropped snail mail s mail classify pictures into several categories e g letters or flyers and upload categorized pictures to the Web Users can easily get spam filtered notification of received letters using PCs or cellular phones equipped with common web browsers	web mobiledevice
doi.acm.org%2F10.1145%2F1864431.1864477.html	2010	Convenience probe a participatory sensing tool to collect large scale consumer flow behaviors	 	This paper proposes Convenience Probe a participatory sensing tool to collect large scale consumer flow behaviors from everyday mobile phones We hope to use Convenience Probe to collect real consumer flow data that will help convenience store chains in store location assessment	hci sensing mobiledevice locationbased
doi.acm.org%2F10.1145%2F1864431.1864479.html	2010	Throw your photos an intuitive approach for sharing between mobile phones and interactive tables	 	Many approaches have been proposed to connect mobile phones with interactive tables Most rely on having the phone placed on table all times which may hinder the overall user experience with applications on phones in general and with photo sharing ones in particular privacy intuitiveness of use and technology limits are on stake We introduce in this paper an approach which allows users to have the phone in hand when interacting with photo manipulation applications on tables supported with natural gestures of throwing photos off the phone onto the table and dragging them into it to enhance the connected relationship between the two physical entities even when placed apart	mobiledevice application photograph privacy gestureinteraction
doi.acm.org%2F10.1145%2F1864431.1864480.html	2010	Bayesian recognition of motion related activities with inertial sensors	 	Our comparison of dynamic and static inference algorithms based on the evaluation of the labelled data sets recorded from 16 male and female subjects show that a Hidden Markov Model HMM based on a learnt BN provides the best results	systems evaluation dataanalysis mathematical
doi.acm.org%2F10.1145%2F1864431.1864481.html	2010	MyState using NFC to share social and contextual information in a quick and personalized way	 	Sharing social or contextual information on a social networking site is typically a quick and easy process using a laptop or desktop However on many occasions the need to share this information will occur away from a computer As an alternative a mobile phone could be used However inputting the information via the phone can be time consuming and even intrude on the user s other tasks This will increase the likelihood that the information is lost or retrospective By tagging physical objects using Near Field Communication NFC technology MyState provides a way for users to make the environment to which the information is associated interactive Bysimply touching these objects with their NFC phone they can quickly and conveniently publish this information to the virtual world A Facebook application was used to exemplify the concept and explore the different ways in which users personalize these tagged interfaces to address their own needs	contextawareness socialnetwork mobiledevice task physicalcomputing touch application
doi.acm.org%2F10.1145%2F1864431.1864482.html	2010	Peek A Boo the design of a mobile family media space	 	Family members often want to share experiences and events in their lives even when they cannot be in the same location at the same time In many cases at least one family member is mobile Video conferencing systems permit sharing experiences and everyday events however it is often not possible to use them while mobile To explore this design space we prototyped a mobile media space called Peek A Boo that provides two way live video sharing between a mobile phone and a digital frame in the home Family members can use the media space to gather availability awareness and also share episodes of everyday life by augmenting voice calls with shared video These features can help family members feel more connected when separated by distance through sharing experiences in the moment	homesetting locationbased mobiledevice video design speech
doi.acm.org%2F10.1145%2F1864431.1864483.html	2010	MagicPhone pointing 38 interacting	 	Mobile phones are becoming a kind of must have portable devices for people This video demonstrates a mobile phone that can sense what you are pointing to and can act as a physical ubiquitous interaction device in real world called i MagicPhone i If you want to interact with an appliance around you you just simply point the MagicPhone to it and then operate The MagicPhone uses both the built in accelerometer and magnetometer to sense the pointing orientation Using MagicPhone you only need to point to a device and sliding your finger to show a picture on a display to send a document to a laptop to share slides on a projector and to print a photo In addition MagicPhone can control a selected device with accelerometer based gestures e g changing TV channels It also can serve as a mouse to draw a picture or play clicking games	mobiledevice video sensing photograph gestureinteraction game
doi.acm.org%2F10.1145%2F1864431.1864485.html	2010	Supporting self expression for informal communication	 	Mobile phones are becoming the central tools for communicating and can help us keep in touch with friends and family on the go However they can also place high demands on attention and constrain interaction My research concerns how to design communication mechanisms that mitigate these problems to support self expression for informal communication on mobile phones I will study how people communicate with camera phone photos paper based sketches and projected information and how this communication impacts social practices	mobiledevice touch design video photograph
doi.acm.org%2F10.1145%2F1864431.1864486.html	2010	Routine as resource for the design of learning systems	 	Even though the coordination of kids activities is largely successful the modern dual income family still regularly experiences breakdowns in their practices Families often rely on routines to help them coordinate when plans prove less effective Routines however are rarely documented challenging to express in detail and frequently evolving making them cumbersome to manually describe and so largely unavailable to computational systems as input This work proposes that this disconnect can be overcome and argues that unsupervised models of family routine can be learned using a single lightweight sensor This way the successful but tacit knowledge of the routine might be captured and exploited by learning systems providing a new kind of information for families and computational systems alike A method is proposed to develop a Bayesian Network to reason about the state of family coordination This model relies on learned routines of pickup and drop off at kids activities	sensing
doi.acm.org%2F10.1145%2F1864431.1864487.html	2010	Design dimensions of ambient information systems to assist elderly with their activities of daily living	 	To identify the design issues that should be addressed for developing Ambient Information Systems AIS that effectively assist elderly with their ADLs i e medicating a case study was carried out to identify the kind of support that elderly may need for medicating The proposed AIS provides the elderly with ambient aids to remind them to medicate Remind Me system guide the medication GUIDE Me system and encourage elders to medicate CARe Me system These AIS will be evaluated to determine their utility and the users acceptance which will enable us to conclude whether the identified design dimensions of AIS are appropriate to assist elderly	design ambient informationsystem evaluation
doi.acm.org%2F10.1145%2F1864431.1864488.html	2010	Infrastructure awareness	 	Ubiquitous Computing designs infrastructures that weave into the fabric of everyday life and become invisible by fading in the background However this invisibility keeps users from understanding and adopting them To address this problem we introduce the notion of i Infrastructure Awareness i IA IA is the user s awareness about properties of an infrastructure Our hypothesis is that IA facilitates the users understanding of infrastructures and thereby supports their adoption This dissertation investigates three dimensions of IA conceptual methodological and technological The conceptual dimension defines IA in terms of an awareness model and a design space The methodological dimension reflects on the usage of user centred design when designing for invisibility and proposes a new user centred design activity for IA systems The technological dimension creates two proof of concept applications GridOrbit and GridNotify to illustrate the notion of IA systems	ubiquitouscomputing design application
doi.acm.org%2F10.1145%2F1864431.1864489.html	2010	Goal driven opportunistic sensing	 	Opportunistic activity and context recognition systems do not presume a static sensor infrastructure that is defined at the design time of a system They also do not have a fixed recognition goal that has to be accomplished These systems rather make best use of the available sensor systems according to a sensing mission whereas the topology of a sensor network may change at runtime To being able to configure the available sensor systems and to react on topological changes in the ambient sensor infrastructure goal oriented sensing approaches capable of handling dynamic sensor setups have to be developed within the authors PhD thesis	contextawareness sensing design ambient
doi.acm.org%2F10.1145%2F1864431.1864490.html	2010	Embedded assessment of wellness with smart home sensors	 	Embedded home sensors hold the promise of helping older adults age in place They can help older adults maintain awareness of their functional abilities a critical step for early detection of decline In this proposal I describe my research in understanding how to design and deploy home sensors that monitor how well individuals perform everyday activities These systems collect an overwhelming amount of data and thus I will identify the information needs of stakeholders to inform the design of salient summaries of the data for elders their family caregivers and their doctors to become more aware of changes functional abilities	homesetting sensing design
doi.acm.org%2F10.1145%2F1864431.1864491.html	2010	Improving trust in context aware applications with intelligibility	 	Since context aware applications use implicit sensing and increasingly complex decision making they may make mistakes or users may misunderstand their actions This may hinder trust and adoption of context aware applications We hypothesize that making these applications intelligible by explaining themselves to users would help counter this lack of trust The proposed thesis would contribute to context aware computing by i understanding the need to explain these applications to users ii understanding the benefits and trade offs of providing intelligibility and iii providing toolkit support intelligibility to ultimately improve the trust adoption of and sustained use context aware systems	contextawareness sensing application
doi.acm.org%2F10.1145%2F1864431.1864492.html	2010	A holistic multipurpose life log framework	 	Life log systems have a wide range of usages from memory augmentation to health monitoring Recent advances in pervasive devices and sensor networks enable us to create tools that can continuously sense information from surrounding context of users and perform life logging In this research we propose a life log framework which is flexible to configure existing sensors and extend able to add a new sensor or remove existing sensors Additionally this framework provides facilities for long term archiving annotating and sharing life log information These features help users to benefit from this framework for different use cases	health mobiledevice sensing framework
doi.acm.org%2F10.1145%2F1864431.1864493.html	2010	Improving intelligibility and control in Ubicomp	 	Users often become frustrated when they are unable to understand and control a ubicomp environment Previous work has suggested that ubicomp systems should be i intelligible i to allow users to understand how the system works and i controllable i to let users intervene when the system makes a mistake In my thesis I focus on novel user interfaces and interaction techniques to support intelligibility and control	ubiquitouscomputing interactiontechnique
doi.acm.org%2F10.1145%2F1864431.1864494.html	2010	Context as a service	 	Context aware self adaptive applications monitor and exploit knowledge about external operating conditions and adapt to changes in the execution context Modern smartphones are equipped with several sensors like GPS sensor or accelerometer Additionally context reasoners and external context providers exist Thereby it s possible that several context providers offer information of the same type e g location but differ in quality levels e g accuracy representations e g position represented in coordinates and as an address and cost e g battery consumption for providing the information Therefore comprehensive support is required for selecting and activating de activation of local providers to save resources one of the context providers	contextawareness application mobiledevice sensing locationbased dataanalysis energy
doi.acm.org%2F10.1145%2F1864431.1864496.html	2010	Ubiquitous computing for sustainable energy UCSE2010 	 	Providing sustainable energy is one of the fundamental challenges for mankind With energy usage being a part of everyday activities and with the increasingly diversity of energy creation this is an inherently multi disciplinary problem Transportation and travel heating and cooling manu facturing and production are major areas in which energy is used and all these domains become more and more linked to ubiquitous computing With an increase in decentralized energy provision ranging from energy harvesting in devices to personal green power plants a great potential for creating sustainable energy arises however at the cost of a higher complexity of the distribution network and storage mechanisms Overall we believe that research in ubiquitous computing can provide important contributions for a world with sustainable energy In this workshop we hope to get people from different disciplines together to share their visions and insights on how to conserve efficiently produce use and distribute energy	ubiquitouscomputing mobiledevice energy
doi.acm.org%2F10.1145%2F1864431.1864497.html	2010	UbiHealth 2010 the 5th international workshop on ubiquitous health and wellness	 	This workshop continues the series of UbiHealth work shops organized at the Ubicomp conferences So far the majority of work presented in earlier workshops and in the field of ubiquitous healthcare has focused on supporting people affected by somatic diseases This year we call special attention on emerging research towards ubiquitous technologies for mental health and wellbeing It is known that mental disorders are common diseases affecting all countries and societies In recent years there have been various studies on correlating mental disease symptoms to objective physiological and behavioral measures in clinical settings However the current standard for diagnosis is still based on subjective clinical rating scales developed in the early 1960s We see a new opportunity to exploit ubiquitous technology to provide the therapist with objective physiological and behavioral measures from the patient s daily life The workshop will bring together researchers from ubiquitous computing and mental health professionals to present and discuss the latest work focusing on how ubiquitous computing technology can be employed to design and support diagnosis and treatment of mental disorders and maintenance of mental wellness	health socialinteraction ubiquitouscomputing design
doi.acm.org%2F10.1145%2F1864431.1864498.html	2010	SISSI 10 social interaction in spatially separated environments	 	Social relationships between co workers family members and friends play an important role in our everyday lives They are responsible for our well being for a productive working atmosphere and for feeling part of our various communities Nevertheless it can be difficult to establish and maintain such relationships if individuals are spatially separated e g working in different branch offices of a corporation as they usually cannot interact and communicate in a natural everyday manner In the past significant effort has been put into the development of planned explicit interaction methods such as email chat or video conferencing In contrast to that much less is known about techniques to enable casual spontaneous interactions between spatially separated social groups e g occasional meetings on the office floor by the means of implicit and more subtle methods SISSI 2010 brings together academia and industry to present new ways of facilitating establishing and maintaining social relationships by the means of ubiquitous systems in order to achieve a feeling of togetherness presence and closeness between members of spatially separated professional or private social groups The audience of SISSI is interdisciplinary including researchers from human computer interaction pervasive communication spatial cognition and communication sciences	homesetting socialnetwork spatial video hci
doi.acm.org%2F10.1145%2F1864431.1864499.html	2010	The 4th ACM international workshop on context awareness for self managing systems CASEMANS 2010 	 	The CASEMANS 2010 workshop aims to bring together researchers of Context aware Computing and Autonomic Computing So far these two research fields have been investigated independently and there is only a feeble link between them despite the fact that the two are complementary Subsequently the workshop solicits papers that contribute to the development of self adaptive self configuring self protecting and self optimising systems These include new tools and runtime environments for context acquisition modelling representation management recognition and brokering context based actuation context aware middleware networks and robots	contextawareness middleware robot
doi.acm.org%2F10.1145%2F1864431.1864500.html	2010	PaperComp 2010 first international workshop on paper computing	 	Paper is not dead Despite the progress of e ink screens smartphones and tablet interfaces printed paper stays a convenient versatile and familiar support for reading and writing Books magazines and other printed materials can now be connected to the digital world enriched with additional content and even transformed into interactive interfaces Conversely some of the screen based interfaces we currently use to interact with digital data could benefit from being paper based or make use of specially designed material as light and flexible as paper Far from a paperless world printed documents could become ubiquitous interfaces in our everyday interaction with digital information This is the dawn of paper computing	mobiledevice design
doi.acm.org%2F10.1145%2F1864431.1864501.html	2010	Research in the large using app stores markets and other wide distribution channels in Ubicomp research	 	The mobile phones that people use in their daily lives now run advanced applications and come equipped with sensors once only available in custom hardware in UbiComp research At the same time application distribution has become increasingly simple due to the proliferation of app stores and the like Evaluation and research methods have to be adapted to this new context to get the best data and feedback from wide audiences However an overview of successful strategies to overcome research challenges inherent to wide deployment is not yet available App store platform characteristics devices reaching target users new types of evaluation data and dynamic heterogeneous usage contexts have to be dealt with This workshop provides a forum for researchers and developers to exchange experiences and strategies for wide distribution of applications We aim at building an understanding of the opportunities of various distribution channels and obstacles involved in a research context	mobiledevice application sensing hardware evaluation feedback systems
doi.acm.org%2F10.1145%2F1864431.1864502.html	2010	Transnational times locality globality and mobility in technology design and use	 	This workshop will bring together an interdisciplinary group of scholars to explore the role of ubiquitous computing the use of information and communication technologies and the politics of technological design in transnational practices The ultimate goal of this workshop is to investigate the implications for the design and development of ubiquitous technologies in non western contexts We will consider the implications for conducting research and technology design within and across global and networked sites of technology production and use The aim of the workshop is to gain a deeper understanding of the social cultural and economic practices within global IT development	ubiquitouscomputing design
doi.acm.org%2F10.1145%2F1864431.1864503.html	2010	Designing for performative interactions in public spaces	 	Building on the assumption that every human action in public space has a performative aspect this workshop seeks to explore issues of mobile technology and interactions in public settings We will examine the design of performative technologies the evaluation of user experience the importance of spectator and performer roles and the social acceptability of performative actions in public spaces The workshop will aim to bring together researchers and practitioners who are interested in the rapidly growing area of technologies supporting use in a public setting and through this explore the themes the workshop offers plan for publications which synthesize together this disparate work and finally to facilitate future collaborations between participants	urban mobiledevice design evaluation
doi.acm.org%2F10.1145%2F1864431.1864504.html	2010	Ubiquitous crowdsourcing	 	This workshop challenges researchers and practitioners to think about three key aspects of ubiquitous crowdsourcing Firstly to establish technological foundations what are the interaction models and protocols between the ubiquitous computing systems and the crowd Secondly how is crowdsourcing going to face the challenges in quality assurance while providing valuable incentive frameworks that enable honest contributions Finally what are the novel applications of crowdsourcing enabled by ubiquitous computing systems	crowd network ubiquitouscomputing framework application
doi.acm.org%2F10.1145%2F1864431.1864505.html	2010	Digital object memories in the internet of things workshop DOME IoT 2010 	 	Everyday objects tagged with sensors and actuators that communicate and cooperate provide the foundation of the Internet of Things Most applications in the Internet of Things deal with information related to such objects in the one or other way whilst Digital Object Memories comprise hardware and software components which together provide an open and universal platform that allows for the continuous capture and conceptual and or physical association of digital information with physical objects As such they support information exchange and reuse across environments and applications and pave the way for novel kinds of applications and services The goal of this workshop is to unite these two perspectives on connected objects and object memory in a hybrid workshop format that combines traditional presentations and discussion with a practical experiment	sensing internet application hardware software systems physicalcomputing
doi.acm.org%2F10.1145%2F1864431.1864506.html	2010	PerEd 2010 the third workshop on pervasive computing education	 	Research in ubiquitous and pervasive computing is multidisciplinary by nature Whereas this is clear in the context of bringing different sciences together to construct and conduct new environments on the hardware software and engineering level there are other interesting topics of discussion which are seldom addressed yet We will focus in this workshop on a how can the ubiquitous technology be used in educational settings and for example does it require new instructional design and b does the use of ubiquitous technology affect the way people learn PerEd 2010 will provide a forum to present and discuss topics like the state of the art work in progress and lessons learned with respect to education within ubiquitous computing environments and teaching the subject itself	ubiquitouscomputing hardware software design
doi.acm.org%2F10.1145%2F1864431.1864507.html	2010	UBI challenge workshop 2010 real world urban computing	 	This workshop promotes ubiquitous computing research in authentic urban setting with real users and with sufficient scale and time span We first motivate why such research is important and then describe our ongoing deployment of diverse computing resources in a city center to support such research We are organizing an UBI Challenge to make our urban computing testbed available to the international research community and to stimulate research collaboration in a very concrete manner This workshop calls together researchers on real world urban computing to prototype applications and services that could be realized atop such computing resources	ubiquitouscomputing security urban socialnetwork application systems
doi.acm.org%2F10.1145%2F1864431.1864508.html	2010	Mobile context awareness capabilities challenges and applications	 	Mobile context awareness is a popular research trend in the field in ubiquitous computing Advances in mobile device sensory hardware and the rise of virtual sensors such as web APIs mean that the mobile user is exposed to a vast range of data that can be used for new advanced applications This workshop allows industrial and academic researchers to present work focusing on novel methods of context acquisition in the mobile environment particularly through the use of physical and virtual sensors along with research into new applications utilising this context In addition the workshop will encourage insights into the technical and usability challenges in mobile context awareness as well as observations on current and future trends in the field	mobiledevice contextawareness ubiquitouscomputing hardware sensing web application usability
doi.acm.org%2F10.1145%2F2030112.2030114.html	2011	Smiling makes us happier enhancing positive mood and communication with smile encouraging digital appliances	 	William James the noted psychologist and philosopher believed that smiling has a positive effect on our mind James view which was confirmed by several psychological studies was that we become happier when we laugh In this paper we propose a new digital appliance that encourages the act of smiling in our daily lives This system is designed for people who may not always realize when they are in low spirits and or have difficulty with smiling In addition we believe that this system will foster casual conversation and prompt communications with other people Our appliance called the HappinessCounter combines visual smile recognition user feedback and network communication We conducted two trials of the HappinessCounter system the first with a single occupant and the second with a couple living together The system had positive effects on user s mood and prompted communication among family members thereby increasing their positive mood as well	design video feedback homesetting
doi.acm.org%2F10.1145%2F2030112.2030115.html	2011	How to nudge in Situ designing lambent devices to deliver salient information in supermarkets	 	There are a number of mobile shopping aids and recommender systems available but none can be easily used for a weekly shop at a local supermarket We present a minimal mobile and fully functional lambent display that clips onto any shopping trolley handle intended to nudge people when choosing what to buy It provides salient information about the food miles for various scanned food items represented by varying lengths of lit LEDs on the handle and a changing emoticon comparing the average miles of all the products in the trolley against a social norm When evaluated in situ the lambent handle display nudged people to choose products with fewer food miles than the items they selected using their ordinary shopping strategies People also felt guilty when the average mileage of the contents of their entire shopping trolley was above the social norm The findings are discussed in terms of how to provide different kinds of product information that people care about using simple lambent displays	mobiledevice recommend food evaluation
doi.acm.org%2F10.1145%2F2030112.2030116.html	2011	CoDine an interactive multi sensory system for remote dining	 	The pervasiveness of computing has extended into domestic realms including the dining room Beyond simply a place to consume food the dining room is a social hub where family members meet and share experiences Yet busy lifestyles can make it difficult to spend social time with your family To provide a new solution for family bonding this paper presents the CoDine system a dining table embedded with interactive subsystems that augment and transport the experience of communal family dining to create a sense of coexistence among remote family members CoDine connects people in different locations through shared dining activities gesture based screen interaction mutual food serving ambient pictures on an animated tablecloth and the transportation of edible messages Rather than focusing on functionality or efficiency CoDine aims to provide people with an engaging interactive dining experience through enriched multi sensory communication	food homesetting sensing locationbased gestureinteraction ambient
doi.acm.org%2F10.1145%2F2030112.2030117.html	2011	Promoting intergenerational communication through location based asynchronous video communication	 	We describe the design and field evaluation of the Serendipitous Family Stories system a web and mobile service that allows for videos to be saved in user specified real world locations shared with friends and family and then serendipitously discovered as those people approach the location of a story Through a twenty participant field evaluation we discovered how this new form of location based asynchronous communication can be used to strengthen family relationships by encouraging communication across generations and enhancing users relationships with everyday places in their lives	design evaluation web mobiledevice systems video locationbased
doi.acm.org%2F10.1145%2F2030112.2030118.html	2011	Living in a glass house a survey of private moments in the home	 	As advances in technology accelerate sensors and recording devices are increasingly being integrated into homes Although the added benefit of sensing is often clear e g entertainment security encouraging sustainable behaviors etc the home is a private and intimate place with multiple stakeholders who may have competing priorities and tolerances for what is acceptable and useful In an effort to develop systems that account for the needs and concerns of householders we conducted an anonymous survey N 475 focusing on the activities and habits that people do at home that they would not want to be recorded In this paper we discuss those activities and where in the home they are performed and offer suggestions for the design of UbiComp systems that rely on sensing and recording	sensing mobiledevice homesetting security qualitativemethods ubiquitouscomputing
doi.acm.org%2F10.1145%2F2030112.2030120.html	2011	Leveraging conductive inkjet technology to build a scalable and versatile surface for ubiquitous sensing	 	In this paper we describe the design and implementation of a new versatile scalable and cost effective sensate surface The system is based on a new conductive inkjet technology which allows capacitive sensor electrodes and different types of RF antennas to be cheaply printed onto a roll of flexible substrate that may be many meters long By deploying this surface on or under a floor it is possible to detect the presence and whereabouts of users through both passive and active capacitive coupling schemes We have also incorporated GSM and NFC electromagnetic radiation sensing and piezoelectric pressure and vibration detection We report on a number of experiments which evaluate sensing performance based on a 2 5m x 0 3m hardware test bed We describe some potential applications for this technology and highlight a number of improvements we have in mind	design scalability sensing haptic evaluation hardware application
doi.acm.org%2F10.1145%2F2030112.2030121.html	2011	HeatProbe a thermal based power meter for accounting disaggregated electricity usage	 	To promote energy saving behavior disaggregating electricity usage is critical for increasing consumer awareness of energy usage behavior This study proposes HeatProbe a thermal based power meter system that uses thermal imaging to track disaggregated appliance usage We have designed prototyped and tested the HeatProbe system Results show that HeatProbe successfully senses individual appliance operating durations with an average error of 125 03 seconds achieving 80 2 appliance power accounting accuracy in different appliance usage scenarios	energy design sensing dataanalysis
doi.acm.org%2F10.1145%2F2030112.2030122.html	2011	LightWave using compact fluorescent lights as sensors	 	In this paper we describe LightWave a sensing approach that turns ordinary compact fluorescent light CFL bulbs into sensors of human proximity Unmodified CFL bulbs are shown to be sensitive proximity transducers when they are illuminated This approach utilizes predictable variations in electromagnetic noise resulting from the change in impedance due to the proximity of a human body to the bulb The electromagnetic noise can be sensed from any point along a home s electrical wiring This allows users to perform gestures near any CFL lighting fixture even when multiple lamps are operational Gestures can be sensed using a single interface device plugged into any electrical outlet We experimentally show that we can reliably detect hover gestures waving a hand close to a lamp touches on lampshades and touches on the glass part of the bulb itself Additionally we show that touches anywhere along the body of a metal lamp can be detected These basic detectable signals can then be combined to form complex gesture sequences for a variety of applications We also show that CFLs can function as more general purpose sensors for distributed human motion detection and ambient temperature sensing	sensing dataanalysis homesetting gestureinteraction mobiledevice touch ambient
doi.acm.org%2F10.1145%2F2030112.2030123.html	2011	Interactive 3D modeling of indoor environments with a consumer depth camera	 	Detailed 3D visual models of indoor spaces from walls and floors to objects and their configurations can provide extensive knowledge about the environments as well as rich contextual information of people living therein Vision based 3D modeling has only seen limited success in applications as it faces many technical challenges that only a few experts understand let alone solve In this work we utilize Kinect style consumer depth cameras to enable non expert users to scan their personal spaces into 3D models We build a prototype mobile system for 3D modeling that runs in real time on a laptop assisting and interacting with the user on the fly Color and depth are jointly used to achieve robust 3D registration The system offers online feedback and hints tolerates human errors and alignment failures and helps to obtain complete scene coverage We show that our prototype system can both scan large environments 50 meters across and at the same time preserve fine details centimeter accuracy The capability of detailed 3D modeling leads to many promising applications such as accurate 3D localization measuring dimensions and interactive visualization	video locationbased contextawareness application mobiledevice feedback dataanalysis
doi.acm.org%2F10.1145%2F2030112.2030124.html	2011	Tactile feedback without a big fuss simple actuators for high resolution phantom sensations	 	Multi touch screens and surfaces for manipulating digital content play a crucial role in mobile and ubiquitous computing Augmenting these interactive surfaces with tactile feedback has been found to increase interaction speed reduce operating errors and minimize visual and cognitive load Communicating detailed tactile characteristics of virtual elements however requires complex electromechanical or electrostatic actuator setups This increase in complexity makes tactile interfaces intricate costly or poorly scalable In order to provide sophisticated tactile sensations with simple actuator technology we exploit a haptic psychophysical phenomenon called Phantom Sensation We present a comparison of three standard tactile actuator technologies to see which one can recreate the Phantom Sensation with maximum effect Our results show the way to a simple and scalable implementation of illusion based tactile feedback for interactive surfaces We explore the notion of the Phantom Sensation and its possible applications within a ubicomp scenario	touch mobiledevice ubiquitouscomputing feedback video scalability haptic application design
doi.acm.org%2F10.1145%2F2030112.2030126.html	2011	Urban computing with taxicabs	 	Urban computing for city planning is one of the most significant applications in Ubiquitous computing In this paper we detect flawed urban planning using the GPS trajectories of taxicabs traveling in urban areas The detected results consist of 1 pairs of regions with salient traffic problems and 2 the linking structure as well as correlation among them These results can evaluate the effectiveness of the carried out planning such as a newly built road and subway lines in a city and remind city planners of a problem that has not been recognized when they conceive future plans We conduct our method using the trajectories generated by 30 000 taxis from March to May in 2009 and 2010 in Beijing and evaluate our results with the real urban planning of Beijing	urban application ubiquitouscomputing evaluation
doi.acm.org%2F10.1145%2F2030112.2030127.html	2011	iBAT detecting anomalous taxi trajectories from GPS traces	 	GPS equipped taxis can be viewed as pervasive sensors and the large scale digital traces produced allow us to reveal many hidden facts about the city dynamics and human behaviors In this paper we aim to discover anomalous driving patterns from taxi s GPS traces targeting applications like automatically detecting taxi driving frauds or road network change in modern cites To achieve the objective firstly we group all the taxi trajectories crossing the same source destination cell pair and represent each taxi trajectory as a sequence of symbols Secondly we propose an Isolation Based Anomalous Trajectory iBAT detection method and verify with large scale taxi data that iBAT achieves remarkable performance AUC 62 0 99 over 90 detection rate at false alarm rate of less than 2 Finally we demonstrate the potential of iBAT in enabling innovative applications by using it for taxi driving fraud detection and road network change detection	sensing health application
doi.acm.org%2F10.1145%2F2030112.2030128.html	2011	Where to find my next passenger	 	We present a recommender for taxi drivers and people expecting to take a taxi using the knowledge of 1 passengers mobility patterns and 2 taxi drivers pick up behaviors learned from the GPS trajectories of taxicabs First this recommender provides taxi drivers with some locations and the routes to these locations towards which they are more likely to pick up passengers quickly during the routes or at these locations and maximize the profit Second it recommends people with some locations within a walking distance where they can easily find vacant taxis In our method we learn the above knowledge represented by probabilities from GPS trajectories of taxis Then we feed the knowledge into a probabilistic model which estimates the profit of the candidate locations for a particular driver based on where and when the driver requests for the recommendation We validate our recommender using historical trajectories generated by over 12 000 taxis during 110 days	recommend mobiledevice locationbased walk
doi.acm.org%2F10.1145%2F2030112.2030129.html	2011	Out of the lab and into the woods kinematic analysis in running using wearable sensors	 	Injuries in running are often provoked by fatigue or improper technique which are both reflected in the runner s kinematics State of the art research on kinematics in sports is using optical motion capture systems that are inaccessible to most athletes This paper demonstrates the potential of wearable sensors for runners kinematics analysis We present a user study including 21 subjects of different running experience that performed an exhausting run on a conventional outside track wearing ETHOS units For performance level assessment training assistance and fatigue monitoring we extracted the foot contact duration the foot strike type and the heel lift as kinematic parameters A questionnaire revealed that subjects perceived the sensors as comfortable to wear and would use them on a regular basis We concluded that wearable sensors provide a valuable tool for runners from beginners to experts for running technique assessment	wearablecomputing qualitativemethods sensing
doi.acm.org%2F10.1145%2F2030112.2030130.html	2011	Route classification using cellular handoff patterns	 	Understanding utilization of city roads is important for urban planners In this paper we show how to use handoff patterns from cellular phone networks to identify which routes people take through a city Specifically this paper makes three contributions First we show that cellular handoff patterns on a given route are stable across a range of conditions and propose a way to measure stability within and between routes using a variant of Earth Mover s Distance Second we present two accurate classification algorithms for matching cellular handoff patterns to routes one requires test drives on the routes while the other uses signal strength data collected by high resolution scanners Finally we present an application of our algorithms for measuring relative volumes of traffic on routes leading into and out of a specific city and validate our methods using statistics published by a state transportation authority	urban mobiledevice dataanalysis systems network application statistics
doi.acm.org%2F10.1145%2F2030112.2030132.html	2011	Reflections on the long term use of an experimental digital signage system	 	In this paper we reflect on our long term experiences of developing deploying and supporting an experimental digital signage system Existing public display systems almost always feature a single point of control that is responsible for scheduling content for presentation on the network and provide sophisticated mechanisms for controlling play out timing and relative ordering Our experiences suggest that such complex feature sets are unnecessary in many cases and may be counter productive in signage systems We describe an alternative simpler paradigm for encouraging widespread use of signage systems based on shared content channels between content providers and display owners Our system has been in continuous use for approximately 3 years We reflect and draw lessons from how our user community has adopted and used the resulting public display network We believe that these reflections will be of benefit to future developers of ubiquitous display networks	publicdisplay systems socialnetwork
doi.acm.org%2F10.1145%2F2030112.2030133.html	2011	Haptic reassurance in the pitch black for an immersive theatre experience	 	An immersive theatre experience was designed to raise awareness and question perceptions of blindness through enabling both sighted and blind members to experience a similar reality A multimodal experience was created comprising ambient sounds and narratives heard through headphones and an assortment of themed tactile objects intended to be felt In addition audience members were each provided with a novel haptic device that was designed to enhance their discovery of a pitch black space An in the wild study of the cultural experience showed how blind and sighted audience members had different felt experiences but that neither was a lesser one Furthermore the haptic device was found to encourage enactive exploration and provide reassurance of the environment for both sighted and blind people rather than acting simply as a navigation guide We discuss the potential of using haptic feedback to create cultural experiences for both blind and sighted people rethinking current utilitarian framing of it as assistive technology	design ambient haptic mobiledevice navigationsystem
doi.acm.org%2F10.1145%2F2030112.2030134.html	2011	When recommendation meets mobile contextual and personalized recommendation on the go	 	Mobile devices are becoming ubiquitous People use their phones as a personal concierge discovering and making decisions anywhere and anytime Understanding user intent on the go therefore becomes important for task completion on the phone While existing efforts have predominantly focused on understanding the explicit user intent expressed by a textual or voice query this paper presents an approach to context aware and personalized entity recommendation which understands the implicit intent without any explicit user input on the phone The approach highly motivated from a large scale mobile click through analysis is able to rank both the entity types and the entities within each type here an entity is a local business e g I love sushi while an entity type is a category e g restaurant The recommended entity types and entities are relevant to both user context past behaviors and sensor context time and geo location Specifically it estimates the generation probability of an entity by a given user conditioned on the current context in a probabilistic framework A random walk propagation is then employed to refine the estimated probability by mining the temporal patterns among entities We deploy a recommendation application based on the proposed approach on Window Phone 7 devices We evaluate recommendation performance on 10 thousand mobile clicks as well as user experience through subjective user studies We show that the application is effective to facilitate the exploration and discovery of surroundings for mobile users	mobiledevice task speech contextawareness recommend sensing locationbased framework walk application evaluation
doi.acm.org%2F10.1145%2F2030112.2030135.html	2011	Getting closer an empirical investigation of the proximity of user to their smart phones	 	Much research in ubiquitous computing assumes that a user s phone will be always on and at hand for collecting user context and for communicating with a user Previous work with the previous generation of mobile phones has shown that such an assumption is false Here we investigate whether this assumption about users proximity to their mobile phones holds for a new generation of mobile phones smart phones We conduct a data collection field study of 28 smart phone owners over a period of 4 weeks We show that in fact this assumption is still false with the within arm s reach proximity being true close to 50 of the time similar to the earlier work However we also show that smart phone proximity within the same room arm room as the user is true almost 90 of the time We discuss the reasons for these phone proximities and the implications of this on the development of mobile phone applications particularly those that collect user and environmental context and delivering notification to users We also show that we can accurately predict the proximity at the arm level and arm room level with 75 and 83 accuracy respectively with features simple to collect and model on a mobile phone Further we show that for several individuals who are almost always within the arm room level we can predict this level with over 90 accuracy	ubiquitouscomputing mobiledevice dataanalysis fieldstudy application
doi.acm.org%2F10.1145%2F2030112.2030136.html	2011	The danger of loose objects in the car challenges and opportunities for ubiquitous computing	 	Every year loose objects inside cars during crashes cause hundreds of serious injuries and even deaths In this paper we describe findings from a study of 25 cars and drivers examining the objects present in the car cabin the reasons for them being there and driver awareness of the potential dangers of these objects With an average of 4 3 potentially dangerous loose objects in a car s cabin our findings suggest that despite being generally aware of potential risks considerations of convenience easy access and lack of in the moment awareness lead people to continue to place objects in dangerous locations in cars Our study highlights opportunities for addressing this problem by tracking and reminding people about loose objects in cars	car locationbased
doi.acm.org%2F10.1145%2F2030112.2030138.html	2011	Who s your best friend targeted privacy attacks In location sharing social networks	 	This paper presents a study that aims to answer two important questions related to targeted location sharing privacy attacks 1 given a group of users and their social graph is it possible to predict which among them is likely to reveal most about their whereabouts and 2 given a user is it possible to predict which among her friends knows most about her whereabouts To answer these questions we analyse the privacy policies of users of a real time location sharing application in which users actively shared their location with their contacts The results show that users who are central to their network are more likely to reveal most about their whereabouts Furthermore we show that the friend most likely to know the whereabouts of a specific individual is the one with most common contacts and or greatest number of contacts	locationbased privacy dataanalysis application
doi.acm.org%2F10.1145%2F2030112.2030139.html	2011	On the limitations of query obfuscation techniques for location privacy	 	A promising approach to location privacy is query obfuscation which involves reporting k 1 false locations along with the real location In this paper we examine the level of privacy protection provided by the current query obfuscation techniques against adversarial location service providers As a representative and realistic implementation of query obfuscation we focus on SybilQuery We present two types of attacks depending upon whether or not a short term query history is available When history is available using machine learning we were able to identify 93 67 of user trips with only 2 02 of fake trips misclassified for the security parameter k 5 In the absence of history we used trip correlations to form a smaller set of trips effectively increasing the user query identification probability from 20 to about 40 Our work demonstrates that the use of aggregate statistical information alone is not sufficient to generate simulated trips We identify areas for improvement in the existing query obfuscation techniques	locationbased privacy systems dataanalysis security statistics simulation
doi.acm.org%2F10.1145%2F2030112.2030140.html	2011	Are you close with me are you nearby investigating social groups closeness and willingness to share	 	As ubiquitous computing becomes increasingly mobile and social personal information sharing will likely increase in frequency the variety of friends to share with and range of information that can be shared Past work has identified that whom you share with is important for choosing whether or not to share but little work has explored which features of interpersonal relationships influence sharing We present the results of a study of 42 participants who self report aspects of their relationships with 70 of their friends including frequency of collocation and communication closeness and social group Participants rated their willingness to share in 21 different scenarios based on information a UbiComp system could provide Our findings show that a self reported closeness is the strongest indicator of willingness to share b individuals are more likely to share in scenarios with common information e g we are within one mile of each other than other kinds of scenarios e g my location wherever I am and c frequency of communication predicts both closeness and willingness to share better than frequency of collocation	ubiquitouscomputing mobiledevice privacy qualitativemethods design locationbased dataanalysis
doi.acm.org%2F10.1145%2F2030112.2030141.html	2011	Understanding how visual representations of location feeds affect end user privacy concerns	 	While past work has looked extensively at how to design privacy configuration UIs for sharing current location there has not yet been work done to examine how visual representations of historical locations can influence end user privacy We present results for a study examining three visualization types text map and time based for social sharing of past locations Our results reveal that there are important design implications for location sharing applications as certain visual elements led to more privacy concerns and inaccurate perceptions of privacy control	design privacy locationbased video urban application
doi.acm.org%2F10.1145%2F2030112.2030142.html	2011	Employing user feedback for semantic location services	 	Just as coordinate oriented location based applications have exploded recently with mapping services new semantic location services will be critical for the next wave of killer applications People are going to want everyday applications to have location awareness that goes beyond simple numerical latitude and longitude Loci is a new semantic location service layer that employs user feedback to bridge the gap between machine learned and human defined places Advances in place learning techniques have provided us the tools to detect nearly 95 of the visits we make to places and the distances we travel The difficulty of recovering the remaining 5 comes from designing parameters that work for every user in every place Based on a user study with 29 participants over three weeks we show that the level of user feedback required by the service is acceptable and most of the users are willing to provide help to improve their experiences with the service Our results suggest that user feedback has the potential to significantly improve semantic location services but requires well timed prompting mechanisms to improve the quality of the feedback	locationbased application urban systems feedback dataanalysis design
doi.acm.org%2F10.1145%2F2030112.2030144.html	2011	Nurturing natural sensors	 	Sensing has played a significant role in the evolution of ubiquitous computing systems enabling many of today s compelling interactive and ubiquitous experiences In this paper we argue for expanding the current landscape of sensing to include living organisms such as plants and animals along with traditional tools and digital devices We present a field study of ten individuals who routinely work with living organisms such as plants fish reptiles and bees and rely on these organisms as well as analog instruments and digital sensors to infer environmental conditions and inform future actions Our findings offer a new perspective on everyday biomarkers and we use the lens of organic and non digital sensing to reflect on current sensing paradigms in ubiquitous computing We conclude with three opportunity areas to help frame future work in ubiquitous sensing 1 incorporating traditional technologies and living systems into ubiquitous sensing applications 2 developing information technologies that teach new ways of seeing and 3 supporting richer forms of metadata to unite stakeholders through their actions interests and concerns	sensing ubiquitouscomputing mobiledevice fieldstudy application
doi.acm.org%2F10.1145%2F2030112.2030145.html	2011	Red balloon green balloon sensors in the sky	 	Spectacle computing is a novel strategy for vibrantly projecting information into the public sphere using expressive and tangible media We demonstrate an example of this computing meme with large glowing balloons that change color based on input from attached air quality sensors exhaust diesel or volatile organic compounds In two public installations city street and public park and a deployment with six everyday citizens we invited stakeholders to playfully explore and actively participate in visualizing surrounding air quality We also created a do it yourself DIY kit that includes a printed circuit board electronic parts and instructions for building the air quality balloons In a workshop six non expert users successfully assembled functional balloons validating our technology as a DIY tool for public air quality visualization Our deployments and workshop highlight play and spectacle as essential elements for public participation and activism We outline design guidelines for future spectacle computing projects that engage stakeholders with environmental data and empower them to transform urban landscapes	naturalenvironment sensing citizen video design urban
doi.acm.org%2F10.1145%2F2030112.2030146.html	2011	Data broadcasting using mobile FM radio design realization and application	 	In this work we offer a novel system MicroStation 956 Station that allows ubiquitous data broadcasting applications using the FM radio on mobile devices such as smartphones 956 Station includes two key modules to enable data broadcasting based on existing mobile FM radio hardware Channel Selector assigns different FM channels to neighboring 956 Station broadcasters to avoid collision and guides 956 Station listeners to find their broadcasting of interest Data Codec realizes bit level communication between mobile devices through existing FM radio hardware We describe an implementation of 956 Station on the Nokia N900 smartphone and provide low level APIs and services to support application development We also demonstrate two representative applications Facebook FM and Sync Flash These applications demonstrate the capability of 956 Station to readily enable a new class of ubiquitous data broadcasting applications on mobile devices	application network mobiledevice hardware systems socialnetwork
doi.acm.org%2F10.1145%2F2030112.2030147.html	2011	Myngle unifying and filtering web content for unplanned access between multiple personal devices	 	Users often engage in tasks that span multiple personal devices Although many current solutions exist to provide ubiquitous access to one s data users continue to struggle with cross device tasks These solutions often require them to plan ahead for their information needs In this paper we present Myngle a device agnostic system that lets users quickly find the information they are looking for from previously visited web pages without having to plan ahead Myngle provides a unified web history from multiple personal devices and allows users to filter their history based on high level categories influenced by common mobile information need categories e g address phone number We evaluated Myngle with 32 users and found that our category based method of filtering eases the burden of continuing cross device tasks	task mobiledevice web evaluation
doi.acm.org%2F10.1145%2F2030112.2030148.html	2011	Mechanical hijacking how robots can accelerate UbiComp deployments	 	The complexities and costs of deploying Ubicomp applications seriously compromise our ability to evaluate such systems in the real world To simplify Ubicomp deployment we introduce the robotic pseudopod P Pod an actuator that acts on mechanical switches originally designed for human control only P Pods enable computational control of devices by hijacking their mechanical switches a term we refer to as mechanical hijacking P Pods offer simple low cost non destructive computational access to installed hardware enabling functional real world Ubicomp deployments In this paper we illustrate how three P Pod primitives built with the Lego MindStorm NXT toolkit can implement mechanical hijacking facilitating real world Ubicomp deployments which otherwise require extensive changes to existing hardware or infrastructure Lastly we demonstrate the simplicity of P Pods by observing two middle school classes build working smart home applications in 4 hours	application evaluation robot design mobiledevice hardware homesetting
doi.acm.org%2F10.1145%2F2030112.2030150.html	2011	MAQS a personalized mobile sensing system for indoor air quality monitoring	 	Most people spend more than 90 of their time indoors indoor air quality IAQ influences human health safety productivity and comfort This paper describes MAQS a personalized mobile sensing system for IAQ monitoring In contrast with existing stationary or outdoor air quality sensing systems MAQS users carry portable indoor location tracking sensors that provide personalized IAQ information To improve accuracy and energy efficiency MAQS incorporates three novel techniques 1 an accurate temporal n gram augmented Bayesian room localization method that requires few Wi Fi fingerprints 2 an air exchange rate based IAQ sensing method which measures general IAQ using only CO sub 2 sub sensors and 3 a zone based proximity detection method for collaborative sensing which saves energy and enables data sharing among users MAQS has been deployed and evaluated via user study Detailed evaluation results demonstrate that MAQS supports accurate personalized IAQ monitoring and quantitative analysis with high energy efficiency	locationbased naturalenvironment health mobiledevice sensing dataanalysis energy network evaluation
doi.acm.org%2F10.1145%2F2030112.2030151.html	2011	PreHeat controlling home heating using occupancy prediction	 	Home heating is a major factor in worldwide energy use Our system PreHeat aims to more efficiently heat homes by using occupancy sensing and occupancy prediction to automatically control home heating We deployed PreHeat in five homes three in the US and two in the UK In UK homes we controlled heating on a per room basis to enable further energy savings We compared PreHeat s prediction algorithm with a static program over an average 61 days per house alternating days between these conditions and measuring actual gas consumption and occupancy In UK homes PreHeat both saved gas and reduced MissTime the time that the house was occupied but not warm In US homes PreHeat decreased MissTime by a factor of 6 12 while consuming a similar amount of gas In summary PreHeat enables more efficient heating while removing the need for users to program thermostat schedules	homesetting sensing dataanalysis energy systems
doi.acm.org%2F10.1145%2F2030112.2030152.html	2011	How smart is your smartcard measuring travel behaviours perceptions and incentives	 	The widespread adoption of automated fare collection AFC systems by public transport authorities around the world means that increasingly people carry and use passive sensors embedded inside of public transit tickets to record their daily movements Unlike mobile phones the records held by AFC systems provide a rich and detailed source of data about peoples transport habits times of travel modalities destinations trip durations and fares paid In this work we explore the extent that this data offers the possibility to both build and measure future of travel based ubiquitous computing applications We focus on two potential end users first how travellers may be aided by feedback mechanisms in order to re align misperceptions of their travel behaviour and leverage this data to change their habits In particular we analyse differences between 85 travellers surveyed perceptions of their public transport habits and their actual usage of the system Second how transport authorities can use this data to measure and implement incentive mechanisms that produce the expected impact We use anonymised AFC data to measure the extent that financial incentives implemented by London s transport authority such as peak hour fares and student discounts correlate with measurable changes in millions of travellers behaviours	publictransport sensing mobiledevice ubiquitouscomputing application feedback qualitativemethods
doi.acm.org%2F10.1145%2F2030112.2030153.html	2011	Mediated tabletop interaction in the biology lab exploring the design space of the rabbit	 	Interactive surfaces like diffuse illumination tabletops DIT identify and track objects using multiple techniques like shape and color recognition fiducial markers electronic components and RFID tags However tracking becomes more complex when dealing with multiple small objects of similar form We propose to use tangible mediators for integrating such objects to tabletops This paper reports on our initial explorations of mediated tabletop interaction consisting of a mediator prototype and a design space definition We built a mediator the Rabbit a device that translates thevalue of an RFID tag into a visual 2D code The Rabbit rests on the interactive surface holds the object reads its passive RFID tag and converts the read value into a 2D code that can be read by the DIT s built in camera When handling multiple objects the Rabbit iterates through the generated 2D codes Through a series of participatory activities with end users molecular biologists we collected initial feedback from participants and defined a design space for mediated tabletop interaction	rfid design mobiledevice video hci feedback
doi.acm.org%2F10.1145%2F2030112.2030154.html	2011	Hand shape classification with a wrist contour sensor development of a prototype device	 	In this paper we describe a novel sensor device which recognizes hand shapes using wrist contours Although hand shapes can express various meanings with small gestures utilization of hand shapes as an interface is rare in domestic use That is because a concise recognition method has not been established To recognize hand shapes anywhere with no stress on the user we developed a wearable wrist contour sensor device and a recognition system In the system features such as sum of gaps were extracted from wrist contours We conducted a classification test of eight hand shapes and realized approximately 70 classification rate	sensing mobiledevice gestureinteraction wearablecomputing dataanalysis
doi.acm.org%2F10.1145%2F2030112.2030156.html	2011	Deliberation for intuition a framework for energy efficient trip detection on cellular phones	 	Trip detection is a fundamental issue in many context sensitive information services on mobile devices It aims to automatically recognize significant places and trips between them The key challenge is how to minimize energy consumption while maintaining high accuracy Previous works that use GPS WiFi sampling are accurate but energy efficiency is low and does not improve over time Learning from the human decision making process we propose an energy efficient trip detection framework that consists of two modes The deliberation mode learns cell id patterns using GPS WiFi based localization methods the intuition mode only uses cell ids and learned patterns for trip detection transition between the two modes is controlled by parameters that are also learned We evaluated our framework using real life traces of six people over five months Our experiments demonstrate that its energy consumption decreases rapidly as users activities manifest regularity over time	contextawareness systems mobiledevice energy dataanalysis network framework evaluation
doi.acm.org%2F10.1145%2F2030112.2030157.html	2011	SiFi exploiting VoIP silence for WiFi energy savings insmart phones	 	Since one third of a smart phone s battery energy is consumed by its WiFi interface it is critical to switch the WiFi radio from its active or Constantly Awake Mode CAM which draws high power 726mW with screen off to its sleep or Power Save Mode PSM which consumes little power 36mW Applications like VoIP do not perform well under PSM mode however due to their real time nature so the energy footprint is quite high The challenge is to save energy while not affecting performance In this paper we present SiFi Silence prediction based WiFi energy adaptation SiFi examines audio streams from phone calls and tracks when silence periods start and stop This data is stored in a prediction model Using this historical data we predict the length of future silence periods and place the WiFi radio to sleep during these periods We implement the design on an Android Smart phone and acheive 40 energy savings while maintaining high voice fidelity	mobiledevice energy network application dataanalysis audio design speech
doi.acm.org%2F10.1145%2F2030112.2030158.html	2011	LEAP a low energy assisted GPS for trajectory based services	 	Trajectory based services require continuous user location sensing GPS is the most common outdoor location sensor on mobile devices However the high energy consumption of GPS sensing prohibits it to be used continuously in many applications In this paper we propose a Low Energy Assisted Positioning LEAP solution that carefully partitions the GPS signal processing pipeline and shifts delay tolerant position calculations to the cloud The GPS receiver only needs to be on for less than a second to collect the sub millisecond level propagation delay for each satellites signal With a reference to a nearby object such as a cell tower the LEAP server can infer the rest of the information necessary to perform GPS position calculation We analyze the accuracy and energy benefit of LEAP and use real user traces to show that LEAP can save up to 80 GPS energy consumption in typical trajectory based service scenarios	systems locationbased sensing mobiledevice energy application dataanalysis design
doi.acm.org%2F10.1145%2F2030112.2030159.html	2011	An empirical approach to smartphone energy level prediction	 	We conduct a large scale user study to measure the energy consumption characteristics of 20 100 BlackBerry smartphone users Our dataset is several orders of magnitude larger than any previous work We use this dataset to build the Energy Emulation Toolkit EET that allows developers to evaluate the energy consumption requirements of their applications against real users energy traces The EET computes the successful execution rate of energy intensive applications across all users specific devices and specific smartphone user types We also consider active adaptation to energy constraints By classifying smartphone users based on their charging characteristics we demonstrate that energy level can be predicted within 72 accuracy a full day in advance and through an Energy Management Oracle energy intensive applications can adapt their execution to achieve a near optimal successful execution rate	hci energy mobiledevice evaluation application dataanalysis
doi.acm.org%2F10.1145%2F2030112.2030160.html	2011	Enabling large scale human activity inference on smartphones using community similarity networks csn 	 	Sensor enabled smartphones are opening a new frontier in the development of mobile sensing applications The recognition of human activities and context from sensor data using classification models underpins these emerging applications However conventional approaches to training classifiers struggle to cope with the diverse user populations routinely found in large scale popular mobile applications Differences between users e g age sex behavioral patterns lifestyle confuse classifiers which assume everyone is the same To address this we propose Community Similarity Networks CSN which incorporates inter person similarity measurements into the classifier training process Under CSN every user has a unique classifier that is tuned to their own characteristics CSN exploits crowd sourced sensor data to personalize classifiers with data contributed from other similar users This process is guided by similarity networks that measure different dimensions of inter person similarity Our experiments show CSN outperforms existing approaches to classifier training under the presence of population diversity	sensing mobiledevice application activityrecognition dataanalysis socialnetwork crowd
doi.acm.org%2F10.1145%2F2030112.2030162.html	2011	Sundroid solar radiation awareness with smartphones	 	While the sun is important for our health overexposure to sunlight carries significant health risks ranging from sunburn to skin cancer Although people know about these risks sunlight related skin damages have increased over the past decades We have conducted a survey that sheds light on this phenomenon and suggests that the missing natural sense for UV radiation negatively influences people s sun related behavior To address this issue we have implemented Sundroid Sundroid measures the incident UV radiation using a body worn sensing unit that communicates wirelessly with the user s smartphone The phone thereby acts as a user interface to present the measured data in an intuitive manner and to notify the user once a critical amount of sunlight has been reached Sundroid can also be applied in other contexts such as behavioral research or medicine We show that after calibration errors are within 5 compared to a high precision reference signal	health qualitativemethods sensing network mobiledevice
doi.acm.org%2F10.1145%2F2030112.2030163.html	2011	Accurate and privacy preserving cough sensing using a low cost microphone	 	Audio based cough detection has become more pervasive in recent years because of its utility in evaluating treatments and the potential to impact the quality of life for individuals with chronic cough We critically examine the current state of the art in cough detection concluding that existing approaches expose private audio recordings of users and bystanders We present a novel algorithm for detecting coughs from the audio stream of a mobile phone Our system allows cough sounds to be reconstructed from the feature set but prevents speech from being reconstructed intelligibly We evaluate our algorithm on data collected in the wild and report an average true positive rate of 92 and false positive rate of 0 5 We also present the results of two psychoacoustic experiments which characterize the tradeoff between the fidelity of reconstructed cough sounds and the intelligibility of reconstructed speech	audio evaluation systems mobiledevice speech dataanalysis
doi.acm.org%2F10.1145%2F2030112.2030164.html	2011	Passive and In Situ assessment of mental and physical well being using mobile sensors	 	The idea of continuously monitoring well being using mobile sensing systems is gaining popularity In situ measurement of human behavior has the potential to overcome the short comings of gold standard surveys that have been used for decades by the medical community However current sensing systems have mainly focused on tracking physical health some have approximated aspects of mental health based on proximity measurements but have not been compared against medically accepted screening instruments In this paper we show the feasibility of a multi modal mobile sensing system to simultaneously assess mental and physical health By continuously capturing fine grained motion and privacy sensitive audio data we are able to derive different metrics that reflect the results of commonly used surveys for assessing well being by the medical community In addition we present a case study that highlights how errors in assessment due to the subjective nature of the responses could potentially be avoided by continuous mobile sensing	mobiledevice sensing health qualitativemethods socialnetwork privacy audio
doi.acm.org%2F10.1145%2F2030112.2030165.html	2011	The place for ubiquitous computing in schools lessons learned from a school based intervention for youth physical activity	 	With rising concerns about obesity and sedentary lifestyles in youth there has been an increasing interest in understanding how pervasive and ubiquitous computing technologies can catalyze positive health behaviors in children and teens School based interventions seem like a natural choice and ubiquitous computing technologies hold much promise for these interventions Yet the literature contains little guidance for how to approach school based ubicomp deployments Grounded in our analysis of a large scale US school based intervention for promoting youth physical activity we present an approach to the design and evaluation of school based ubicomp that treats the school as a social institution We show how the school regulates students daily lives drawing from work in the sociology of schools to create a framing for planning executing and analyzing school based ubicomp deployments These insights will assist other researchers and designers engaging in deployments of ubiquitous computing systems in settings with established institutional structures	ubiquitouscomputing health children design
doi.acm.org%2F10.1145%2F2030112.2030166.html	2011	Understanding my data myself supporting self reflection with ubicomp technologies	 	We live in a world where many kinds of data about us can be collected and more will be collected as Ubicomp technologies mature People reflect on this data using different tools for personal informatics However current tools do not have sufficient understanding of users self reflection needs to appropriately leverage Ubicomp technologies To design tools that effectively assist self reflection we need to comprehensively understand what kinds of questions people have about their data why they ask these questions how they answer them with current tools and what kinds of problems they encounter To explore this we conducted interviews with people who use various kinds of tools for personal informatics We found six kinds of questions that people asked about their data We also found that certain kinds of questions are more important at certain times which we call phases We identified two phases of reflection Discovery and Maintenance We discuss the kinds of questions and the phases in detail and identify features that should be supported in personal informatics tools for which Ubicomp technologies can play an important role	design qualitativemethods
doi.acm.org%2F10.1145%2F2030112.2030168.html	2011	Investigating intelligibility for uncertain context aware applications	 	Context aware applications use sensing and inference to attempt to determine users contexts and take appropriate action However they are prone to uncertainty and this may compromise the trust users have in them Providing intelligibility has been proposed to help explain to users how context aware applications work in order to improve user impressions of them However we hypothesize that intelligibility may actually be harmful for applications that are very uncertain of their actions We conducted a large controlled study of a location aware and a sound aware application investigating the impact of intelligibility on understanding and user impression of applications with varying certainty We found that intelligibility impacts user impressions depending on the application s certainty and behavior appropriateness Intelligibility is helpful for applications with high certainty but it is harmful if applications behave appropriately yet display low certainty	contextawareness sensing application locationbased
doi.acm.org%2F10.1145%2F2030112.2030169.html	2011	PANDAA physical arrangement detection of networked devices through ambient sound awareness	 	This paper presents the PANDAA system a zero configuration spatial localization system for networked devices based on ambient sound sensing After initial placement of the devices ambient sounds such as human speech music foot steps finger snaps hand claps or coughs and sneezes are used to autonomously resolve the spatial relative arrangement of devices using trigonometric bounds and successive approximation Using only time difference of arrival measurements as a bound for successive estimations PANDAA is able to achieve an average of 0 17 meter accuracy for device location in the meeting room deployment	spatial mobiledevice ambient sensing speech dataanalysis locationbased
doi.acm.org%2F10.1145%2F2030112.2030170.html	2011	Exploring micro incentive strategies for participant compensation in high burden studies	 	Micro incentives represent a new but little studied trend in participant compensation for user studies In this paper we use a combination of statistical analysis and models from labor economics to evaluate three canonical micro payment schemes in the context of high burden user studies where participants wear sensors for extended durations We look at how these strategies affect compliance data quality and retention and show that when used carefully micro payments can be highly beneficial We find that data quality is different across the micro incentive schemes we experimented with and therefore the incentive strategy should be chosen with care We think that adaptive micro payment based incentives can be used to successfully incentivize future studies at much lower cost to the study designer while ensuring high compliance good data quality and lower retention issues	statistics evaluation sensing design
doi.acm.org%2F10.1145%2F2030112.2030171.html	2011	The social fMRI measuring understanding and designing social mechanisms in the real world	 	A key challenge of data driven social science is the gathering of high quality multi dimensional datasets A second challenge relates to design and execution of structured experimental interventions in situ in a way comparable to the reliability and intentionality of ex situ laboratory experiments In this paper we introduce the Friends and Family study in which a young family residential community is transformed into a living laboratory We employ a ubiquitous computing approach that combines extremely rich data collection in terms of signals dimensionality and throughput together with the ability to conduct targeted experimental interventions with study populations We present our mobile phone based social and behavioral sensing system which has been deployed for over a year now Finally we describe a novel tailored intervention aimed at increasing physical activity in the subject population Results demonstrate the value of social factors for motivation and adherence and allow us to quantify the contribution of different incentive mechanisms	design socialnetwork ubiquitouscomputing dataanalysis mobiledevice sensing health
doi.acm.org%2F10.1145%2F2030112.2030172.html	2011	Recognition of visual memory recall processes using eye movement analysis	 	Physical activity location as well as a person s psychophysiological and affective state are common dimensions for developing context aware systems in ubiquitous computing An important yet missing contextual dimension is the cognitive context that comprises all aspects related to mental information processing such as perception memory knowledge or learning In this work we investigate the feasibility of recognising visual memory recall We use a recognition methodology that combines minimum redundancy maximum relevance feature selection mRMR with a support vector machine SVM classifier We validate the methodology in a dual user study with a total of fourteen participants looking at familiar and unfamiliar pictures from four picture categories abstract landscapes faces and buildings Using person independent training we are able to discriminate between familiar and unfamiliar abstract pictures with a top recognition rate of 84 3 89 3 recall 21 0 false positive rate over all participants We show that eye movement analysis is a promising approach to infer the cognitive context of a person and discuss the key challenges for the real world implementation of eye based cognition aware systems	health locationbased contextawareness ubiquitouscomputing video
doi.acm.org%2F10.1145%2F2030112.2030174.html	2011	Smart home on smart phone	 	Mobile phone with high accessibility and usability is regarded as the ideal interface for the users to monitor and control the approaching smart home environment Moreover networking technologies and protocols have been advanced enough to support a universal monitoring and controlling interface on smart phones This paper presents HouseGenie an interactive direct manipulation application on mobile which supports a range of basic home monitoring and controlling functionalities as a replacement of individual remotes of smart home appliances HouseGenie also addresses several common requirements that may be behind the vision such as scenario short delay alarm area restriction and so on We demonstrate that HouseGenie not only provides intuitive presentations and interactions for smart home management but also improves user experience comparing to present solutions	mobiledevice usability homesetting network application design
doi.acm.org%2F10.1145%2F2030112.2030175.html	2011	A stabilization method of projected images for wearable projector applications	 	Studies on supporting user task with a wearable projector are attracting attention in recent years However previous work did not consider the utilization in moving state because an image swing is caused by a body sway Such instability of projected images does not only affect the viewability but also makes it difficult to present spatial information In this paper we propose a projection stabilization method for wearable projector applications	task wearablecomputing spatial application
doi.acm.org%2F10.1145%2F2030112.2030176.html	2011	Emoti bots a line of emotional products for automated future homes	 	Emoti bots are a line of prototypical products for future homes that simulate and stimulate emotion They are experiments developed in an effort to transform common everyday objects into potential interfaces for computing They look to the affordances and current uses of those objects to develop more natural instinctive and emotional methods of human computer interaction	homesetting simulation hci
doi.acm.org%2F10.1145%2F2030112.2030177.html	2011	A ring shaped interactive device for large remote display and mobile device control	 	In this demonstration a novel human computer interaction device is proposed to realize finger touching for large display and mobile device control without a touchscreen or a touch pad In this method interaction commands are input in a same way as traditional touchscreen and touchpad which is convenient to develop applications for long distance operation of display and mobile devices An embedded module is designed to collect bone conducted friction sound acceleration and gyroscope sensor data corresponding to the behavior and direction of interaction commands For algorithm modified MFCC and SVM are applied in sound processing and probability calculation	hci mobiledevice touch publicdisplay application design sensing systems
doi.acm.org%2F10.1145%2F2030112.2030178.html	2011	Connecting people through physical resources in an office environment	 	With the rising popularity of social networks people s locations are being used for providing rich mobile social services We present a mobile social service in our office environment called Find 38 Connect We use WiFi to record a user s position and allow users to efficiently find reserve and manage office resources like meeting rooms and desks and easily connect to other colleagues through scheduled interactions like having a meeting and or unscheduled yet implicit interactions like ephemeral encounters We then describe how we manage office resources and connect with people followed by a user study that we conducted in our office	socialnetwork locationbased mobiledevice systems network
doi.acm.org%2F10.1145%2F2030112.2030179.html	2011	Sharing availability information with InterruptMe	 	Workplace collaboration often requires interruptions which can happen at inopportune times Sharing availability information can reduce many of these untimely interruptions However designing a successful availability sharing system requires finding the right balance to maximize the benefits and reduce costs for both the interrupter and interruptee The main challenges for finding such balance lie in the acquisition of availability information from the interruptee and its delivery to the interrupter In this demonstration we show how common technical approaches in ubicomp can address some of the problems typically encountered in availability sharing We present InterruptMe a novel availability sharing system that uses sensor information to calculate multiple availability measures for each interruptee and that delivers this information in the periphery of the interrupter s attention by using a projected peripheral display and monitoring implicit inputs to the system	design sensing
doi.acm.org%2F10.1145%2F2030112.2030180.html	2011	Lupe information access method based on distance between user and sensor nodes using AR technology	 	This paper proposes the information access method that is based on the distance between users and objects In Addition demonstrate Lupe system which visualizes WSN status information utilizing our method The evaluative experiment shows that our method is useful in where a number of sensors are setup As a result our method and Lupe system enable to easily brows WSN status information for end user	video evaluation sensing
doi.acm.org%2F10.1145%2F2030112.2030181.html	2011	Near ultrasonic directional data transfer for modern smartphones	 	The rapid advancements in the smartphone domain has made WiFi Bluetooth and 3G commonplace in most devices as well as accelerometers gyros fast CPUs and large amounts of memory During these advancements the IR transmitter was eventually dropped starting perhaps most importantly with the release of the Apple iPhone It has since been observed a need for directional transmission functionality The system described herein propose a way to to achieve short range directional data communication on a smartphone without adding external hardware The outcome of this project is intended to be open sourced enabling any application developer or phone manufacturer to include the technology into their products	mobiledevice network sensing hardware application
doi.acm.org%2F10.1145%2F2030112.2030182.html	2011	Smart makeup system supporting makeup using lifelog sharing	 	Although many women wear makeup every day they often have difficulty in varying their makeup In this paper we propose Smart Makeup System that helps users find new makeup methods for use with their daily cosmetics by sharing makeup logs makeup pictures and cosmetics usages on the web	web
doi.acm.org%2F10.1145%2F2030112.2030183.html	2011	Tilt 38 touch mobile phone for 3D interaction	 	Mobile phones are becoming de facto pervasive devices for people s daily use This demonstration illustrates a new interaction Tilt 38 Touch to enable a smart phone to be a 3D controller It exploits capacitive touchscreen and built in MEMS motion sensors When people want to navigate in a virtual reality environment on a large display they can tilt the phone for viewpoint transforming touch the phone screen for avatar moving and pinch screen for viewing camera zooming The virtual objects in the virtual reality environment can be rotated accordingly by tilting the phone	mobiledevice touch sensing navigationsystem publicdisplay video
doi.acm.org%2F10.1145%2F2030112.2030184.html	2011	Transferring information from mobile devices to personal computers by using vibration and accelerometer	 	We propose a simple interaction to transfer information on smart phone to laptop tablet PCs We often encounter the situation that we need to send URL which is preliminary accessed in mobile devices from mobile devices to personal computers PCs to see the web page with wider screen To support this information transfer we utilize combination between vibrator in smart phones and accelerometer in laptop tablet PCs URL information is encoded to vibration patterns and the patterns are detected and decoded by accelerometer in PCs We demonstrate the interaction s efficiency and reasonability with actual products	mobiledevice web haptic sensing
doi.acm.org%2F10.1145%2F2030112.2030185.html	2011	CAMPUS context aware mobile platform for uniformed security	 	The Context Aware Mobile Platform for Uniformed Security CAMPUS system was developed with the aim of using ambient intelligence and mobile communications to information sources as an aid to field security and law enforcement personnel The system is centered on a context aware information distribution framework and a client operating on a head mounted display The system allows field service personnel to receive information relevant to their current operations review information from sensors and communicate with colleagues while remaining vigilant during security and law enforcement operations Sensor integration and mapping technologies are the key elements in provisioning of appropriate information services	contextawareness mobiledevice systems security ambient framework augmentedreality sensing urban
doi.acm.org%2F10.1145%2F2030112.2030186.html	2011	Self adaptive middleware for the design of context aware software applications in public transit systems	 	Ubiquitous software applications can be more responsive if they can adapt to their surrounding situation without relying on users continuous commitment In dynamic environments such as public transit settings where information is rapidly changing and passengers demography are not uniform an adaptive mobile application to navigate passengers based on their profile and context may be a good example of an emerging self adaptive and context aware mobile application In this paper we demonstrated the use of an open source framework to develop a travel assistant application to help passengers with special needs in public transit environments	software application mobiledevice navigationsystem contextawareness framework
doi.acm.org%2F10.1145%2F2030112.2030187.html	2011	MAQS a mobile sensing system for indoor air quality	 	Most people spend more than 90 of their time indoors Indoor air quality IAQ influences human health safety productivity and comfort This demo introduces MAQS a personalized mobile sensing system for IAQ monitoring In contrast with existing stationary or outdoor air quality sensing systems MAQS users carry portable indoor location tracking sensors that provide personalized IAQ information To improve accuracy and energy efficiency MAQS incorporates three novel techniques 1 an accurate temporal n gram augmented Bayesian room localization method 2 an air exchange rate based IAQ sensing method and 3 a zone based proximity detection method for collaborative sensing	locationbased naturalenvironment health mobiledevice sensing dataanalysis energy
doi.acm.org%2F10.1145%2F2030112.2030188.html	2011	Air finger enabling multi scale navigation by finger height above the surface	 	We present Air Finger a novel technique that enables controlling CD ratio by finger height above the touch sur face for multi scale navigation tasks Extending previous research on virtual touch Air Finger divides the space above surface into two layers and associates the high medium and low CD ratios to the touch surface the lower air and the higher air respectively Users can fluidly switch between the three navigation scales by lifting and pressing the finger Air Finger enables multi scale navigation control using one hand	naturalenvironment touch navigationsystem task
doi.acm.org%2F10.1145%2F2030112.2030189.html	2011	Harmonicare a novel wind instrument easy to learn and play	 	In this paper we present a novel design of the wind instrument Harmonicare which makes everybody playing the wind instrument easily having a lot of fun and doing the respiratory training simultaneously The device contains many valves for all reed chambers of harmonica they control when and which note should be played according to the music notation What the player needs to do is exhaling and inhaling rhythmically according to the hints on the device screen The design combines the technology musical arts and health care together A bundle of Volunteers experiences show that our novel design is easy to master and full of fun	design mobiledevice health
doi.acm.org%2F10.1145%2F2030112.2030191.html	2011	A data rich approach for investigating social mechanisms in the wild	 	A key challenge of data driven social science is the gathering of high quality multi dimensional datasets A second challenge relates to design and execution of structured experimental interventions in situ in a way comparable to the reliability and intentionality of ex situ laboratory experiments This work introduces the i Social fMRI i a ubiquitous computing approach that enhances existing methodologies by combining extremely rich data collection in terms of signals dimensionality and throughput together with the ability to conduct targeted experimental interventions with study populations The proposed research aims to demonstrate the value of the Social fMRI approach via its first instantiation The i Friends and Family i living laboratory study in which a young family residential community was transformed into a living laboratory for over a year Using the highly fine grained and unprecedented longitudinal dataset collected in the study I aim to show how this approach allows us to gain insights on intricate social mechanisms and interpersonal relationships within the community in ways not possible with traditional approaches In addition the mobile phone based sensing and intervention delivery system developed for this study a Social fMRI reference implementation is field proven and robust enough to be reused by other researchers and developers as an open and extensible sensing platform	design ubiquitouscomputing dataanalysis socialnetwork mobiledevice sensing systems
doi.acm.org%2F10.1145%2F2030112.2030192.html	2011	Communication around home energy monitoring devices connecting stakeholders in low income communities	 	Prior research results show that comparison as a feedback technique can encourage additional savings however a limited number of home energy studies explore social communication around feedback devices We will develop a system that supports comparison and cross household communication and provides energy use information We will then deploy our system across 50 mixed income renters Our expected contributions include an interactive system for supporting comparison and collaboration a better understanding of the conditions that motivate or discourage energy conservative behaviors for individuals that pay and do not pay for their electricity and design recommendations for visualizations that allow comparison and collaboration across households	feedback homesetting mobiledevice design recommend video
doi.acm.org%2F10.1145%2F2030112.2030193.html	2011	Design of persuasive technologies for healthy sleep behavior	 	Getting the sufficient amount of quality sleep is a key aspect of good health along with a healthy diet and regular exercise Despite its importance sleep has been considerably underexplored in the area of human computer interaction In this proposal I describe my research in understanding the need to help improve people s sleep habits and creating a persuasive sleep application to help them achieve their sleep related goals The persuasive sleep application involves self monitoring and feedback features to help people be aware of their sleep habits My dissertation research investigates a design of a self monitoring system focusing on how information is presented as a persuasive means accounting for user emotions in the context of receiving concerning health news	health hci application feedback design sensing
doi.acm.org%2F10.1145%2F2030112.2030194.html	2011	Facilitating consumption of online social networking services on mobile devices	 	Mobile social network aggregators such as Motoblur and Windows Phone 7 People Hub emerge as a common tool to access online social networking services on mobile devices There are limited user studies however about how people use and perceive these aggregators In this study I explore this research field by deploying an innovative mobile social network aggregator named Linked Internet UI or LinkedUI It deeply integrates social networking services into the mobile device user interface and recommends new content that is likely to be interesting to the user The main research question is that of how people use and perceive these designs and what user practices these designs enable The supporting research emphasis is on exploring how we apply user centered design in the era of online social networking services	mobiledevice socialnetwork systems internet recommend design
doi.acm.org%2F10.1145%2F2030112.2030195.html	2011	Research on user activity and context model based mobile context aware interaction design method	 	Context aware interaction is an important topic in ubiquitous computing field One of the critical problems is how to match the user expectation and the system feedbacks on context Context is always dependent on user activity In order to understand user activity and related context information in a clear and structural way a comprehensive user activity model and a context model are being built based on activity theory A design method will be proposed and expected to direct the design process of mobile context aware interaction A mobile shopping assistant is going to be designed and evaluated as a case study to improve the design method of mobile context aware interaction	contextawareness ubiquitouscomputing feedback design mobiledevice evaluation
doi.acm.org%2F10.1145%2F2030112.2030196.html	2011	Enriching location information an energy efficient approach	 	Off the shelf modern mobile devices come with a number of inbuilt sensors e g GPS WiFi GSM accelerometer compass gyroscope NFC and Bluetooth Equipped with all these sensors and internet connectivity modern mobile phones are enabling continuous sensing and increasingly many emergent mobile applications are using sensed context on the phone to understand users needs and improve usability However limited battery power is a big hindrance to the deployment of continuous sensing on mobile devices and without any intelligent sensor management the battery lasts only few hours In this research we emphasize on location awareness and address the challenges in developing ubiquitous positioning solutions cross device indoor localization position and trajectory tracking and inferring high level contexts using machine learning techniques on sensor data in an energy efficient way	mobiledevice sensing network internet application usability energy locationbased dataanalysis
doi.acm.org%2F10.1145%2F2030112.2030197.html	2011	Don t let me down using contextual information to aid diabetics	 	People who suffer from Diabetes are required to make frequent decisions on their personal treatment based on results from self care devices Yet these results form only a part of the decision making process and surrounding contextual information is a highly important aspect Those who suffer from diabetes have described the daily challenges of dealing with unexpected results and a feeling of failure at managing the disease This paper describes ongoing research which focuses on using technology to assist in the capture of the contextual information to both aid the understanding of results and to potentially reduce the emotional impact of perceived bad results	mobiledevice contextawareness
doi.acm.org%2F10.1145%2F2030112.2030198.html	2011	A framework for user controlled remembering and forgetting in long term user models	 	Ubiquitous computing aims to provide personalised services To do so it captures and stores huge set of personal data in the user models These stores pose challenges for effective user control and privacy This thesis aims to tackle some of these by creating mechanisms and interfaces for forgetting The key contributions of this research are to establish the theoretical foundations for the design of mechanisms for forgetting in such models and to develop and evaluate the framework and its interfaces for users to control these mechanisms	ubiquitouscomputing systems privacy evaluation framework
doi.acm.org%2F10.1145%2F2030112.2030199.html	2011	A user s perspective of design for context awareness	 	Along with the development of microchip and sensing technologies more and more Context Aware applications have been introduced to our daily life to engage us in information rich environments Unlike many desktop applications Context Aware applications have usually been used to support users in dynamic situations by utilizing many resources available through physical environments This research takes a user s perspective on Context Aware activities to focus on user s motivation and perception among dynamic surroundings and aims to demonstrate the role and importance of user involvement for Context Aware services	sensing contextawareness application systems
doi.acm.org%2F10.1145%2F2030112.2030200.html	2011	A dependable middleware for the development of applications for wireless sensor and actor networks	 	It is being more than 30 years since first researches in Wireless Sensor and Actor Networks WSAN started to appear However despite been acknowledged one of the top emerging technologies for the 21st century WSANs are not still a ubiquitous technology Factors that have hindered its development are the lack of standards and protocols that support QoS and the complexity of designing and implementing WSAN applications This thesis focus on overcoming these factors by means of a middleware that provides 1 QoS support necessary for applications such as the Protection of Critical Infrastructures CIP and 2 a flexible programming abstraction that helps the developer to implement WSAN applications and specify their QoS requirements without having to deal with low level repetitive tasks	network sensing design application middleware task
doi.acm.org%2F10.1145%2F2030112.2030202.html	2011	MixPad augmenting interactive paper with mice 38 keyboards for fine grained cross media interaction with documents	 	This demo shows an interactive paper system called MixPad which features using mice and keyboards to enhance the conventional pen finger gesture based interaction with paper documents Similar to many interactive paper systems MixPad adopts a mobile camera projector unit to recognize paper documents detect pen and finger gestures and provide visual feedback Unlike these systems MixPad allows using mice and keyboards to help users interact with fine grained document content on paper e g individual words and user defined arbitrary regions and to facilitate cross media operations For instance to copy a document segment from paper to a laptop one first points a finger of her non dominant hand to the segment roughly and then uses a mouse in her dominant hand to refine the selection and drag it to the laptop she can also type text as a detailed comment on a paper document This novel interaction paradigm combines the advantages of mice keyboards pens and fingers and therefore enables rich digital functions on paper	systems gestureinteraction mobiledevice video feedback
doi.acm.org%2F10.1145%2F2030112.2030203.html	2011	Qooqle search with speech gesture and social media	 	Qooqle is a mobile based system that frees people from the confines of search boxes by integrating digital information directly into their everyday activities By allowing casual expressions through speech and gesture with mobile phones Qooqle s multi modal user interface enables people to engage with one another while accessing the information world more naturally Through the analysis of social media data Qooqle retrieves relevant information to the users based upon the physical world context they are situated in Combining mobile cloud computing and social media Qooqle draws people closer to computing and makes computers less visible The Qooqle system uses Speech Recognition and Gesture Recognition to achieve its natural user interface It uses Natural Language Processing Machine Learning and other Data Mining techniques to search through people s speech and gestures in the physical world as well as their online social media data for relevant information retrieval	mobiledevice speech gestureinteraction socialnetwork physicalcomputing dataanalysis
doi.acm.org%2F10.1145%2F2030112.2030204.html	2011	ARHCI use input and output of eyes to interact with things	 	Augmented Reality AR applications have been widely spread on phone terminals However many of them are not deployed well in the phones obviously We proposed a novel terminal ARHCI which can supply AR service and allow users to carry on hand free operations on the information on the glasses This design is not only an eye glasses but also the tracker of movements of head and eyes as well as the screen presenting the added information This paper will show the architecture of ARHCI and a related project aiming to help physically challenged people while they go outside	augmentedreality application mobiledevice systems design
doi.acm.org%2F10.1145%2F2030112.2030205.html	2011	Considerations of applying surface based phone gestures to natural context	 	Gesture interaction has enjoyed increasing popularity in human computer interactions and has applied to different contexts At the same time computing has become more mobile and ubiquitous This study aims to connect the gestures in the 2 contexts by exploring the possibility of applying gestures in mobile context to three dimensional natural context To reveal the contextual effects to gesture interactions the experiment was designed to elicit gestures in the 2 contexts from users Different analysis methods were applied foremost of which was the correlation analysis The results indicate positive correlation exists between phone and free form gestures but significantly varies among tasks The design of gestures can be applied in the different context after considering the issues of origin limitation priority	gestureinteraction hci mobiledevice design task
doi.acm.org%2F10.1145%2F2030112.2030206.html	2011	Ubira a mobile platform for an integrated online offline shopping experience	 	Recently mobile applications focusing on barcode scanning and price comparison are gaining popularity among users The users of these applications are drawn away from participating in the business model of the brick and mortar stores Ubira is a novel mobile platform that allows the brick and mortar stores to compete against online stores by turning an application user into a customer while creating better value for the customers compared to typical barcode scanning applications	mobiledevice application systems
doi.acm.org%2F10.1145%2F2030112.2030207.html	2011	A new input device putting together merits of shortcut key and toolbar fast keypad system	 	Fast keypad system is a new input device that makes functions utilized frequently be used for users by customizing them We let users approached to selected functions speedily and easily by applications after applying them to the Fast keypad system Also continuous works on previous contents become to be available by storing them having been done by Fast keypad into the device even in case of moving them into other computer after considering cases of using N set computers by users Finally this prevented troubles by additional input devices besides keyboard and mouse by having mouse control functions built in	mobiledevice application
doi.acm.org%2F10.1145%2F2030112.2030208.html	2011	An effective tracking technique of public transportation toward passenger generated vehicle location system	 	This paper proposes an automatic vehicle locating AVL system which gains the geographic location data of a vehicle by passengers sending the data via their smartphones in order to support public transportation users While the existing AVL systems with specialized facilities costs a large amount of money and currently only large cities can introduce the system to their public transportation system such user generated approach will reduce the costs to collect the location data of a vehicle and will enable small transportation system to adopt an AVL system This paper developed a matching technique of location with a timetable and demonstrated the system in the route buses in Tottori Prefecture with 70 smart phones and evaluated its performance	car locationbased mobiledevice publictransport evaluation
doi.acm.org%2F10.1145%2F2030112.2030209.html	2011	Proposal of collaborative navigation for multi users from different departure points to the same goal	 	This paper presents a proposal of two new modes of collaborative human navigation Both are used in a situation in which two users depart from different points simultaneously but they want to reach common goal One mode of navigation is used in a situation in which both users want to reach the goal independently The navigation system calculates each route and arrival time for each user If the two arrival times differ then the system suggests another route with a dropping point such as a store or park to the user who will reach the goal earlier The other navigation is used in a situation in which two users want to join somewhere before reaching a common goal The navigation system suggests not only a juncture point but also suggests routes from each departure point to the juncture point and a route from the juncture point to the goal We developed a prototype system using the city center of Wakayama as a test area Using it we evaluated the proposed navigations	navigationsystem evaluation
doi.acm.org%2F10.1145%2F2030112.2030210.html	2011	Toward delegated observation of kindergarten children s exploratory behaviors in field trips	 	Field trips in kindergarten imply excellent chances to attain a wide spectrum of educational clues for the children However in depth observation on their exploratory behaviors is uniquely challenging Teachers mostly take all possible precautions against any incidents sparing little time and attention for observation We collaborated with kindergarten teachers to develop a system for delegated observation of the children s exploratory behaviors by using smartphones and sensor technologies	children mobiledevice sensing
doi.acm.org%2F10.1145%2F2030112.2030211.html	2011	Demonstrating generation Y interactions through interactive prototyping	 	With Generation Y entering the workforce for the first time IT tools at home are richer in interaction than tools at work This study aims to demonstrate novel Generation Y interactions by mapping three interaction qualities identified in private and work contexts In an interactive prototyping course three prototypes were built in which these qualities are demonstrated From these prototypes guidelines for supporting Generation Y interactions in future office contexts were subsequently deducted	homesetting urban
doi.acm.org%2F10.1145%2F2030112.2030212.html	2011	A rotation based method for detecting on body positions of mobile devices	 	We present a novel rotation based method for detecting where a mobile device is worn on a user s body that utilizes the fusion of the data from accelerometer and gyroscope Detecting the position of a mobile device could improve the performance of on body sensor based human activity recognition and the adaptability of many mobile applications In our method the radius and angular velocity for a position is calculated based on the data read from the sensors integrated in a mobile device We have evaluated our method with an experiment to detect four commonly used positions breast pocket trouser pocket hip pocket and hand	mobiledevice sensing activityrecognition application evaluation
doi.acm.org%2F10.1145%2F2030112.2030213.html	2011	Electronic taste stimulation	 	In this paper we present a system which could digitally stimulate the sense of taste gustation on human The system utilizes electrical stimulation on human tongue to produce taste sensations The initial experiments reveal that the method is viable and deserves further developments This requires further analyses of the properties of electric pulses current frequency and voltage on tongue along with the stimulating material The experimental results suggested that sourness bitterness and saltiness are the main sensations that could be evoked at present	sensing
doi.acm.org%2F10.1145%2F2030112.2030214.html	2011	Jamming attack in WSN a spatial perspective	 	We propose a new jamming attack model from spatial perspective given k jammers how does the attacker minimize the pair wise connectivity among the nodes in Wireless Sensor Network WSN We call this problem k Jammer Deployment Problem k JDP First we prove that the decision version of k JDP is NP complete even in the ideal situation where the attacker has full knowledge of topology information Second we propose a mathematical formulation based on Integer Programming IP model which yields an optimal solution Third we present a heuristic algorithm HAJDP and compare it with the IP model Numerical results show that HAJDP is computationally efficient	spatial network sensing mathematical systems
doi.acm.org%2F10.1145%2F2030112.2030215.html	2011	Colocation networks exploring the use of social andgeographical patterns in context aware services	 	As people visit various places in their daily lives connections are formed between people via places co presence and between places via people overlapping This paper introduces a method for modeling social and geographical context based on colocation networks in human mobility datasets Applying the method to a metropolitan scale mobility dataset reveals a variety of place groups that can be considered in the design of urban ubicomp applications	locationbased mobiledevice urban application
doi.acm.org%2F10.1145%2F2030112.2030216.html	2011	Polite ringer II a ringtone interaction system using sensor fusion	 	We present a system which automatically reduces the ringtone volume as soon as users start picking up their mobile devices to answer incoming phone calls Our system uses multiple sensors already in mobile phones e g accelerometer gyroscope and proximity sensor to extract 47 features and uses supported vector machine SVM as the classifier to identify the act of picking up a phone We have collected data under several typical conditions including walking vs stationary and picking up the phone from inside a bag vs pockets Our results show that the system can correctly identify users picking up their mobile phones 95 of the time on average	mobiledevice sensing walk
doi.acm.org%2F10.1145%2F2030112.2030217.html	2011	You stopped by there I recommend this changing customer behaviors with robots	 	This paper proposes a method that estimates customer interests by identifying a set of areas at which a customer has stopped in our experimental shop environment and recommends items through robots located on the shop s shelves We experimentally verified that our method changed customer behaviors The results show that the method successfully encouraged customers to visit the shelves of recommended items	recommend robot locationbased
doi.acm.org%2F10.1145%2F2030112.2030218.html	2011	HASC2011corpus towards the common ground of human activity recognition	 	Human activity recognition through the wearable sensor will enable a next generation human oriented ubiquitous computing However most of research on human activity recognition so far is based on small number of subjects and non public data To overcome the situation we have gathered 4897 accelerometer data with 116 subjects and compose them as HASC2011corpus In the field of pattern recognition it is very important to evaluate and to improve the recognition methods by using the same dataset as a common ground We make the HASC2011corpus into public for the research community to use it as a common ground of the Human Activity Recognition We also show several facts and results of obtained from the corpus	activityrecognition wearablecomputing ubiquitouscomputing sensing evaluation socialnetwork
doi.acm.org%2F10.1145%2F2030112.2030219.html	2011	Easy picker picking objects aided by passive RFIDs	 	This paper proposes Easy Picker a tool to help people find the exact location of densely distributed objects We hope to use Easy Picker to help people quickly pick the specified objects among those are densely and regularly distributed such as books on a shelf and garments on a hanger	locationbased
doi.acm.org%2F10.1145%2F2030112.2030220.html	2011	NFC NFC assisted media sharing for mobile devices	 	This paper presents NFC a new approach to ubiquitous mobile media sharing Data can be instantaneously shared in a fast and secure way between users without the presence of Internet It uses NFC which has fast setup time but low bandwidth to exchange both network settings and the media URI then programmatically configures wireless interfaces to securely connect and transfer the media Specifically we propose NFC Hotspot which combines NFC with secure Wi Fi Hotspot mode It is secure easy to use and significantly faster than existing sharing methods We evaluated various sharing methods in 2 categories for both photo and video 1 Direct Transfer e g Bluetooth Wi Fi Hotspot and 2 NFC Direct Transfer Experimental results show that our NFC Hotspot approach has the fastest photo and video sharing performance with improvement ranging from 1 8x 3 7x for 1MB photo and 0 7x 6 9x for 1 minute HD video compared to non NFC Direct Transfer methods	mobiledevice security internet network evaluation photograph video
doi.acm.org%2F10.1145%2F2030112.2030221.html	2011	User grouping method for ad hoc conversations based on proximity of users and speaking volumes acquired from portable sensors	 	Analyzing groups of people having a conversation enable to provide context aware services such as life log group wares and the virtualization of social networks We propose a novel method for extract chatting groups by leveraging Bluetooth RSSI and voice data acquired from smart phones Neighboring people are detected from Bluetooth RSSI and conversation groups are extract by talking states The purpose of this paper is to define algorithm that works on efficiently on smart phones that are general and widespread mobile devices	contextawareness systems socialnetwork network speech mobiledevice
doi.acm.org%2F10.1145%2F2030112.2030222.html	2011	Detecting water waste activities for water efficient living	 	Towards persuasive system for efficient use of water resource we propose a method to detect water waste among water related activities based on water sound analysis We supposed two types of water wastes inter activity water waste and intra activity water waste An evaluation with a variety of experimental conditions presents that the aggregate accuracies to identify the inter activity water waste and the intra activity waste are 96 3 and 92 6 respectively	evaluation dataanalysis
doi.acm.org%2F10.1145%2F2030112.2030223.html	2011	CoolMag a tangible interaction tool to customize instruments for children in music education	 	In this paper we describe CoolMag a tangible interaction tool to enable children to create different instruments collaboratively in music education With CoolMag children could learn the basic playing methods of different instruments It also has the potential to inspire children s creativity because children could adopt objects in daily life broom cup pen etc as the carrier of their novel instruments whose appearance may differ from the traditional one	children
doi.acm.org%2F10.1145%2F2030112.2030224.html	2011	Application of dimensionality reduction techniques for mobile social context	 	We propose the application of a dimensionality reduction algorithm that could provide a breakthrough in the efforts to retrieve and present mobile personal information to the user in context	application systems mobiledevice privacy
doi.acm.org%2F10.1145%2F2030112.2030225.html	2011	ContextCapture using context based awareness cues to create narrative events for status updates	 	In this paper we introduce an experimental application to demonstrate the usage of context based awareness cues in status updates especially in SNS s Social Networking Services The presented application allows users to add different descriptions of context information to their Twitter messages and Facebook status updates in a narrative format We have also developed an adapted version of the system including conference specific context types such as the timetable of the presentations and indoor location detection using Bluetooth beacons One goal for the demonstrator is to explore the practical use of context abstractions in a conference setup and synthesize interesting insight based on the usage patterns during the event	application socialnetwork systems contextawareness locationbased network
doi.acm.org%2F10.1145%2F2030112.2030226.html	2011	Towards qualitative assessment of weight lifting exercises using body worn sensors	 	Sports exercises are beneficial for general health and fitness Some exercises such as weight lifting are particularly error prone and using incorrect techniques can result in serious injuries The current work aims to develop a weight lifting assistant that relies on motion sensors mounted on the body and integrated into gym equipment that provides qualitative feedback on the user s performance We believe that by comparing motion data recorded from different parts of the body with a mathematical model of the correct technique we will be able to qualitatively assess the user s performance and provide a score and suggestions for improvement	health sensing feedback mathematical
doi.acm.org%2F10.1145%2F2030112.2030227.html	2011	Response time improvement in accelerometer based activity recognition by activity change detection	 	A method has been developed to improve response time of accelerometer based activity recognition Our method firstly detects a point of change in activity from sensor data and then applies a classifier trained with short window data immediately after the point Results of experiments show that our method achieves a response time more than one second faster than that of a conventional method	sensing activityrecognition
doi.acm.org%2F10.1145%2F2030112.2030228.html	2011	Activity and device position recognition in mobile devices	 	Activity recognition along with device position recognition can provide contextual cues suitable to infer user interruptibility and device accessibility Our system fuses data from accelerometer and multiple light sensors to classify activities and device positions Previously published results achieve robust activity recognition performance with multiple sensors attached to fixed body positions a model suitable for use cases such as healthcare and fitness We achieve comparable activity recognition performance using smartphones placed in unknown on body positions including pocket holster and hand Results obtained from a diverse data set show that motion state and device position are classified with macro averaged f scores 92 6 and 66 8 respectively over six activities and seven device positions We demonstrate the performance of our classifier with an implementation running on the Android platform that visitors can try out	activityrecognition mobiledevice sensing health dataanalysis systems
doi.acm.org%2F10.1145%2F2030112.2030229.html	2011	Location based information fusion for mobile navigation	 	Comprehensive yet personalized information for a location is usually desired by mobile users in situ Traditional navigation systems provide complete static information such as address contact even photos and reviews for a certain place However such information does not reflect the real time situation e g popularity crowdness Location based social networks provide opportunity to build social dynamics between the place and potential visitors In this work we propose a design by leveraging public online information with users social network resources to provide real time exploration in novel environments A mobile application is implemented using Wikipedia Panoramio and Foursquare data to provide complete updated and trustworthy information Design highlights and implementation are reported	privacy locationbased mobiledevice navigationsystem photograph crowd socialnetwork design application
doi.acm.org%2F10.1145%2F2030112.2030230.html	2011	Multi granular demand forecasting in SmarterWater	 	In this paper we describe the multi resolution water consumption prediction based on the SmarterWater system This prediction service provides household consumption projection and regional demand forecasting for both short term and med term Water consumption prediction together with the other functions in the SmarterWater service has been deployed to Dubuque IA Consumption behavior change after accessing the service has been observed	dataanalysis systems homesetting health
doi.acm.org%2F10.1145%2F2030112.2030231.html	2011	Ubiquitous augmented reality expanding augmented reality environment with wireless tags and visible light communication projector	 	In this paper we propose a ubiquitous augmented reality system that expands projected augmentations in wide area by using visible light communication and wireless tag The system consists of wireless tags and a high speed projector DMD Discovery 3000 operating in 8kHz attached on mobility platform The projector transmits structured light patterns that contain different information in each pixel Wireless tags can recognize their own locations in projected area by receiving structured light patterns projected from the projector Since 3D coordinates of individual tag is stored in the system projection point is estimated with 3D coordinates and pixel coordinates of each tag in projected area According to the estimated position and orientation augmented reality content is superimposed The set of structured light patterns are projected in sufficient speed that human eye can only perceive the superimposed content We have also evaluated the accuracy of superimposing augmented reality content on real world from moving projection points	augmentedreality network mobiledevice systems locationbased evaluation dataanalysis
doi.acm.org%2F10.1145%2F2030112.2030232.html	2011	IteMinder finding items in a room using passive RFID tags and an autonomous robot poster 	 	We propose a novel search technique called IteMinder that helps users find property in a room using passive RFID and an autonomous robot First we attach RFID tags to the target items and at typical locations in a room We also attach an RFID reader and a laser rangefinder to the robot The robot can move around the entire room automatically while avoiding obstacles using the laser rangefinder When the robot finds a tagged item it uploads the tag ID and location information to the database Users can then browse target items and their locations on a common web browser	rfid robot locationbased web
doi.acm.org%2F10.1145%2F2030112.2030233.html	2011	DrawerBrowser practical picture browser for finding items in drawers	 	We propose a practical picture browser called DrawerBrowser for finding items in drawers which is designed through observation of daily activities	design
doi.acm.org%2F10.1145%2F2030112.2030234.html	2011	Distributed human activity data processing using HASC tool	 	To accelerate and simplify human activity recognition research we have been developing a data processing tool named HASC Tool As the activity corpus becomes huge it is not simple to handle the large number of files because it takes a lot of time to process In this paper we propose a distributed data processing mechanism which is implemented in the HASC Tool By using the system we can simply scale the local system into distributed processing We also show the preliminary experimental result	activityrecognition
doi.acm.org%2F10.1145%2F2030112.2030236.html	2011	Qviz visualizer of ramen queues	 	Waiting in a long queue is a cause of stress which affects people s life work and so on The purpose of this paper is to avoid queues of restaurant during lunch time To achieve the purpose we develop a Qviz system which is able to visualize queues of remote restaurants Users can ask for queue information of any restaurants by using a Qviz client which is implemented on smartphones By applying a Markov process on historical movement Qviz server predicts futuristic movement of users and selects potential reporters for the requested restaurant We have implemented the Qviz system to validate the feasibility as well as usefulness of the system	video mobiledevice systems dataanalysis
doi.acm.org%2F10.1145%2F2030112.2030237.html	2011	Core functionality and new applications for tabletops and interactive surfaces	 	In this video we illustrate several aspects of our ongoing research on interactive surfaces This includes studying the core functionality of tabletops such as gestures and interaction primitives file access application switching transfer of information between devices and user modeling for personalisation These core functions have been used as the foundation for a number of real world deployed applications The key contributions of this work are the novel primitives for tabletops interaction as well as the applications that have been created by building upon them	video gestureinteraction application mobiledevice
doi.acm.org%2F10.1145%2F2030112.2030238.html	2011	Ready to live wearable computing meets fashion	 	This paper describes the Ready to Live project carried out at the ETH Zurich Electronics Laboratory in collaboration with Swiss Textile College STF during the 2010 spring semester The goal of the project was to provide an interdisciplinary collaboration for technical and fashion students and to present the final result in a real fashion show In this paper we show how we integrated wearable sensors into fashionable clothes in order to express different feelings and emotions We explain first the technical implementation and then we present the design aspects of the final outfits	wearablecomputing
doi.acm.org%2F10.1145%2F2030112.2030239.html	2011	A ubiquitous wireless video surveillance system based on pub sub	 	In most of the existing video surveillance systems captured video streams by CCTV or video cameras are aggregated through cables to a central station and monitored by associated human operators However the high deployment cost low scalability and reuseability still remain to be the main roadblock for their wider application Using human to monitor events can also be unreliable Accordingly we designed a ubiquitous wireless video surveillance system This system uses wireless sensor nodes to detect pre defined events and utilizes wireless mesh network to transmit high quality video streams Without cables the deployment cost is significantly decreased Different application users can also define various events and automatically receive notification and corresponding video streams when the events occur In addition mobile users even when roaming can access this system In this demo we introduce the hardware and software of this system and its implementation in our intelligent transportation system testbed	video scalability application design network sensing mobiledevice hardware software
doi.acm.org%2F10.1145%2F2030112.2030240.html	2011	Lighting choreographer an LED control system for dance performances	 	There have been various approaches to enhance physical performances by adding visuals and or audio according to the motions of performers However these methods were too simple to explain the performers will of their body expression Furthermore they did not consider exceeding the physical limitation of body expression such as providing the sense of faster movement of arms by changing colors in costumes dynamically We propose a new LED performance system to expand the expression capability of human body We can create new generation performances by combining body expression and lighting effects	video audio sensing
doi.acm.org%2F10.1145%2F2030112.2030241.html	2011	FlyingBuddy augment human mobility and perceptibility	 	Technologies keep evolving to strengthen and further people s abilities in many aspects For instance vehicles expand the range of human moving while mobile phones boost the range of human communication In this video we develop a novel mini unmanned aerial vehicle mini UAV named FlyingBuddy to augment human mobility and perceptibility This prototype is made up of off the shelf components AR Drone and iPhones with customized software With help of the built in magnetometer GPS and cameras as well as Bluetooth Wi Fi and 3G connectivity FlyingBuddy is capable of both manual controlled and self piloted flying It provides four typical services flying to buy flying to see flying to report accident and flying to take pictures	car mobiledevice video augmentedreality software network systems
doi.acm.org%2F10.1145%2F2030112.2030243.html	2011	Second international workshop on ubiquitous crowdsourcing towards a platform for crowd computing	 	With the adoption of mobile digital and social media networked crowds are reporting and acting upon events in smart environments Existing platforms for crowdsourcing support specific activity types such as micro tasks on the Amazon s Mechanical Turk and fall short of facilitating general mechanisms for setting up and maintaining crowd networks easily flexibly and in a variety of domains Building upon First International Workshop on Ubiquitous Crowdsourcing in this edition we challenge researchers and practitioners to identify requirements for a platform for crowd computing arising from experiences in deployment crowdsourcing applications which engage crowd members as sensors controllers and actuators in smart cities and environments This workshop brings together researchers to produce a vision for the universal crowdsourcing platform documenting it in a theme publication	mobiledevice socialnetwork crowd smartspace systems task application sensing
doi.acm.org%2F10.1145%2F2030112.2030244.html	2011	2nd workshop on research in the large using app stores wide distribution channels and big data in ubicomp research	 	With the proliferation of app stores and the advancement of mobile devices research that might have only been tested with a dozen participants in the past can now be released to millions This offers huge opportunities but also requires adaptations of existing methods in dealing with large deployments and making sense of large data sets This workshop provides a forum for researchers to exchange experiences and strategies for wide distribution of applications as well as gathering and analyzing large scale data sets	mobiledevice sensing dataanalysis application
doi.acm.org%2F10.1145%2F2030112.2030245.html	2011	International workshop on networking and object memories for the internet of things NOMe IoT 2011 	 	Empty	
doi.acm.org%2F10.1145%2F2030112.2030246.html	2011	The 5th ACM international workshop on context awareness for self managing systems CASEMANS 2011 	 	The Casemans 2011 workshop opens a platform to researchers of context aware computing and self managing systems to investigate the usefulness of context awareness in emerging applications such as rescue applications disaster avoidance and overcoming mechanisms social networking etc These applications typically require timely context information to localise people and to share information based on shared interest as well as situations An interesting research question is how to define and capture mutual context and how to share information in an efficient manner Hence the workshop focuses on context acquisition modelling reasoning actuating techniques	systems contextawareness application socialnetwork
doi.acm.org%2F10.1145%2F2030112.2030247.html	2011	The first international symposium on social and community intelligence SCI 11 	 	Social and Community Intelligence SCI represents an emerging area that aims at revealing individual group behaviors social interactions as well as community dynamics by mining the digital traces left by people while interacting with cyber physical spaces The digital traces are generated mainly from three information sources Internet and Web applications static infrastructure mobile devices and wearable sensors In this workshop we hope to get people from different disciplines together to share their visions and insights on how to tackle the challenges faced by SCI such as participatory sensing heterogeneous data fusion intelligence extraction privacy issues and so on	socialnetwork socialinteraction physicalcomputing internet web application mobiledevice wearablecomputing hci sensing privacy
doi.acm.org%2F10.1145%2F2030112.2030248.html	2011	PETMEI 2011 the 1st international workshop on pervasive eye tracking and mobile eye based interaction	 	Recent developments in mobile eye tracking equipment and automated eye movement analysis point the way toward unobtrusive eye based human computer interfaces that are pervasively usable in everyday life We call this new paradigm pervasive eye tracking continuous eye monitoring and analysis 24 7 PETMEI 2011 provides a forum for researcher from human computer interaction context aware computing and eye tracking to discuss techniques and applications that go beyond classical eye tracking and stationary eye based interaction We aim to discuss the implications of pervasive eye tracking for context aware computing and to identify the key research challenges of mobile eye based interaction The long term goal is to create a strong interdisciplinary research community linking these research fields together and to establish the workshop as the premier forum for research on pervasive eye tracking and mobile eye based interaction	mobiledevice hci usability contextawareness application socialnetwork
doi.acm.org%2F10.1145%2F2030112.2030249.html	2011	The role of design in Ubicomp research and practice	 	The UbiComp research community has a long history of interdisciplinary research on technology engineering and human behavior But one disciplinary voice that often seems to be missing is design Due to the value of design to integrate knowledge and insights from across disciplines and focus on the future world it seems that design might play a critical role in helping UbiComp research through its holistic approach China is the world leader in manufacturing and it is almost never the place where the innovative high tech products and services are designed With UbiComp in China now seems the perfect time to discuss bridging east and west and bringing design to UbiComp This workshop aims to provide a disciplinary forum for researchers and experts from design computer science psychology and anthropology to exchange ideas on the issue of collaboration It will build understanding across disciplines and explore the potential opportunity for design in UbiComp research and practice	socialnetwork health speech design systems
doi.acm.org%2F10.1145%2F2030112.2030250.html	2011	Workshop overview for the international workshop on situation activity and goal awareness	 	This report summarizes the International Workshop on Situation Activity and Goal Awareness held at the 13th ACM International Conference on Ubiquitous Computing on September 18 in Beijing China	ubiquitouscomputing
doi.acm.org%2F10.1145%2F2030112.2030251.html	2011	Ubiquitous affective awareness and intelligent interaction 2011	 	The goal of the workshop is to build a forum for researchers from academy and industry to investigate challenging and innovative research issues in the subject which combines Affective Interaction within ubiquitous environment and to explore creative concepts theories innovative technologies and intelligent solutions Potential participants may come from communities of ubiquitous computing intelligent computing brain computer interaction affective computing neuroergonomics cognitive neuroscience etc in order to present their state of the art progress and visions on the various overlaps across those disciplines In this proposal we describe the detailed purpose topics and format of this workshop on Ubiquitous Affective Awareness and Intelligent Interaction	socialnetwork ubiquitouscomputing
doi.acm.org%2F10.1145%2F2030112.2030252.html	2011	TDMA 11 workshop overview	 	Empty	
doi.acm.org%2F10.1145%2F2030112.2030253.html	2011	Mobile sensing challenges opportunities and future directions	 	The emerging field of mobile sensing has engaged computer scientists from a variety of existing communities such as mobile systems machine learning and human computer interaction Each community approaches the challenges of mobile sensing research with its own unique perspective The purpose of this workshop is to provide a forum to discuss the state of the art in mobile sensing and promote increased cooperation and interaction among the participating research communities	mobiledevice sensing socialnetwork dataanalysis hci
doi.acm.org%2F10.1145%2F2370216.2370218.html	2012	Improving energy efficiency of personal sensing applications with heterogeneous multi processors	 	The availability of multiple sensors on mobile devices offers a significant new capability to enable rich user and context aware applications Many of these applications run in the background to continuously sense user context However running these applications on mobile devices can impose a significant stress on the battery life and the use of supplementary low power processors has been proposed on mobile devices for continuous background activities In this paper we experimentally and analytically investigate the design considerations that arise in the efficient use of the low power processor and provide a thorough understanding of the problem space We answer fundamental questions such as which segments of the application are most efficient to be hosted on the low power processor and how to select an appropriate low power processor We discuss our measurements analysis and results using multiple low power processors and existing phone platforms	sensing mobiledevice contextawareness application energy hci systems
doi.acm.org%2F10.1145%2F2370216.2370219.html	2012	SAPSM Smart adaptive 802 11 PSM for smartphones	 	Effective WiFi power management can strongly impact the energy consumption on Smartphones Through controlled experiments we find that WiFi power management on a wide variety of Smartphones is a largely autonomous process that is processed completely at the driver level Driver level implementations suffer from the limitation that important power management decisions can be made only by observing packets at the MAC layer This approach has the unfortunate side effect that each application has equal opportunity to impact WiFi power management to consume more energy since distinguishing between applications is not feasible at the MAC layer The power cost difference between WiFi power modes is high a factor of 20 times when idle therefore determining which applications are permitted to impact WiFi power management is an important and relevant problem In this paper we propose SAPSM Smart Adaptive Power Save Mode SAPSM labels each application with a priority with the assistance of a machine learning classifier Only high priority applications affect the client s behavior to switch to CAM or Active mode while low priority traffic is optimized for energy efficiency Our implementation on an Android Smartphone improves energy savings by up to 56 under typical usage patterns	network energy mobiledevice application dataanalysis
doi.acm.org%2F10.1145%2F2370216.2370221.html	2012	 i Looking ahead i how field trials can work in iterative and exploratory design of ubicomp systems	 	We investigate in which forms field trials are a workable model as part of an exploratory design process for sporadic mobile non work settings A major concern of evaluating ubicomp systems is to study how practices and context of use emerge and develop over time when new technology is introduced To introduce a sophisticated version of our own prototype in the course of an iterative design process we conducted a public field trial of the system a new platform for mobile democratic discussions in municipal planning that we distributed via the Android Market However it turned out to be surprisingly difficult to evaluate our design in a setting that stretches over time place and without a preselected set of users Analyzing our difficulties we develop a general model for methods studying ubicomp systems On the basis of this model we characterize an openly interactive approach to field trials in order to look ahead rather than back	fieldstudy design mobiledevice evaluation ubiquitouscomputing systems
doi.acm.org%2F10.1145%2F2370216.2370222.html	2012	What next ubicomp celebrating an intellectual disappearing act	 	 generation of computing the personal computer revolution experienced the same profound disappearance In celebration of this imminent disappearance I will highlight the unique contributions of the ubicomp community express some remaining intellectual challenges and speculate on how to formulate new visions of computing that might succeed this third generation	mobiledevice socialnetwork
doi.acm.org%2F10.1145%2F2370216.2370224.html	2012	Long term effects of ubiquitous surveillance in the home	 	The Helsinki Privacy Experiment is a study of the long term effects of ubiquitous surveillance in homes Ten volunteering households were instrumented with video cameras with microphones and computer wireless network smartphone TV DVD and customer card use was logged We report on stress anxiety concerns and privacy seeking behavior after six months The data provide first insight into the privacy invading character of ubiquitous surveillance in the home and explain how people can gradually become accustomed to surveillance even if they oppose it	privacy homesetting video network mobiledevice
doi.acm.org%2F10.1145%2F2370216.2370225.html	2012	Being SMART about failures assessing repairs in SMART homes	 	Inexpensive wireless sensing products are dramatically reducing the cost of in home sensing However these sensors have been found to fail often and prohibitive maintenance costs may negate the cost benefits of inexpensive hardware and do it yourself installation In this paper we describe a new technique called SMART that uses application level semantics to detect assess and adapt to sensor failures SMART detects sensor failures at run time by analyzing the relative behavior of multiple classifier instances trained to recognize the same set of activities based on different subsets of sensors Once a failure is detected SMART assesses its importance and adapts the classifier ensemble in attempt to avoid maintenance dispatch Evaluation on three homes from two public datasets shows that SMART decreases the number of maintenance dispatches by 55 on average identifies non fail stop failures at run time with more than 85 accuracy and improves the activity recognition accuracy under sensor failures by 15 on average	network sensing homesetting hardware application evaluation dataanalysis
doi.acm.org%2F10.1145%2F2370216.2370226.html	2012	Investigating receptiveness to sensing and inference in the home using sensor proxies	 	In home sensing and inference systems impose privacy risks and social tensions which can be substantial barriers for the wide adoption of these systems To understand what might affect people s perceptions and acceptance of in home sensing and inference systems we conducted an empirical study with 22 participants from 11 households The study included in lab activities four weeks using sensor proxies in situ and exit interviews We report on participants perceived benefits and concerns of in home sensing applications and the observed changes of their perceptions throughout the study We also report on tensions amongst stakeholders around the adoption and use of such systems We conclude with a discussion on how the ubicomp design space might be sensitized to people s perceived concerns and tensions regarding sensing and inference in the home	homesetting sensing privacy qualitativemethods application design
doi.acm.org%2F10.1145%2F2370216.2370228.html	2012	 Honey sugar means unhealthy investigating how people apply knowledge to rate food s healthiness	 	While previous research studied the high level attributes people consider when they assess the healthiness of food they are familiar with little work has looked at how people assess arbitrary potentially unfamiliar food to decide whether it is a healthy choice Since there is a growing body of work in Ubicomp around health practices including systems to support healthy eating it is important to understand how people apply the knowledge they have to food decisions In our studies we identified 8 attributes participants use for determining if they think a food is healthy or not Based upon our analysis we reflect on current system designs and propose four future design opportunities capturing context of healthy eating preparation and reflection on healthy eating understanding sharing understanding and in situ information support	food health design
doi.acm.org%2F10.1145%2F2370216.2370229.html	2012	A spark of activity exploring informative art as visualization for physical activity	 	In this note we describe Spark an informative art display that visualizes physical activity using abstract art We present results from five deployments lasting two to three weeks that suggest that while graph visualizations are useful for information seeking abstract visualizations are preferred for display purposes Our results show that informative art is an appropriate way to visualize physical activity and can be used in addition to graphs to increase enjoyment and engagement with physical activity displays	video health
doi.acm.org%2F10.1145%2F2370216.2370230.html	2012	Recognizing water based activities in the home through infrastructure mediated sensing	 	Activity recognition in the home has been long recognized as the foundation for many desirable applications in fields such as home automation sustainability and healthcare However building a practical home activity monitoring system remains a challenge Striking a balance between cost privacy ease of installation and scalability continues to be an elusive goal In this paper we explore infrastructure mediated sensing combined with a vector space model learning approach as the basis of an activity recognition system for the home We examine the performance of our single sensor water based system in recognizing eleven high level activities in the kitchen and bathroom such as cooking and shaving Results from two studies show that our system can estimate activities with overall accuracy of 82 69 for one individual and 70 11 for a group of 23 participants As far as we know our work is the first to employ infrastructure mediated sensing for inferring high level human activities in a home setting	activityrecognition homesetting application health sensing privacy scalability dataanalysis
doi.acm.org%2F10.1145%2F2370216.2370232.html	2012	Attacking location privacy exploring human strategies	 	The proliferation of location based services in recent years has highlighted the need to consider location privacy This has led to the development of methods enhancing location privacy and to the investigation of reasons for sharing location information While computational attacks on location privacy and their prevention have attracted a lot of research attacks based on humans strategies and tactics have mostly been considered implicitly This note addresses this knowledge gap by reporting on a user study which we conducted in the context of a location based game Participants had to identify other players over the course of several weeks The results show that human strategies for deanonymization and re identification can be highly successful and thus pose a threat to location privacy comparable to computational attacks By incorporating real world knowledge that is not easily available in automated attacks human players were able to efficiently identify other people in the game	locationbased privacy game
doi.acm.org%2F10.1145%2F2370216.2370233.html	2012	An ultra low power human body motion sensor using static electric field sensing	 	Wearable sensor systems have been used in the ubiquitous computing community and elsewhere for applications such as activity and gesture recognition health and wellness monitoring and elder care Although the power consumption of accelerometers has already been highly optimized this work introduces a novel sensing approach which lowers the power requirement for motion sensing by orders of magnitude We present an ultra low power method for passively sensing body motion using static electric fields by measuring the voltage at any single location on the body We present the feasibility of using this sensing approach to infer the amount and type of body motion anywhere on the body and demonstrate an ultra low power motion detector used to wake up more power hungry sensors The sensing hardware consumes only 3 3 mu W and wake up detection is done using an additional 3 3 mu W 6 6 mu W total	wearablecomputing socialnetwork application gestureinteraction health energy sensing locationbased hardware
doi.acm.org%2F10.1145%2F2370216.2370234.html	2012	Enhancing communication and dramatic impact of online live performance with cooperative audience control	 	Recent progress in information technology enables people to easily broadcast events live on the Internet Although the advantage of the Internet is live communication between a performer and listeners the current mode of communication is writing comments using Twitter or Facebook or some similar messaging network In one type of live broadcast musical performances it is difficult for a musician when playing an instrument to communicate with listeners by writing comments We propose a new communication mode between performers who play musical instruments and their listeners by enabling listeners to control the performer s camera or illumination remotely The results of four weeks of experiment confirm the emergence of nonverbal communication between a performer and listeners and among listeners which increases camaraderie amongst listeners and performers Additionally the dramatic impact of a performance is increased by enabling listeners to control various camera actions such as zoom in or pan in real time The results also provide implications for design of future interactive live broadcasting services	internet socialnetwork video design systems
doi.acm.org%2F10.1145%2F2370216.2370235.html	2012	Online pose classification and walking speed estimation using handheld devices	 	We describe and evaluate two methods for device pose classification and walking speed estimation that generalize well to new users compared to previous work These machine learning based methods are designed for the general case of a person holding a mobile device in an unknown location and require only a single low cost low power sensor a triaxial accelerometer We evaluate our methods in straight path indoor walking experiments as well as in natural indoor walking settings Experiments with 14 human participants to test user generalization show that our pose classifier correctly selects among four device poses with 94 accuracy compared to 82 for previous work and our walking speed estimates are within 12 15 straight indoor walk of ground truth compared to 17 22 for previous work Implementation on a mobile phone demonstrates that both methods can run efficiently online	evaluation mobiledevice dataanalysis walk design locationbased energy sensing
doi.acm.org%2F10.1145%2F2370216.2370237.html	2012	Takes a transnational network to raise a child the case of migrant parents and left behind Jamaican teens	 	Migration of parents in pursuit of a better life has deep roots in Caribbean history and culture However the separation from children that results means that care gets provided through a transnational network of caregivers and devices In this paper we describe how mobile phones in particular have entered a complex care network and while they support some communications they have also contributed to many of the difficulties associated with migration On the basis of our observations we conclude with a call for future Ubicomp research into family communication to look to support parenting by considering caregiving networks as wider than just the family Moreover this study contributes to our thinking about what more means when introducing additional technologies in family and care networks and their ability to reinforce or shift power structures in the networks in which they are embedded	children mobiledevice energy
doi.acm.org%2F10.1145%2F2370216.2370238.html	2012	Ubicomp s colonial impulse	 	Ubiquitous computing has a grand vision Even the name of the area identifies its universalizing scope In this it follows in a long tradition of projects that attempt to create new models and paradigms that unite disparate distributed elements into a large conceptual whole We link concerns in ubiquitous computing into a colonial intellectual tradition and identify the problems that arise in consequence explore the locatedness of innovation and discuss strategies for decolonizing ubicomp s research methodology	ubiquitouscomputing
doi.acm.org%2F10.1145%2F2370216.2370239.html	2012	Exploring interspecies sensemaking dog tracking semiotics and multispecies ethnography	 	The domestic use of tracking technology with pets is on the rise yet is under researched We investigate how tracking practices reconfigure human dog relationships changing both humans and dogs We question the sensemaking mechanisms by which both humans and dogs engage in context based meaningful exchanges via the technology s mediation We show how an indexical semiotic perspective could inform the development of interspecies technology Finally we discuss the methodological issues raised by doing research i with i animals and propose an interspecies semiotics which integrates animal companions and animal researchers accounts into ethnographic observation	qualitativemethods
doi.acm.org%2F10.1145%2F2370216.2370241.html	2012	An unsupervised framework for sensing individual and cluster behavior patterns from human mobile data	 	Human behavior understanding is a fundamental problem in many ubiquitous applications It aims to automatically uncover and quantify characteristic behavior patterns in users daily lives as well as disclose behavior clustering structure among multiple users The key challenge is how to define a naturally interpreted representation for users daily behavior patterns which can be easily exploited to not only uncover the behavior similarity among multiple users but also predict users future activities In this paper we define such a representation and propose a probabilistic framework which can automatically learn it from mass amount of mobile data in unsupervised setting and exploit it to predict user activities By an appropriate information sharing among multiple users this framework overcomes single user data sparsity problem and effectively identifies behavior clustering structures in a set of users Experiments conducted on a public reality mining data set demonstrate the effectiveness and accuracy of our methods	health application dataanalysis framework mobiledevice
doi.acm.org%2F10.1145%2F2370216.2370242.html	2012	Contextual conditional models for smartphone based human mobility prediction	 	Human behavior is often complex and context dependent This paper presents a general technique to exploit this multidimensional contextual variable for human mobility prediction We use an ensemble method in which we extract different mobility patterns with multiple models and then combine these models under a probabilistic framework The key idea lies in the assumption that human mobility can be explained by several mobility patterns that depend on a sub set of the contextual variables and these can be learned by a simple model We showed how this idea can be applied to two specific online prediction tasks i what is the next place a user will visit and how long will he stay in the current place i Using smartphone data collected from 153 users during 17 months we show the potential of our method in predicting human mobility in real life	health mobiledevice dataanalysis framework task
doi.acm.org%2F10.1145%2F2370216.2370243.html	2012	Understanding and prediction of mobile application usage for smart phones	 	It is becoming harder to find an app on one s smart phone due to the increasing number of apps available and installed on smart phones today We collect sensory data including app use from smart phones to perform a comprehensive analysis of the context related to mobile app use and build prediction models that calculate the probability of an app in the current context Based on these models we developed a dynamic home screen application that presents icons for the most probable apps on the main screen of the phone and highlights the most probable one Our models outperformed other strategies and in particular improved prediction accuracy by 8 over Most Frequently Used from 79 8 to 87 8 for 9 candidate apps Also we found that the dynamic home screen improved accessibility to apps on the phone compared to the conventional static home screen in terms of accuracy required touch input and app selection time	mobiledevice dataanalysis homesetting application touch
doi.acm.org%2F10.1145%2F2370216.2370245.html	2012	Rethinking the smart closet as an opportunity to enhance the social currency of clothing	 	Here we present findings of a needs validation study of 18 25 year old women and their wardrobes Based on their feedback we developed a prototype system that allows for borrowing and sharing of information about clothing via Facebook The novelty of our interface lies in its combining RFID tags and social networking In doing so we bridge the material and virtual realms and demonstrate the importance of material culture for ubiquitous computing	feedback socialnetwork rfid ubiquitouscomputing
doi.acm.org%2F10.1145%2F2370216.2370246.html	2012	The french kitchen task based learning in an instrumented kitchen	 	Ubiquitous computing technologies have traditionally striven to augment objects and the environment with sensing capabilities to enable them to respond appropriately to the needs of the individuals in the environment This paper considers how such technologies might be harnessed to support language learning and specifically Task Based Learning TBL Task Based Learning TBL involves doing meaningful tasks in a foreign language emphasising the language s use in practice TBL is seen as a highly engaging and motivating approach to learning a language but is difficult to do in the classroom Here learners typically engage in activities that only simulate real world tasks and as such only rehearse language use rather than applying the language in practice In this paper we explore how an instrumented context aware environment whose design is grounded in pedagogical principles can support TBL We present the French Kitchen an instrumented kitchen for English speakers who are learning French and describe a 46 participant evaluation of the kitchen Based on the evaluation we provide a set of design recommendations for those building instrumented systems for TBL	ubiquitouscomputing sensing task simulation contextawareness design evaluation recommend
doi.acm.org%2F10.1145%2F2370216.2370247.html	2012	An investigation of contents and use of the home wardrobe	 	The home wardrobe is a complex and variable system interacted with daily by its user manager in a time and resource constrained decision making process Ubiquitous computing technology offers advantages in augmenting the decision making process and the potential to simultaneously encourage sustainable behaviors In this study we present an empirical analysis of the contents of 11 home wardrobes and 3 6 months of daily dressing decisions for 5 users We find that an average of only 7 of our female participants wardrobes and 47 of our male participants wardrobes are in regular use In addition we present an analysis of wardrobe contents outfit composition and garment utility in the wardrobe	homesetting ubiquitouscomputing
doi.acm.org%2F10.1145%2F2370216.2370248.html	2012	Fine grained kitchen activity recognition using RGB D	 	We present a first study of using RGB D Kinect style cameras for fine grained recognition of kitchen activities Our prototype system combines depth shape and color appearance to solve a number of perception problems crucial for smart space applications locating hands identifying objects and their functionalities recognizing actions and tracking object state changes through actions Our proof of concept results demonstrate great potentials of RGB D perception without need for instrumentation our system can robustly track and accurately recognize detailed steps through cooking activities for instance how many spoons of sugar are in a cake mix or how long it has been mixing A robust RGB D based solution to fine grained activity recognition in real world conditions will bring the intelligence of pervasive and interactive systems to the next level	video smartspace application locationbased activityrecognition
doi.acm.org%2F10.1145%2F2370216.2370250.html	2012	Providing eco driving feedback to corporate car drivers what impact does a smartphone application have on their fuel efficiency 	 	The personal transport sector constitutes an important target of energy conservation and emission reduction programs In this context eco feedback technologies that provide information on the driving behavior have shown to be an effective means to stimulate changes in driving in favor of both reduced costs and environmental impact This study extends the literature on eco feedback technologies as it demonstrates that a smartphone application can improve fuel efficiency even under conditions where monetary incentives are i not i given i e where the drivers do not pay for fuel The field test which took place with 50 corporate car drivers demonstrates an improvement in the overall fuel efficiency by 3 23 The theoretical contribution underlines the assumption that context related feedback can favorably influence behavior even without direct financial benefits for the agent Given the large share of corporate cars findings are also of high practical importance and motivate future research on eco driving feedback technologies	feedback mobiledevice application car
doi.acm.org%2F10.1145%2F2370216.2370251.html	2012	Understanding domestic energy consumption through interactive visualisation a field study	 	Motivated by the need to better manage energy demand in the home in this paper we advocate the integration into Ubicomp systems of interactive energy consumption visualisations that allow users to engage with and understand their consumption data relating it to concrete i activities i in their life To this end we present the design implementation and evaluation of i FigureEnergy i a novel interactive visualisation that allows users to i annotate i and i manipulate i a graphical representation of their own electricity consumption data and therefore make sense of their past energy usage and understand when how and to what end some amount of energy was used To validate our design we deployed FigureEnergy in the wild 12 participants installed meters in their homes and used the system for a period of two weeks The results suggest that the annotation approach is successful overall by engaging with the data users started to relate energy consumption to i activities i rather than just to i appliances i Moreover they were able to discover that some appliances consume more than they expected despite having had prior experience of using other electricity displays	homesetting ubiquitouscomputing energy evaluation sensing design
doi.acm.org%2F10.1145%2F2370216.2370253.html	2012	Lullaby a capture 38 access system for understanding the sleep environment	 	The bedroom environment can have a significant impact on the quality of a person s sleep Experts recommend sleeping in a room that is cool dark quiet and free from disruptors to ensure the best quality sleep However it is sometimes difficult for a person to assess which factors in the environment may be causing disrupted sleep In this paper we present the design implementation and initial evaluation of a capture and access system called Lullaby Lullaby combines temperature light and motion sensors audio and photos and an off the shelf sleep sensor to provide a comprehensive recording of a person s sleep Lullaby allows users to review graphs and access recordings of factors relating to their sleep quality and environmental conditions to look for trends and potential causes of sleep disruptions In this paper we report results of a feasibility study where participants N 4 used Lullaby in their homes for two weeks Based on our experiences we discuss design insights for sleep technologies capture and access applications and personal informatics tools	recommend evaluation systems sensing audio photograph homesetting design application
doi.acm.org%2F10.1145%2F2370216.2370254.html	2012	RubberBand augmenting teacher s awareness of spatially isolated children on kindergarten field trips	 	On school field trips chaperoning teachers foremost concern is the safety of the children particularly ensuring that none of them go missing However they have limited attention resources and face many challenges in keeping track of their charges We present RubberBand an assistive application that helps alleviate the teacher s burden Our approach adapts to diverse field trip environmental and child behavioral dynamicity utilizing observations of the relative dispersion of children and their tendency to form sub groups	children application
doi.acm.org%2F10.1145%2F2370216.2370256.html	2012	Detecting pedestrian flocks by fusion of multi modal sensors in mobile phones	 	Previous work on the recognition of human movement patterns has mainly focused on movements of individuals This paper addresses the joint identification of the indoor movement of i multiple i persons forming a cohesive whole specifically a flock with clustering approaches operating on features derived from multiple sensor modalities of modern smartphones Automatic detection of flocks has several important applications including evacuation management and socially aware computing The novelty of this paper is firstly to use data fusion techniques to combine several sensor modalities WiFi accelerometer and compass to improve recognition accuracy over previous unimodal approaches Secondly improve the recognition of flocks using hierarchical clustering We use a dataset comprising 16 subjects forming one to four flocks walking in a building on single and multiple floors With the best settings we achieve a F score accuracy of up to 87 percent an improvement of up to twelve percent points over existing approaches	locationbased sensing mobiledevice application network dataanalysis walk
doi.acm.org%2F10.1145%2F2370216.2370257.html	2012	Detecting leisure activities with dense motif discovery	 	This paper proposes an activity inference system that has been designed for deployment in mood disorder research which aims at accurately and efficiently recognizing selected leisure activities in week long continuous data The approach to achieve this relies on an unobtrusive and wrist worn data logger in combination with a custom data mining tool that performs early data abstraction and dense motif discovery to collect evidence for activities After presenting the system design a feasibility study on weeks of continuous inertial data from 6 participants investigates both accuracy and execution speed of each of the abstraction and detection steps Results show that our method is able to detect target activities in a large data set with a comparable precision and recall to more conventional approaches in approximately the time it takes to download and visualize the logs from the sensor	design dataanalysis video sensing
doi.acm.org%2F10.1145%2F2370216.2370258.html	2012	Orientation aware scene understanding for mobile cameras	 	We present a novel approach that allows anyone to quickly teach their smartphone how to understand the visual world around them We achieve this visual scene understanding by leveraging a camera phone s inertial sensors to lead to both a faster and more accurate automatic labeling of the regions of an image into semantic classes e g sky tree building We focus on letting a user train our system from scratch while out in the real world by annotating image regions in situ as training images are captured on a mobile device making it possible to recognize new environments and new semantic classes on the fly We show that our approach outperforms existing methods while at the same time performing data collection annotation feature extraction and image segment classification all on the same mobile device	mobiledevice video sensing dataanalysis
doi.acm.org%2F10.1145%2F2370216.2370260.html	2012	Understanding physiological responses to stressors during physical activity	 	With advances in physiological sensors we are able to understand people s physiological status and recognize stress to provide beneficial services Despite the great potential in physiological stress recognition there are some critical issues that need to be addressed such as the sensitivity and variability of physiology to many factors other than stress i e g i physical activity To resolve these issues in this paper we focus on the understanding of physiological responses to both stressor and physical activity and perform stress recognition particularly in situations having multiple stimuli physical activity and stressors We construct stress models that correspond to individual situations and we validate our stress modeling in the presence of physical activity Analysis of our experiments provides an understanding on how physiological responses change with different stressors and how physical activity confounds stress recognition with physiological responses In both objective and subjective settings the accuracy of stress recognition drops by more than 14 when physical activity is performed However by modularizing stress models with respect to physical activity we can recognize stress with accuracies of 82 objective stress and 87 subjective stress achieving more than a 5 10 improvement from approaches that do not take physical activity into account	sensing systems health dataanalysis
doi.acm.org%2F10.1145%2F2370216.2370261.html	2012	SpiroSmart using a microphone to measure lung function on a mobile phone	 	Home spirometry is gaining acceptance in the medical community because of its ability to detect pulmonary exacerbations and improve outcomes of chronic lung ailments However cost and usability are significant barriers to its widespread adoption To this end we present SpiroSmart a low cost mobile phone application that performs spirometry sensing using the built in microphone We evaluate SpiroSmart on 52 subjects showing that the mean error when compared to a clinical spirometer is 5 1 for common measures of lung function Finally we show that pulmonologists can use SpiroSmart to diagnose varying degrees of obstructive lung ailments	homesetting socialnetwork usability mobiledevice application sensing evaluation
doi.acm.org%2F10.1145%2F2370216.2370262.html	2012	A high accuracy low latency scalable microphone array system for conversation analysis	 	Understanding and facilitating real life social interaction is a high impact goal for Ubicomp research Microphone arrays offer the unique capability to provide continuous calm capture of verbal interaction in large physical spaces such as homes and especially open plan offices Most microphone array work has focused on arrays of custom sensors in small spaces and a few recent works have tested small arrays of commodity sensors in single rooms This paper describes the first working scalable and cost effective array that offers high precision localization of conversational speech and hence enables ongoing studies of verbal interactions in large semi structured spaces This work represents significant improvements over prior work in three dimensions cost scale and accuracy It also achieves high throughput for real time updates of tens of active sources using off the shelf components We describe the system design key localization algorithms and a systematic performance evaluation We then show how source location data can be usefully aggregated to reveal interesting patterns in group conversations such as dominance and engagement	socialinteraction physicalcomputing homesetting sensing scalability speech dataanalysis systems evaluation locationbased
doi.acm.org%2F10.1145%2F2370216.2370264.html	2012	Mood meter counting smiles in the wild	 	In this study we created and evaluated a computer vision based system that automatically encouraged recognized and counted smiles on a college campus During a ten week installation passersby were able to interact with the system at four public locations The aggregated data was displayed in real time in various intuitive and interactive formats on a public website We found privacy to be one of the main design constraints and transparency to be the best strategy to gain participants acceptance In a survey with 300 responses participants reported that the system made them smile more than they expected and it made them and others around them feel momentarily better Quantitative analysis of the interactions revealed periodic patterns e g more smiles during the weekends and strong correlation with campus events e g fewer smiles during exams most smiles the day after graduation reflecting the emotional responses of a large community	evaluation computervision locationbased privacy design qualitativemethods socialnetwork
doi.acm.org%2F10.1145%2F2370216.2370265.html	2012	Identifying emotions expressed by mobile users through 2D surface and 3D motion gestures	 	Only intrusive and expensive ways of precisely expressing emotions has been proposed which are not likely to appear soon in everyday Ubicomp environments In this paper we study to which extent we can identify the emotion a user is explicitly expressing through 2D and 3D gestures Indeed users already often manipulate mobile devices with touch screen and accelerometers We conducted a field study where we asked participants to explicitly express their emotion through gestures and to report their affective states We contribute by 1 showing a high number of significant correlations in 3D motion descriptors of gestures and in the arousal dimension 2 defining a space of affective gestures We identify 3 groups of descriptors that structure the space and are related to arousal Finally we provide with 4 a preliminary model of arousal and we identify 5 interesting patterns in particular classes of gestures Such results are useful for Ubicomp application designers in order to envision the use of gestures as a cheap and non intrusive affective modality	gestureinteraction mobiledevice touch sensing fieldstudy application design
doi.acm.org%2F10.1145%2F2370216.2370266.html	2012	Friends don t lie inferring personality traits from social network structure	 	In this work we investigate the relationships between social network structure and personality we assess the performances of different subsets of structural network features and in particular those concerned with ego networks in predicting the Big 5 personality traits In addition to traditional survey based data this work focuses on social networks derived from real life data gathered through smartphones Besides showing that the latter are superior to the former for the task at hand our results provide a fine grained analysis of the contribution the various feature sets are able to provide to personality classification along with an assessment of the relative merits of the various networks exploited	socialnetwork dataanalysis qualitativemethods mobiledevice task
doi.acm.org%2F10.1145%2F2370216.2370268.html	2012	An integrated framework for human activity classification	 	This paper presents an integrated framework to enable using standard non sequential machine learning tools for accurate multi modal activity recognition We develop a novel framework that contains simple pre and post classification strategies to improve the overall performance We achieve this through class imbalance correction on the learning data using structure preserving oversampling SPO leveraging the sequential nature of sensory data using smoothing of the predicted label sequence and classifier fusion respectively Through evaluation on recent publicly available activity datasets comprising of a large amount of multi dimensional sensory data we demonstrate that our proposed strategies are effective in improving classification performance over common techniques such as One Nearest Neighbor 1NN and Support Vector Machines SVM Our framework also shows better performance over sequential probabilistic models such as Conditional Random Field CRF and Hidden Markov Model HMM and when these models are used as meta learners	framework dataanalysis activityrecognition evaluation mathematical
doi.acm.org%2F10.1145%2F2370216.2370269.html	2012	BodyScope a wearable acoustic sensor for activity recognition	 	Accurate activity recognition enables the development of a variety of ubiquitous computing applications such as context aware systems lifelogging and personal health systems Wearable sensing technologies can be used to gather data for activity recognition without requiring sensors to be installed in the infrastructure However the user may need to wear multiple sensors for accurate recognition of a larger number of different activities We developed a wearable acoustic sensor called BodyScope to record the sounds produced in the user s throat area and classify them into user activities such as eating drinking speaking laughing and coughing The F measure of the Support Vector Machine classification of 12 activities using only our BodyScope sensor was 79 5 We also conducted a small scale in the wild study and found that BodyScope was able to identify four activities eating drinking speaking and laughing at 71 5 accuracy	activityrecognition ubiquitouscomputing application contextawareness health wearablecomputing sensing dataanalysis
doi.acm.org%2F10.1145%2F2370216.2370270.html	2012	StressSense detecting stress in unconstrained acoustic environments using smartphones	 	Stress can have long term adverse effects on individuals physical and mental well being Changes in the speech production process is one of many physiological changes that happen during stress Microphones embedded in mobile phones and carried ubiquitously by people provide the opportunity to continuously and non invasively monitor stress in real life situations We propose i StressSense i for unobtrusively recognizing stress from human voice using smartphones We investigate methods for adapting a one size fits all stress model to individual speakers and scenarios We demonstrate that the StressSense classifier can robustly identify stress across multiple individuals in diverse acoustic environments using model adaptation StressSense achieves 81 and 76 accuracy for indoor and outdoor environments respectively We show that StressSense can be implemented on commodity Android phones and run in real time To the best of our knowledge StressSense represents the first system to consider voice based stress detection and model adaptation in diverse real life conversational situations using smartphones	speech mobiledevice design dataanalysis locationbased
doi.acm.org%2F10.1145%2F2370216.2370272.html	2012	Cellular data meet vehicular traffic theory location area updates and cell transitions for travel time estimation	 	Road traffic can be monitored by means of static sensors and derived from floating car data i e reports from a sub set of vehicles These approaches suffer from a number of technical and economical limitations Alternatively we propose to leverage the mobile cellular network as a ubiquitous mobility sensor We show how vehicle travel times and road congestion can be inferred from anonymized signaling data collected from a cellular mobile network While other previous studies have considered data only from active devices e g engaged in voice calls our approach exploits also data from idle users resulting in an enormous gain in coverage and estimation accuracy By validating our approach against four different traffic monitoring datasets collected on a sample highway over one month we show that our method can detect congestions very accurately and in a timely manner	sensing car mobiledevice dataanalysis speech
doi.acm.org%2F10.1145%2F2370216.2370273.html	2012	Some help on the way opportunistic routing under uncertainty	 	We investigate i opportunistic routing i centering on the recommendation of ideal diversions on trips to a primary destination when an unplanned waypoint such as a rest stop or a refueling station is desired In the general case an automated routing assistant may not know the driver s final destination and may need to consider probabilities over destinations in identifying the ideal waypoint along with the revised route that includes the waypoint We consider general principles of opportunistic routing and present the results of several studies with a corpus of real world trips Then we describe how we can compute the expected value of asking a user about the primary destination so as to remove uncertainly about the goal and show how this measure can guide an automated system s engagements with users when making recommendations for navigation and analogous settings in ubiquitous computing	recommend navigationsystem ubiquitouscomputing
doi.acm.org%2F10.1145%2F2370216.2370274.html	2012	Predictability of individuals mobility with high resolution positioning data	 	The ability to foresee the next moves of a user is crucial to ubiquitous computing Disregarding major differences in individuals routines recent ground breaking analysis on mobile phone data suggests high predictability in mobility By nature however mobile phone data offer very low spatial and temporal resolutions It remains largely unknown how the predictability changes with respect to different spatial temporal scales Using high resolution GPS data this paper investigates the scaling effects on predictability Given specified spatial temporal scales recorded trajectories are encoded into long strings of distinct locations and several information theoretic measures of predictability are derived Somewhat surprisingly high predictability is still present at very high spatial temporal resolutions Moreover the predictability is independent of the overall mobility area covered This suggests highly regular mobility behaviors Moreover by varying the scales over a wide range an invariance is observed which suggests that certain trade offs between the predicting accuracy and spatial temporal resolution are unavoidable As many applications in ubiquitous computing concern mobility these findings should have direct implications	ubiquitouscomputing mobiledevice dataanalysis spatial locationbased application
doi.acm.org%2F10.1145%2F2370216.2370276.html	2012	Automatic assessment of problem behavior in individuals with developmental disabilities	 	Severe behavior problems of children with developmental disabilities often require intervention by specialists These specialists rely on direct observation of the behavior usually in a controlled clinical environment In this paper we present a technique for using on body accelerometers to assist in automated classification of problem behavior during such direct observation Using simulated data of episodes of severe behavior acted out by trained specialists we demonstrate how machine learning techniques can be used to segment relevant behavioral episodes from a continuous sensor stream and to classify them into distinct categories of severe behavior aggression disruption and self injury We further validate our approach by demonstrating it produces no false positives when applied to a publicly accessible dataset of activities of daily living Finally we show promising classification results when our sensing and analysis system is applied to data from a real assessment session conducted with a child exhibiting problem behaviors	children sensing dataanalysis simulation
doi.acm.org%2F10.1145%2F2370216.2370277.html	2012	Parent driven use of wearable cameras for autism support a field study with families	 	Recorded images of children s activities can be useful to caregivers and clinicians who need behavioral evidence to support children with autism However image capture systems for autism are typically complex and provide only a top down outsider s view In this work we assessed the use of cameras worn by children to record the context of their activities and interactions from their perspective We used a technology probe to explore how this simple parent driven system could be designed for families to adopt in their homes We present the results of a five week field study with five families The system helped parents to 1 see the world from their child s eyes 2 increase their understanding of their child s needs when their child is uncommunicative and 3 help them encourage their child s social engagement We discuss how these systems can be designed and used to their full potential	children video design homesetting fieldstudy
doi.acm.org%2F10.1145%2F2370216.2370278.html	2012	Augmenting gesture recognition with erlang cox models to identify neurological disorders in premature babies	 	In this paper we demonstrate a Markov model based technique for recognizing gestures from accelerometers that explicitly represents duration We do this by embedding an Erlang Cox state transition model which has been shown to accurately represent the first three moments of a general distribution within a Dynamic Bayesian Network DBN The transition probabilities in the DBN can be learned via Expectation Maximization or by using closed form solutions We test this modeling technique on 10 hours of data collected from accelerometers worn by babies pre categorized as high risk in the Newborn Intensive Care Unit NICU at UCI We show that by treating instantaneous machine learning classification values as observations and explicitly modeling duration we improve the recognition of Cramped Synchronized General Movements a motion highly correlated with an eventual diagnosis of Cerebral Palsy	gestureinteraction sensing dataanalysis
doi.acm.org%2F10.1145%2F2370216.2370280.html	2012	A reliable and accurate indoor localization method using phone inertial sensors	 	This paper addresses reliable and accurate indoor localization using inertial sensors commonly found on commodity smartphones We believe indoor positioning is an important primitive that can enable many ubiquitous computing applications To tackle the challenges of drifting in estimation sensitivity to phone position as well as variability in user walking profiles we have developed algorithms for reliable detection of steps and heading directions and accurate estimation and personalization of step length We ve built an end to end localization system integrating these modules and an indoor floor map without the need for infrastructure assistance We demonstrated for the first time a meter level indoor positioning system that is infrastructure free phone position independent user adaptive and easy to deploy We have conducted extensive experiments on users with smartphone devices with over 50 subjects walking over an aggregate distance of over 40 kilometers Evaluation results showed our system can achieve a mean accuracy of 1 5m for the in hand case and 2m for the in pocket case in a 31m times 15m testing area	locationbased sensing mobiledevice ubiquitouscomputing application walk systems urban evaluation dataanalysis
doi.acm.org%2F10.1145%2F2370216.2370281.html	2012	Robust low cost indoor positioning using magnetic resonant coupling	 	 and provides location information to an arbitrary number of mobile receivers with an update rate of up to 30Hz We evaluate the actual accuracy of the positioning with a robotic arm and show quantitatively that even large metallic objects have little effect on the signal We then present an elaborate study of the performance of our system for the recognition of abstract locations such as at the table in front of a cabinet It comprises four different sites with a total of 100 individual locations some as little as 50 cm apart	locationbased mobiledevice evaluation dataanalysis robot
doi.acm.org%2F10.1145%2F2370216.2370282.html	2012	ARIEL automatic wi fi based room fingerprinting for indoor localization	 	We present ARIEL a room localization system that automatically learns room fingerprints based on occupants indoor movements ARIEL consists of 1 a zone based clustering algorithm that accurately identifies in room occupancy hotspot s using Wi Fi signatures 2 a motion based clustering algorithm to identify inter zone correlation thereby distinguishing different rooms and 3 an energy efficient motion detection algorithm to minimize the noise of Wi Fi signatures ARIEL has been implemented and deployed for real world testing with 21 users over a 10 month period Our studies show that it supports room localization with higher than 95 accuracy without requiring labor intensive manual annotation	locationbased systems network energy dataanalysis
doi.acm.org%2F10.1145%2F2370216.2370284.html	2012	Enhancing the second hand retail experience with digital object memories	 	For a long time the second hand retail market was the preserve of the charity shop However the advent of services like eBay has massively increased its prominence In this paper we describe a novel Internet of Things based approach to enhancing the second hand retail experience by augmenting items with their provenance After a discussion of the underlying technology we shall describe its deployment in two related case studies conducted in collaboration with Oxfam charity retail outlets in which we tagged donated items with RFID and QR codes allowing shoppers to hear the story behind the donated items Finally we discuss the impact of the deployments and their implications for the second hand retail sector	systems internet rfid
doi.acm.org%2F10.1145%2F2370216.2370285.html	2012	Walk 38 Sketch create floor plans with an RGB D camera	 	Creating floor plans for large areas via manual surveying is labor intensive and error prone In this paper we present a system Walk Sketch that creates floor plans of an indoor environment by a person walking through the environment at a normal strolling pace and taking videos using a consumer RGB D camera The method computes floor maps represented by polylines from a 3D point cloud based on precise frame to frame alignment It aligns a reference frame with the floor and computes the frame to frame offsets from the continuous RGB D input Line segments at a certain height are extracted from the 3D point cloud and are merged to form a polyline map which can be further modified and annotated by users The explored area is visualized as a sequence of polygons providing users with the information on coverage Experiments have done in various areas of an office building and have shown encouraging results	qualitativemethods walk locationbased video urban
doi.acm.org%2F10.1145%2F2370216.2370286.html	2012	Fa ccedil ade map continuous interaction with media fa ccedil ades using cartographic map projections	 	The increasing number of media fa ccedil ades is a prominent example of the digital augmentation of urban spaces Many media fa ccedil ades cover most of the outer shell of a building and come with a 3D form factor They offer great potential for remote interaction in which the interactive area goes beyond the parts of the fa ccedil ade that are visible from the user s current perspective Common interaction techniques often focus on a fixed part of the media fa ccedil ade This restricts exploiting the full capabilities and the potential of such gigantic screens In this paper we describe how to apply cartographic map projections to create 2D map representations of media fa ccedil ades to address this problem We describe how a continuous interaction with the media fa ccedil ade is possible independent of the form factor We analyze existing media fa ccedil ades and provide a set of guidelines for how to create fa ccedil ade maps for different form factors	urban interactiontechnique
doi.acm.org%2F10.1145%2F2370216.2370288.html	2012	Automatically characterizing places with opportunistic crowdsensing using smartphones	 	Automated and scalable approaches for understanding the semantics of places are critical to improving both existing and emerging mobile services In this paper we present i CrowdSense Place i CSP a framework that exploits a previously untapped resource opportunistically captured images and audio clips from smartphones to link place visits with place categories e g store restaurant CSP combines signals based on location and user trajectories using WiFi GPS along with various visual and audio place hints mined from opportunistic sensor data Place hints include words spoken by people text written on signs or objects recognized in the environment We evaluate CSP with a seven week 36 user experiment involving 1 241 places in five locations around the world Our results show that CSP can classify places into a variety of categories with an overall accuracy of 69 outperforming currently available alternative solutions	scalability mobiledevice systems crowd framework audio locationbased network video sensing evaluation dataanalysis
doi.acm.org%2F10.1145%2F2370216.2370289.html	2012	Helping mobile apps bootstrap with fewer users	 	A growing number of mobile apps are exploiting smartphone sensors to infer user behavior activity or context Inference requires training using labeled ground truth data Obtaining labeled data for new apps is a chicken egg problem Without a reasonable amount of labeled data apps cannot provide any service But until an app provides useful service it is not worth installing and has no opportunity to collect user data This paper aims to address this problem Our intuition is that even though users are different they exhibit similar patterns on certain sensing dimensions For instance different users may walk and drive at different speeds but certain speeds will indicate driving for all users These common patterns could be used as seeds to model new users through semi supervised learning We prototype a technique to automatically extract the commonalities to seed personalized inference models for new users We evaluate the proposed technique through example apps and real world data	mobiledevice sensing systems walk evaluation
doi.acm.org%2F10.1145%2F2370216.2370290.html	2012	Expectation and purpose understanding users mental models of mobile app privacy through crowdsourcing	 	Smartphone security research has produced many useful tools to analyze the privacy related behaviors of mobile apps However these automated tools cannot assess people s perceptions of whether a given action is legitimate or how that action makes them feel with respect to privacy For example automated tools might detect that a blackjack game and a map app both use one s location information but people would likely view the map s use of that data as more legitimate than the game Our work introduces a new model for privacy namely i privacy as expectations i We report on the results of using crowdsourcing to capture users expectations of what sensitive resources mobile apps use We also report on a new privacy summary interface that prioritizes and highlights places where mobile apps break people s expectations We conclude with a discussion of implications for employing crowdsourcing as a privacy evaluation technique	mobiledevice security privacy game urban locationbased crowd evaluation
doi.acm.org%2F10.1145%2F2370216.2370292.html	2012	Making technology homey finding sources of satisfaction and meaning in home automation	 	Home and automation are not natural partners one i homey i and the other cold Most current automation in the home is packaged in the form of appliances To better understand the current reality and possible future of living with other types of domestic technology we went out into the field to conduct need finding interviews among people who have already introduced automation into their homes and kept it there home automators We present the lessons learned from these home automators as frameworks and implications for the values that domestic technology should support In particular we focus on the satisfaction and meaning that the home automators derived from their projects especially in connecting to their homes rather than simply controlling their homes These results point the way toward other technologies designed for our everyday lives at home	homesetting qualitativemethods framework design
doi.acm.org%2F10.1145%2F2370216.2370293.html	2012	Democratizing ubiquitous computing a right for locality	 	Trends such as the increasing adoption of smartphones the development of the service oriented internet and diffusion of sensing technologies into cities have the potential to combine in order to form a ubiquitous computing infrastructure At the same time as the computer diffuses into the physical world it loses its location neutrality exposing the urgent need for a debate of design choices in ubiquitous computing In this paper we discuss the process of urban development as a source of inspiration for such design choices Looking from the ground up of particular interest is the opportunity to i localize i and i democratize i an emerging ubiquitous computing infrastructure The design choices we negotiate today will determine the society in which we will live in the future	mobiledevice systems internet sensing ubiquitouscomputing physicalcomputing locationbased design urban socialinteraction
doi.acm.org%2F10.1145%2F2370216.2370294.html	2012	iPods Ataris and Polaroids a personal inventories study of out of use electronics in Swiss households	 	The retention of old electronic devices is a practice of importance to sustainability and ubicomp In this research we aim to understand people s reasons for keeping out of use electronic devices Using the Personal Inventories qualitative method we conducted 17 in home visits to learn what technologies people keep and explore their relationships with out of use technologies We identify various reasons for keeping devices that build upon existing work on electronics and sustainability	mobiledevice homesetting
doi.acm.org%2F10.1145%2F2370216.2370296.html	2012	Touch eacute touch and gesture sensing for the real world	 	Touch eacute proposes a novel Swept Frequency Capacitive Sensing technique that can not only detect a touch event but also recognize complex configurations of the human hands and body Such contextual information significantly enhances touch interaction in a broad range of applications from conventional touchscreens to unique contexts and materials For example in our explorations we add touch and gesture sensitivity to the human body and liquids We demonstrate the rich capabilities of Touch eacute with five example setups from different application domains and conduct experimental studies that show gesture classification accuracies of 99 are achievable with our technology	touch sensing contextawareness application gestureinteraction dataanalysis
doi.acm.org%2F10.1145%2F2370216.2370297.html	2012	Indoor outdoor activity recognition by a smartphone	 	It is increasingly important to recognize daily activity pattern in order to detect early sign of dementia in the aging society This paper shows indoor outdoor activity recognition using only a smartphone We developed an indoor living activity recognition engine and an outdoor migration activity recognition engine and combined them into an Android trade application The former recognizes not only resting or walking but also user s various living activities such as vacuuming and brushing teeth by using a built in accelerometer and a built in microphone The latter engine recognizes the user s means of migration namely resting walking running and boarding by using a built in accelerometer It enables users to continuously recognize indoor outdoor activities by switching between the two engines depending on an acquisition condition of GPS	socialinteraction locationbased activityrecognition mobiledevice application walk sensing
doi.acm.org%2F10.1145%2F2370216.2370298.html	2012	Discovering the web by location with Webnear me	 	While mobile apps for smartphones are consistently popular the most common way for users to explore the Internet is still through the WWW Websites are however not explicitly equipped with information regarding their location an issue for use on mobile devices With this work we aim at bridging this gap by adding a location layer to websites and letting users browse by nearby websites We present a mobile demonstrator called Webnear me Once installed on the smartphone users are able to list websites in proximity their location Near b me b Websites in proximity to another one can be browsed too Near b this b With our application we strive to give answers to the question of how web content should be tagged with locations We approach this question with several content and user centric location tagging methods	mobiledevice internet locationbased application web
doi.acm.org%2F10.1145%2F2370216.2370299.html	2012	LiDSN a method to deploy wireless sensor networks securely based on light communication	 	Deploying Wireless Sensor Networks WSN securely still requires users to have certain skills and exert effort In the near sensor everywhere future a much simpler method for deploying WSN will be necessary for end users We propose LiDSN b L b ight b C b ommunication for b D b eploying b S b ecure Wireless Sensor b N b etworks which enables users to achieve deployment tasks via simple interaction LiDSN leverages light based communication between an LED and a light sensor in order to add a new sensor node securely into existing WSN Through touching interaction a new sensor node ID and secret key can be transmitted to the WSN and then the WSN is able to identify which node should be added while maintaining the security of the WSN	network sensing security task touch
doi.acm.org%2F10.1145%2F2370216.2370300.html	2012	Lightweight image processing algorithms on the camera sensor node in WMSNs	 	To enable the prospect of Wireless Multimedia Sensor Networks WMSNs in this paper the lightweight image processing algorithms embeddable on the camera sensor node are proposed 1 the target segmentation algorithm effectively solves the influence of changing light and low gray contrast and reserves complete target shape 2 the target shape feature extraction algorithm well removes the influence of segmentation holes and scatter noise and accurately extracts key shape features In the evaluation the renderings processed by the algorithms illustrate fully the effectiveness of target segmentation and the accuracy of target shape feature extraction	network sensing systems video evaluation dataanalysis
doi.acm.org%2F10.1145%2F2370216.2370301.html	2012	CookTab smart cutting board for creating recipe with real time feedback	 	Although many cooking recipes have been shared in the world there are still many homemade meals that are never written down as recipes The difficulty to create recipes of such homemade meals lies on 1 experienced cookers might not have accurate information of ingredients e g weight and timing since they often decide the amount of ingredients just by intuition 2 they often have trouble to record such accurate information while cooking To solve these problems we propose a smart cutting board CookTab which allows a user to easily record his her cooking activities e g the names and quantities of ingredients while provides real time feedback to motivate him her	feedback
doi.acm.org%2F10.1145%2F2370216.2370302.html	2012	SenSprout inkjet printed soil moisture and leaf wetness sensor	 	In this paper we show a low cost and environmentally friendly fabrication for an agricultural sensing application An antenna a soil moisture sensor and a leaf wetness sensor are inkjet printed on paper substrate A microprocessor attached to the paper substrate is capable of detecting the capacitance change on the surface of the sensor and report the data over the wireless communication interface This sensing system is useful to optimize irrigation systems	sensing application network
doi.acm.org%2F10.1145%2F2370216.2370303.html	2012	AnyType creating typography from anything anywhere	 	 i AnyType i is a creative application that lets people transform elements and objects in the physical world into novel digital typefaces The portability computational power and network capabilities of AnyType allow the user to take design into the wild so that they can create and share in the same moment in which they are inspired With AnyType we invite people to reinterpret their everyday environment and transform it into a set of possible creative inputs	application energy design
doi.acm.org%2F10.1145%2F2370216.2370304.html	2012	CarSafe demo supporting driver safety using dual cameras on smartphones	 	We demonstrate CarSafe a driver safety application for Android phones that fuses information from both front and back cameras and others embedded sensors on the phone to detect and alert drivers to dangerous driving conditions in and outside of the car In this demonstration we set up an emulated driving environment to show how CarSafe works	application mobiledevice video sensing car
doi.acm.org%2F10.1145%2F2370216.2370306.html	2012	A framework to promote user engagement in participatory sensing applications	 	Incentives have been introduced in participatory sensing applications to encourage the general public to engage in providing quality data that is meaningful to a data collection campaign However it is likely that there is no single incentive mechanism that is guaranteed to increase and sustain user engagement We believe that to sustain user engagement in participatory sensing campaigns incentives should be tailored to reflect the interests of individuals as well as the nature of the application We propose a framework that provides participatory sensing application developers with the flexibility to offer various incentives within a single participatory sensing campaign	hci sensing application dataanalysis framework
doi.acm.org%2F10.1145%2F2370216.2370307.html	2012	Integrating participatory sensing and informal science education	 	In light of the declining number of new students pursuing education in science technology engineering and mathematics informal science educators have adopted public participation in scientific research as a tool to produce gains in engagement Following their lead we propose to use a form of public participation in scientific research known as participatory sensing to increase engagement in these academic areas Participatory sensing involves volunteers using mobile phones and the embedded sensing capabilities to collect data and is well suited for the task as it provides the students with a familiar tool for conducting complex scientific research To accomplish this goal we have developed two components a toolkit for defining creating and managing a participatory sensing campaign including automated generation of mobile applications and a curriculum designed around the toolkit where students conduct scientific research with mobile phones as their primary data collection tools Thus far the results of this work have shown the potential for participatory sensing as an informal education tool to increase engagement and interest in pursuing careers in science and technology	mathematical hci sensing mobiledevice task application design dataanalysis
doi.acm.org%2F10.1145%2F2370216.2370308.html	2012	A flexible tool for participating authoring and managing citizen science campaigns on the go	 	Grassroots participation is a great resource for monitoring environmental phenomena and collecting and analyzing data in a variety of fields called Citizen Science The proliferation of mobile devices has helped to boost citizen science activities However the creation of such tools is under the control of developers and accompanying infrastructure that most local organizations which are often the bodies of citizen science activities lack This often hinders citizen science activities from prospering This work aims to create a visual environment where people without programming skills can build mobile data collection tools and manage data collectively The expected contributions include a creation of a tool to prosper citizen science by lowering technical barriers an understanding of the dynamics of data collection and management through grassroots participation and implications for designing citizen science tools	citizen mobiledevice video dataanalysis design
doi.acm.org%2F10.1145%2F2370216.2370309.html	2012	Using embodied allegories to design gesture suites for human data interaction	 	Human Data Interaction HDI systems can be defined as technologies that use embodied interaction to facilitate the users exploration of rich datasets As the design of gestures for Whole Body Interaction is often based on an uninformed trial and error approach I propose the use of Johnson s i embodied schemata i extended with i allegories i to inform the design of suites of gestures for HDI systems This approach involves 1 the identification of embodied allegories to encourage data exploration 2 a study of the allegorical relation between input and output and 3 an analysis of the implication of the social space	design gestureinteraction
doi.acm.org%2F10.1145%2F2370216.2370310.html	2012	Consent reconsidered reframing consent for ubiquitous computing systems	 	The developing complexity and decreasing visibility of pervasive computing systems coupled with increasing value and sensitivity of personal data mean that it is no longer sufficient to design systems that assume users capable of making informed decisions at a single moment In particular the unprecedented sensitivity of contextual data and the potential harms associated with inferences made on the basis of that data highlights the need to revisit our design principles in respect of consent This thesis will use a mixed methods approach to reframe consent for ubiquitous computing systems resulting in a series of design guidelines to inform future developments	ubiquitouscomputing design
doi.acm.org%2F10.1145%2F2370216.2370311.html	2012	Personalized lighting control based on a space model	 	This research focuses on personalization of lighting conditions in office buildings A lighting control agent is proposed that uses spatial context retrieved from a space model as well as other context data to address the challenges of personalized lighting control Benefits include improved user satisfaction productivity and minimized energy use A user scenario is presented to illustrate the envisioned concept of personalized lighting control Requirements are derived from this and related scenarios A system design is proposed that meets these requirements A first version of a system prototype has been implemented and validated against the user scenario	spatial design
doi.acm.org%2F10.1145%2F2370216.2370312.html	2012	Design and implementation of a space model server for indoor location based services	 	This research investigates a space model server for indoor location based services which require fine grained spatial data Functional and non functional requirements for a space model server that supports such services are identified A system architecture is proposed that scales well in terms of model size query loads and types of services The space model reuses a schema for network based space layouts which supports high spatial resolution and efficient local queries Properties of a query language used to extract partial models from the space model server are investigated System implementation and validation are discussed	systems locationbased spatial
doi.acm.org%2F10.1145%2F2370216.2370313.html	2012	Activity recognition using a spectral entropy signature	 	Context identification is one of the key challenges in Ubicomp An application example is providing contextual information to caregivers of person with dementia to identify assistance needs Environmental audio provides significant and representative information of the context and the challenge is to automatically identify audio cues coming from overlapping sound sources without sophisticated microphone arrangements My thesis proposes a succinct representation of the audio based on the spectral entropy of the signal and we show experimentally its robustness to source overlap and noise This would permit ubiquitous applications that perform sound based activity identification directly in mobile phones	application contextawareness audio mobiledevice
doi.acm.org%2F10.1145%2F2370216.2370314.html	2012	A privacy by design approach to location sharing	 	Despite the proliferation of location based services on mobile platforms privacy concerns still refrain many people from using them regularly Moreover current location sharing tools often present over simplistic privacy settings by which users are forced to the binary alternative of sharing everything or nothing The goal of this research is to build novel privacy aware tools through which users can share their location more easily and in the way they consider more appropriate Starting from the study of the sharing functionalities and how people use them I aim at building a platform for efficiently sharing location supported by a usable interface through which users can easily understand how sharing works and feel in control of their data Furthermore the security mechanisms employed are conceived such that privacy is considered as an integral part of the sharing mechanisms in a privacy by design approach	locationbased mobiledevice systems privacy usability security design
doi.acm.org%2F10.1145%2F2370216.2370316.html	2012	RoCoMo a generic ontology for context modeling representation and reasoning in a context aware middleware	 	We describe an abstract generic and extensible ontology the Rover Context Model Ontology RoCoMO which is currently being designed and developed to model and represent context in an intelligent context aware middleware system called Rover II The Rover Context Model RoCoM is the underlying context model for Rover II and is centered on four primitives that can be used to represent a situation entity event activity and relationship The ontology is expressed using the Web Ontology Language OWL and includes two components RoCoM Core Ontology and the RoCoM Application Ontology We also illustrate its usage with the aid of a public safety application called M Urgency that is currently deployed at the UMD campus	contextawareness design middleware systems web application
doi.acm.org%2F10.1145%2F2370216.2370317.html	2012	Interactive pong exploring ways of user inputs through prototyping with sensors	 	This study aimed to explore ways of user inputs through designing interactive game controllers with different type of sensor From building four experiential prototypes on Pong we learned to drive design by focusing on interaction qualities which determine the use of sensors We found that the interaction qualities together as a set offer a way to design aesthetics of behavior in interaction	design game sensing
doi.acm.org%2F10.1145%2F2370216.2370318.html	2012	Development of a distributed chemical event system	 	We introduce the ideas of developing a distributed event based system for screening and monitoring the activities that can lead to the production of hazardous chemicals such as explosive materials and narcotic drugs This system is built on top of the state of the art content based publish subscribe messaging substrate that processes complex chemical events in a robust and scalable way This system also leverages the chemical information encoded in semantic chemistry networks to identify any undesirable chemical reactions	scalability
doi.acm.org%2F10.1145%2F2370216.2370319.html	2012	Listen to nose a low cost system to record nasal symptoms in daily life	 	This paper proposes Listen to Nose a phone based system that detects and records when and where a person s nose related symptoms such as sneezing and runny nose occur in everyday settings It is hoped that this system can be used to collect reference data for doctors to diagnose the cause of these symptoms	mobiledevice
doi.acm.org%2F10.1145%2F2370216.2370320.html	2012	Mobile posture monitoring system to prevent physical health risk of smartphone users	 	With the widespread use of a smartphone users tend to use their smartphone for a long period of time in unhealthy postures bending forward the neck and watching the relatively small screen closely with concentration If users keep such unhealthy postures for a long time they are susceptible to musculoskeletal disorders and eye problems such as cervical disc and myopia respectively To prevent users from having these diseases we propose a new methodology to monitor the posture of smartphone users with built in sensors The proposed mechanism estimates various values representing user postures like the tilt angle of the neck viewing distance and gaze condition of the user by analyzing sensor data from a front faced camera 3 axis accelerometer orientation sensor or any combination thereof and warns the user if estimated values are maintained within the abnormal range over the allowed time Via the proposed mechanism users are able to be aware of their unhealthy postures and then try to correct their postures	mobiledevice sensing video
doi.acm.org%2F10.1145%2F2370216.2370321.html	2012	Top of worlds method for improving motivation to participate in sensing services	 	We propose a method for improving motivation to participate in sensing services by presenting rankings in multidimensional hierarchical sets We call this method i Top of Worlds i Because previously proposed methods only rank a user among all other users many have little chance of being ranked in the top group resulting in little motivation to continue Top of Worlds creates many sets with varying granularity to increase the chance of many users being ranked in the top group and presents these rankings in those sets Through an experiment we partially confirmed the validity of Top of Worlds	sensing systems
doi.acm.org%2F10.1145%2F2370216.2370322.html	2012	From rotary telephones to universal number entry systems can the past re shape the future 	 	Although number entry appears to be a trivial task user errors are still common and could be a result of poorly engineered interaction with the devices We are challenging the design of universal number entry systems by looking at cases where user errors are frequently made The telephone is used as a platform to compare input devices for number entry where we can look for speed and accuracy trade offs between direct and indirect inputs We will focus on the knob button and touchscreen and hope to find guidelines for when each is appropriate to use in a number entry system	task mobiledevice design systems dataanalysis touch
doi.acm.org%2F10.1145%2F2370216.2370323.html	2012	Towards causal models for building behavioral user profile in ubiquitous computing applications	 	This paper presents a practical and novel model for behavioral user profile construction using causal relationships Causal relationships are extracted from behavior sequences for building user profiles Our model discovers significant patterns from behavior sequences then it discovers patterns associations using normalized mutual information Causal relationships between significant patterns are then identified using the transfer entropy approach We empirically demonstrate that these causality based profiles accurately describe users profiles and allow developing practical Ubicomp applications	application
doi.acm.org%2F10.1145%2F2370216.2370324.html	2012	Indoor outdoor activity recognition by a smartphone	 	It is increasingly important to recognize daily activity pattern in order to detect early sign of dementia in the aging society This paper shows indoor outdoor activity recognition using only a smartphone We developed an indoor living activity recognition engine and an outdoor migration activity recognition engine and combined them into an Android trade application The former recognizes not only resting or walking but also user s various living activities such as vacuuming and brushing teeth by using a built in accelerometer and a built in microphone The latter engine recognizes the user s means of migration namely resting walking running and boarding by using a built in accelerometer It enables users to continuously recognize indoor outdoor activities by switching between the two engines depending on an acquisition condition of GPS satellites	socialinteraction locationbased activityrecognition mobiledevice application walk sensing
doi.acm.org%2F10.1145%2F2370216.2370325.html	2012	Using social network graphs for search space reduction in internet of things	 	In this paper we explore reduction of search space in sensor data analytics using social network graph theory Human centric social network allow graphical connect of individuals either based on familiarity or common intent This facilitates people centric applications as they now operate on a much smaller data set Extending this analogy to sensor networks if sensors can be associated with meaningful social groups it will reduce sensor data analytics and processing overhead for an application by a huge order In this paper we explore how in Internet of Things sensors can be assigned to human beings who in turn are connected in social networks Effectively in this way sensors become part of a social network that results in a reduced data set for sensor data analytics	sensing socialnetwork application dataanalysis internet
doi.acm.org%2F10.1145%2F2370216.2370326.html	2012	CalMate communication support system for couples using a calm avatar	 	Many people find that communication between men and women is difficult regardless of their efforts to understand their partners Especially negative feelings cause troubles on communication of couple members In this paper we proposed a novel communication support system for couples that helps couple members share their negative feelings and heal over them smoothly using a physical avatar	
doi.acm.org%2F10.1145%2F2370216.2370327.html	2012	Preserving location privacy by distinguishing between public and private spaces	 	 Location Anonymization seeks to preserve privacy in location data by blurring people s locations primarily when they are in places that are not public the coordinates of someone in public are blurred less or not at all The method also calls for tracking each person for only a limited time e g 24 hours The hope is that this method will allow individual traces to be distributed and used as data without aggregation The method was evaluated with 21 GPS derived tracks Results are promising The anonymization appears to be adequate and the anonymized data are information rich	locationbased privacy evaluation
doi.acm.org%2F10.1145%2F2370216.2370328.html	2012	Mobile augmented reality learning tool to simulate experts perspectives in the field	 	Mobile Augmented Reality MAR techniques to dynamically overlay digital information in the user s view through mobile devices has the potential to uniquely contribute to people learning about objects or environments in situ Using interactive expert videos and side by side MAR views on a location sensitive tablet our prototype system i GreenHat MAR i simulates how experts go about making observations in the field and encourages students to actively observe their environment to learn about biodiversity and sustainability issues in their natural environment We present our design process the GreenHat MAR prototype and results from our preliminary evaluation study	mobiledevice augmentedreality video locationbased simulation design evaluation
doi.acm.org%2F10.1145%2F2370216.2370329.html	2012	Multi touch passwords for mobile device access	 	Draw a Secret password schemes like the Google Android Pattern Lock entail stroking out a shape on a touch screen This paper explores techniques for expanding the richness of this input modality multitouch input off target interaction in order to increase password entropy and resistance to observation A formative user study highlights user perceptions and usability issues relating to this design space and suggests directions for future development of this concept	security touch usability design
doi.acm.org%2F10.1145%2F2370216.2370330.html	2012	Evaluating semi automatic annotation of domestic energy consumption as a memory aid	 	Frequent feedback about energy consumption can help conservation one of the current global challenges Such feedback is most helpful if users can relate it to their own day to day activities In earlier work we showed that manual annotation of domestic energy consumption logs aids users to make such connection and discover patterns they were not aware of In this poster we report how we augmented manual annotation with machine learning classification techniques We propose the design of a lab study to evaluate the system extending methods used to evaluate context aware memory aids and we present the results of a pilot with 5 participants	feedback energy dataanalysis evaluation contextawareness
doi.acm.org%2F10.1145%2F2370216.2370331.html	2012	User profile generation reflecting user s temporal preference through web life log	 	We have analyzed logs that which web pages are viewed by users Information recommendation is one of hot research areas for users activities support Although many of recommendation systems are eager to match a user s preference if the user does not want that at that moment it would be just a noise no matter how much match the preference matches user s preference over all It is important to understand what the user really wants each of moment timely Therefore in this paper we make use of the following two characteristics for inference user s temporal wish First is to adapt the degree of user s each interest with time range evolution Second web browsing logs related to an activity has been temporarily reinforced The preliminary result of an algorithm is introduced	web recommend systems
doi.acm.org%2F10.1145%2F2370216.2370332.html	2012	The occurrence of vigilance during intermittent use	 	In social media user engagement is mediated by an online profile through which our interactions with online social worlds are framed By adapting and mediating the embodied acts of Identify Performance and Impression Management the online profile informs socialization and self identity This research posits that the particular use case for maintaining an online profile creates an unprecedented technology driven form of human vigilance during intermittent use A set of design principles is proposed in order to guide the design of more effective and sustainable interactions that support vigilance during cases of intermittent use These principles can be generalized from social networking into numerous domains of HCI	socialnetwork design
doi.acm.org%2F10.1145%2F2370216.2370333.html	2012	Personalization of an energy awareness pervasive game	 	One of the recurrent major environmental problems is the high energy consumption It has been challenging to find methods of persuading people to have better habits on energy usage We are proposing the use of personalization to enhance a mobile and pervasive based gaming approach to better foster domestic energy awareness close to people The game is based on real time domestic energy consumption data and presents persuasive feedback information beyond the competitive feeling of the game The personalization mechanisms are provided by an external web service that is designed to serve different applications even if from different systems or domains	energy mobiledevice game feedback web systems design application
doi.acm.org%2F10.1145%2F2370216.2370334.html	2012	An integrated framework for human activity recognition	 	This poster presents an integrated framework to enable using standard non sequential machine learning tools for accurate multi modal activity recognition Our framework contains simple pre and post classification strategies such as class imbalance correction on the learning data using structure preserving oversampling leveraging the sequential nature of sensory data using smoothing of the predicted label sequence and classifier fusion respectively for improved performance Through evaluation on recent publicly available OPPORTUNITY activity datasets comprising of a large amount of multi dimensional continuous valued sensory data we show that our proposed strategies are effective in improving the performance over common techniques such as One Nearest Neighbor 1NN and Support Vector Machines SVM Our framework also shows better performance over sequential probabilistic models such as Conditional Random Field CRF and Hidden Markov Models HMM and when these models are used as meta learners	framework dataanalysis activityrecognition evaluation mathematical
doi.acm.org%2F10.1145%2F2370216.2370335.html	2012	DHT based sensor data management for geographical range query	 	Nowadays since each sensor network is managed within a single organization sensor data cannot be obtained externally When these sensor networks are virtualized that means everyone is able to obtain data anywhere without minding which sensor network the data belongs two features will be required One of these is geographical range query This research realizes it using Z order in the same way with related works 1 2 3 4 The other requirement is distributed sensor data management Current systems adapt the way that stores the data in a or some centralized server s or that stores the data in many servers having one centralized server to store indexes of the address of the data This research proposes a method not relating real space geographical information and relative position of peer in ID space By using this method in the place where density of people and smart phones with many sensors increase suddenly such as Super Bowl and new year countdown in NY by using DHT sensor data don t concentrate on a specified peer on managing the data This research simulates and evaluates this method	sensing locationbased systems mobiledevice simulation evaluation
doi.acm.org%2F10.1145%2F2370216.2370336.html	2012	Understanding how trace segmentation impacts transportation mode detection	 	Transportation mode TM detection is one of the activity recognition tasks in ubiquitous computing A number of previous studies have compared the performance of various classifiers for TM detection However the current study is the first work aiming to understand how TM detection performance is impacted by how the recorded location traces are segmented into data segments for training a classifier In our preliminary experiments we examine three trace segmentation TS methods i Uniform Duration UniDur Uniform Number of Location Points UniNP i and i Uniform Distance UniDis i and compare their performance on detecting different transportation modes The results indicate that while i driving i can be more accurately detected by using i UniDis i method walking and bus can be more accurately detected by using i UniDur i method This suggests that choosing a right TS method for training a TM classifier is an important step to accurately detect particular transportation modes	activityrecognition task ubiquitouscomputing locationbased walk
doi.acm.org%2F10.1145%2F2370216.2370337.html	2012	SmartShadow K an practical knowledge network for joint context inference in everyday life	 	Smart environments require to percept conditions of people Current context aware systems mainly model limited user situations which constrains their coverage and effect in real world usage This paper proposes an encyclopedic knowledge network to enable practical context inference in our daily life by 1 expressing essential semantics of contextual concepts and relations into a well informed relational network and 2 exploiting relational semantics to infer various contexts simultaneously The performance of the approach is validated in real challenging problems and compared with inference of human being	smartspace contextawareness
doi.acm.org%2F10.1145%2F2370216.2370338.html	2012	Surrounding context and episode awareness using dynamic Bluetooth data	 	Bluetooth information can efficiently capture characteristics of user centric surrounding contexts such as formal meeting or chatting with friends shopping with friends or alone etc In this paper we extract novel features from Bluetooth traces and use these features for recognizing contextual behavior as well as inferring continuous episode transition Evaluation results show that extracted novel features are very effective which enable the model to achieve an average of 87 accuracy for specific context classification and the ability of episode inference from real life Bluetooth traces	network evaluation dataanalysis
doi.acm.org%2F10.1145%2F2370216.2370339.html	2012	WiFiTreasureHunt a mobile social application for staying active physically	 	Smartphones these days are equipped with many embedded sensors which enable new applications across different domains namely healthcare environmental monitoring social networks and transportation In our previous work we developed a location based Android based application called b i Fitness Tour i b for combating obesity In this poster we present an enhanced location based application called b i WiFiTreasureHunt i b that encourages young adults and school children who own smartphones to stay active physically Our application includes several new features a randomly generated exercise tours with hidden treasures at some selected locations b group based games where updates of group members visits can be shown on each player s screen and c social network interface that allows participating users to invite friends to participate in self organized group competitions The group feature allows users to exert social pressure on one another to adopt healthier lifestyle via outdoor physical activities Our main goal is to use this application to encourage children and college students to adopt more active lifestyles and hence combat the obesity problem	mobiledevice sensing application health socialnetwork locationbased children game
doi.acm.org%2F10.1145%2F2370216.2370340.html	2012	Semantic anomaly detection in daily activities	 	We monitor activities of daily living of smart home residents to detect anomalies in their behavior Unlike traditional anomaly detection systems we aim to reduce false positives in anomaly detection with the help of semantic rules Some of these rules are predefined based on expert knowledge and the rest are learned by the system with the help of resident expert feedback We also correlate trend of change in different activities to improve anomaly detection In addition to monitor statistical deviation from regular behavior we also detect deviation from healthy and social norms defined by experts as anomalies	homesetting feedback statistics
doi.acm.org%2F10.1145%2F2370216.2370341.html	2012	Design of a context aware signal glove for bicycle and motorcycle riders	 	For bicycle and motorcycle riders visibility is a constant concern for safe riding For the designer minimizing additional demands on the rider s attention is just as crucial when the device will be used while operating a vehicle especially a bicycle or motorcycle This riding glove uses common sensors to recognize a small set of hand gestures used by riders and then actuates appropriate LED patterns for enhanced gesture visibility The configuration of LEDs translates the gesture to an illuminated directional chevron extending functionality into the night hours By equipping the device to recognize existing hand gestures activation of directional LED signals is simplified allowing the rider to focus on riding while the glove responds to and extends the visibility of the rider s hand gestures This context awareness allows the device to cooperate with the rider rather than asking the rider to interact with the device	design mobiledevice car sensing gestureinteraction contextawareness
doi.acm.org%2F10.1145%2F2370216.2370342.html	2012	TeC apps for smart spaces simple decentralized resilient and self healing	 	TeC is a framework for end user design deployment and evolution of applications for smart spaces Design is declarative and focuses on simple tailoring of behavior and on interconnection of devices such as motion sensors cameras thermostats and smart electric meters TeC apps act as i teams i of elements with no central control elements play their roles autonomously and app behavior is emergent Under the hood the operational semantics promotes resiliency the failure of any element may cause degraded operation of the features that depend on it but all others remain operational Automated re deployment of TeC designs allows users to keep evolving their apps as they buy new gadgets or change their minds about features	framework design application smartspace mobiledevice sensing video
doi.acm.org%2F10.1145%2F2370216.2370343.html	2012	Semantic context relevance assessment in urban ubiquitous environments	 	We present a rule based architecture CIDA for the provision of relevant information tailored to the user s current context which consists of an ontology based context model ConAD and a rule engine RARE ConAD is extensible to characterize the contextual situations in urban environments and RARE supports the reconfiguration of the behavior of systems in different situations Our preliminary evaluation results based on emergency scenarios show that CIDA is feasible for providing context aware urban information services	contextawareness urban evaluation design systems
doi.acm.org%2F10.1145%2F2370216.2370344.html	2012	Towards macroscopic human behavior based authentication for mobile transactions	 	Integration of Near Field Communication NFC sensors into mobile devices has enabled their use for authentication The ubiquitous nature of authentication using mobile devices comes though with increased security considerations In addition to the risk of being stolen mobile devices are increasingly susceptible to different types of software attacks User provided passwords such as Personal Identification Numbers PINs are often employed to ameliorate these limitations The use of passwords though has its own vulnerabilities that are mainly caused by the passwords static nature and low entropy To eliminate the security threats caused by untrusted devices and static passwords we propose the development of new types of biometric authentication based on macroscopic human behavior	sensing mobiledevice security software health
doi.acm.org%2F10.1145%2F2370216.2370345.html	2012	TempoString a tangible tool for children s music creation	 	In this paper we introduce the design and implementation of TempoString an easy to use tool which assists children with music creation It provides such a fun and novel platform by allowing children to draw music on a canvas and then edit it using a rope The main contribution of our work is the novel access which allows children to paint music on a canvas and then edit using a rope	children systems
doi.acm.org%2F10.1145%2F2370216.2370346.html	2012	Preliminary evaluation of feature level compensation for missing data in multi sensor activity recognition	 	Activity recognition using multiple body worn sensors can directly monitor the movement of each body part and can recognize various activities accurately However using multiple sensors increases the chance of sensor failure or communication failure and most current activity recognition algorithms do not work when failure occurs due to the difference reduction of the dimension of the feature vector from that of complete sensor data expected in system design time Therefore we compared three possible techniques to solves this problem on the feature value level a classifier trained with reduced feature values feature value compensation with multiple regression and feature value compensation with kernel regression in a no failure situation All of these techniques do not depend on classification algorithms While creating a regression model which is in the training phase requires relatively high computational power compensation itself can work with low computational power As overall results kernel regression had the best performance that was the closest to the no failure situation Also the results imply that each sensor position has its own effective method and more accurate coping can be viable with the appropriate choice of the method	activityrecognition sensing systems dataanalysis energy
doi.acm.org%2F10.1145%2F2370216.2370347.html	2012	Using mid range RFID for location based activity recognition	 	Development of smarthome home application depends on the ability to identify resident activity and track occupancy of rooms as people move within a residence Existing solutions to home activity recognition are evaluated using controlled experiments and having participants maintain logs of daily activities as ground truth In our study we evaluate the effectiveness of using mid range RFID as a research tool to perform in situ evaluation of smarthome systems We propose that using bracelets and anklets embedded with passive RFID tags can provide an accurate ground truth system which can help evaluate the performance of research solutions for smarthomes with higher accuracy in presence of natural variability of people in activities and movement in homes	homesetting application activityrecognition evaluation rfid dataanalysis
doi.acm.org%2F10.1145%2F2370216.2370348.html	2012	Multi layer e textile circuits	 	Stitched e textile circuits facilitate wearable flexible comfortable wearable technology However while stitched methods of e textile circuits are common multi layer circuit creation remains a challenge Here we present methods of stitched multi layer circuit creation using accessible tools and techniques	wearablecomputing
doi.acm.org%2F10.1145%2F2370216.2370349.html	2012	MobileQueue an image based queue card management system through augmented reality phones	 	We propose MobileQueue a mobile queue card management system that offers more freedom to customers by enabling image based queue card retrieving and service information querying actions using mobile phones MobileQueue interacts with cloud services allowing customers to query summary description and availability e g available seats of services provided by stores MobileQueue also offers suggestions to waiting customers such as potentially interesting substitute activities and stores	mobiledevice systems
doi.acm.org%2F10.1145%2F2370216.2370350.html	2012	Plastic is fantastic experimenting with the building affordances of fuse beads in physical computing	 	We present the use of plastic fuse beads as a prototyping approach in physical computing and as a material in electronic circuitry We introduce the properties of this craft and material and describe a collaborative experiment with a group of teenagers in which this approach was tested as a participatory project This open format workshop demonstrated the feasibility affordances and youth friendliness of using this craft and material for simple DIY physical computing projects and for the tangible learning of basic principles of interaction design	hci design
doi.acm.org%2F10.1145%2F2370216.2370351.html	2012	Unsupervised discovery of spatial relationships between objects for activity recognition inside smart home	 	Data mining techniques have been vastly exploited recently to overcome complex problems that humans struggle to solve Particularly the recognition of the activity of daily living of a smart home s resident is a challenging issue that requires advanced algorithms using extensive plans library In this paper we propose a novel unsupervised learning technique for the discovery of sequential pattern related to spatial relationships of objects inside a smart home We concretely use this approach to automatically construct a library of plans Finally we demonstrate the efficiency with a practical activity recognition algorithm by comparing learned knowledge over expert s defined library in a real smart home	homesetting systems spatial activityrecognition
doi.acm.org%2F10.1145%2F2370216.2370352.html	2012	uSmell a gas sensor system to classify odors in natural uncontrolled environments	 	Smell can be used to infer quite a bit of context about environments Previous research primarily has shown that gas sensors can be used to discriminate accurately between odors when used in testing chambers However potential real world applications require these sensors to perform an analysis in uncontrolled environments which can be challenging In this poster we present our gas sensor system called uSmell to address these challenges This system has the potential to improve context aware applications such as lifelogging and assisted living	sensing application systems contextawareness
doi.acm.org%2F10.1145%2F2370216.2370353.html	2012	Opportunities for ubiquitous computing in the homes of low SES older adults	 	Eight hour contextual observations have been conducted in the homes of 5 low socioeconomic status SES urban dwelling older adults The purpose of the observations was to understand the daily needs and challenges of older adults in order to design appropriate technology that can allow older adults to age in place age at home The long term goal of the study is to develop a suite of age in place technologies tailored to the lifestyle needs of low SES urban and rural dwelling older adults This paper presents initial findings and discusses how this ongoing research will be used to inform the design of future age in place technologies	homesetting urban design
doi.acm.org%2F10.1145%2F2370216.2370354.html	2012	Phone based gait analysis to detect alcohol usage	 	This study proposes a phone based system to detect the gait anomalies of a person waking under the influence of alcohol This phone based system can sense a person s alcohol usage and record the location time context This data can help identify problem drinking behaviors such as drinking before work or before driving	mobiledevice sensing locationbased
doi.acm.org%2F10.1145%2F2370216.2370355.html	2012	weShop using social data as context in the retail experience	 	Uncertainty about a product can act as a barrier to purchase The more confident a customer is about a product the more likely she is to purchase it Online shopping websites provide an array of tools and information to support decision making e g product comparison ratings reviews etc In contrast few tools are available in physical stores to help customers navigate the decision process We have developed a mobile application prototype to support the purchase decision process in the store At the core of the experience is the use of social profile data as a form of context to provide a tailored experience aimed at reducing customer uncertainty	navigationsystem mobiledevice application
doi.acm.org%2F10.1145%2F2370216.2370357.html	2012	Gluballoon an unobtrusive and educational way to better understand one s diabetes	 	Gluballoon is an electronic diabetes logbook that makes food insulin glucose activity logging fun easy and precise Designed for newly diagnosed diabetes patients working in conjunction with physicians Gluballoon helps patients understand how their daily activities affect their blood glucose levels The mobile service we built uses newly developed technologies to automatically log physical activity insulin dosing and glucose levels The collected data is compiled into a central service available from tablets phones and the web that displays their vital statistics and the relationship between the statistics in an easy and fun visual format	food design mobiledevice systems health web statistics video
doi.acm.org%2F10.1145%2F2370216.2370358.html	2012	Squama a programmable window and wall for future physical architectures	 	In this video we present Squama a programmable physical window or wall that can independently control the visibility of its elemental small square tiles This is an example of i programmable physical architecture i our vision for future architectures where the physical features of architectural elements and facades can be dynamically changed and reprogrammed according to people s needs When Squama is used as a wall it dynamically controls the transparency through its surface and simultaneously satisfies the needs for openness and privacy It can also control the amount of sunlight and create shadows called i programmable shadows i in order to afford indoor comfort without completely blocking the outer view In this video we show how in future architectural space can become dynamically changeable and introduce the Squama system as an initial instance for exemplifying this concept	video privacy locationbased
doi.acm.org%2F10.1145%2F2370216.2370359.html	2012	FlyingBuddy2 a brain controlled assistant for the handicapped	 	The motor impaired people have much limit in moving The devices augmenting their mobility will be much helpful for improving their living experiences This poster develops a brain controlled assistive system called i FlyingBuddy2 i to aid the handicapped in mobility It uses the brain EEG signals to directly control a quadrotor Signals from an EEG headset are transmitted wirelessly to a computer then the decoded brain signals are converted to trigger the quadrotor to move in 3D space Three applications are developed thinking to play games thinking to see and thinking to take pictures	mobiledevice systems network application game
doi.acm.org%2F10.1145%2F2370216.2370360.html	2012	CarSafe a driver safety app that detects dangerous driving behavior using dual cameras on smartphones	 	Driving while being tired or distracted is dangerous We are developing the CafeSafe app for Android phones which fuses information from both front and back cameras and others embedded sensors on the phone to detect and alert drivers to dangerous driving conditions in and outside of the car CarSafe uses computer vision and machine learning algorithms on the phone to monitor and detect whether the driver is tired or distracted using the front camera while at the same time tracking road conditions using the back camera CarSafe is the first dual camera application for smart phones	mobiledevice video sensing car computervision dataanalysis systems application
doi.acm.org%2F10.1145%2F2370216.2370362.html	2012	2nd International Workshop on Pervasive Eye Tracking and Mobile Eye Based Interaction PETMEI 2012 proposal for a workshop mini track at UbiComp 2012	 	Early work on applied eye tracking investigated gaze as an input modality to interact with a desktop computer and discussed some of the human factors and technical aspects involved in performing common computer tasks with the eyes such as pointing and menu selection Since then eye tracking technology has considerably matured Research on eye based interaction is starting to gain interest in various specialized areas that are no longer restricted to desktop environment such as virtual reality human human and humanrobot interaction There is also a growing interest to take eye tracking out into the wild to mobile and pervasive settings	task mobiledevice
doi.acm.org%2F10.1145%2F2370216.2370363.html	2012	Automatic analysis of eye tracking data using object detection algorithms	 	In this paper we investigate the integration of object detection algorithms with eye tracking data The emerging technology of lightweight mobile eye trackers enables realistic in the wild user experience experiments Unfortunately mobile eye trackers generate a large amount of video data which up to now requires manual analysis This time consuming and repetitive task renders processing large datasets economically infeasible Our main contribution is the use of object detection algorithms to perform this analysis task automatically We compare several object detection algorithms with regard to both speed and accuracy To prove their functionality we have recorded an eye tracker shopping experiment and processed the data using object detection techniques	systems mobiledevice video task dataanalysis
doi.acm.org%2F10.1145%2F2370216.2370364.html	2012	Dataset for the evaluation of eye detector for gaze estimation	 	Being able to perform eye tracking with low cost technology is the key to broaden its applications and one of the major goals for the eye tracking community nowadays Furthermore new datasets to evaluate the different methods are needed to reproduce the real conditions in which these algorithms work In this paper we present a dataset containing images of subjects with different gaze orientations as a new evaluation tool First step in eye tracking algorithms is to detect the region of the eyes and using the Gi4e dataset we evaluate the best performing public Haar based classifiers under different gaze orientations to detect the eye area proving this dataset to be a fair evaluation method	application socialnetwork evaluation systems
doi.acm.org%2F10.1145%2F2370216.2370365.html	2012	Hybrid eye detection algorithm for outdoor environments	 	When performing eye detection in a driving scenario new challenges arise that do not occur in a standard indoor eye tracking session Rapid subject movement non controlled fast light variation and partial or total occlusions are the main problems that must be overcome Furthermore sunlight s infrared component makes it difficult the use of active artificial infrared light sources In this paper we describe a novel algorithm that combines Viola Jones face detector and TLD Tracking Learning Detection algorithm In a standard driving scenario it achieves a 84 rate of detection Furthermore we have designed a filtering stage that allows a low false positive rate The algorithms hardware requirement is a standard web cam and it can potentially work in real time	design locationbased systems hardware web
doi.acm.org%2F10.1145%2F2370216.2370366.html	2012	Parallax error in the monocular head mounted eye trackers	 	This paper investigates the parallax error which is a common problem of many video based monocular mobile gaze trackers The parallax error is defined and described using the epipolar geometry in a stereo camera setup The main parameters that change the error are introduced and it is shown how each parameter affects the error The optimum distribution of the error magnitude and direction in the field of view varies for different applications However the results can be used for finding the optimum parameters that are needed for designing a head mounted gaze tracker It has been shown that the difference between the visual and optical axes does not have a significant effect on the parallax error and the epipolar geometry can be used for describing the parallax error in the HMGT	video mobiledevice application design
doi.acm.org%2F10.1145%2F2370216.2370367.html	2012	Location by parts model generation and feature fusion for mobile eye pupil tracking under challenging lighting	 	Using infrared based mobile eye trackers outdoors is difficult and considered intractable by some 1 2 The challenge of bright uncontrolled daylight illumination complicates the process of locating the subject s pupil To make mobile eye tracking more ubiquitous we are developing more sophisticated algorithms to find the subject s pupil We use a semi supervised process to initiate the pupil tracking automatically generate an ensemble of models of the pupil for each video and use multi frame techniques to help locate the pupil across frames A mixture of experts consensus is used to indicate a good estimate of pupil location The algorithm presented here details developing work in automatically finding the pupil in situations where there is a significant amount of light reflecting off the eye when the subject is squinting and when the pupil is partially occluded The output of this algorithm will be cascaded into a subsequent stage for exact pupil fitting	mobiledevice locationbased systems video
doi.acm.org%2F10.1145%2F2370216.2370368.html	2012	Detecting eye contact using wearable eye tracking glasses	 	We describe a system for detecting moments of eye contact between an adult and a child based on a single pair of gaze tracking glasses which are worn by the adult Our method utilizes commercial gaze tracking technology to determine the adult s point of gaze and combines this with computer vision analysis of video of the child s face to determine their gaze direction Eye contact is then detected as the event of simultaneous mutual looking at faces by the dyad We report encouraging findings from an initial implementation and evaluation of this approach	children computervision video
doi.acm.org%2F10.1145%2F2370216.2370369.html	2012	Enhanced gaze interaction using simple head gestures	 	We propose a combination of gaze pointing and head gestures for enhanced hands free interaction Instead of the traditional dwell time selection method we experimented with five simple head gestures nodding turning left right and tilting left right The gestures were detected from the eye tracking data by a range based algorithm which was found accurate enough in recognizing nodding and left directed gestures The gaze estimation accuracy did not noticeably suffer from the quick head motions Participants pointed to nodding as the best gesture for occasional selections tasks and rated the other gestures as promising methods for navigation turning and functional mode switching tilting In general dwell time works well for repeated tasks such as eye typing However considering multimodal games or transient interactions in pervasive and mobile environments we believe a combination of gaze and head interaction could potentially provide a natural and more accurate interaction method	gestureinteraction systems dataanalysis task navigationsystem game mobiledevice
doi.acm.org%2F10.1145%2F2370216.2370370.html	2012	Eye gesture recognition on portable devices	 	Hand held portable devices have received only little attention as a platform in the eye tracking community so far This is mainly due to their until recently limited sensing capabilities and processing power In this work in progress paper we present the first prototype eye gesture recognition system for portable devices that does not require any additional equipment The system combines techniques from image processing computer vision and pattern recognition to detect eye gestures in the video recorded using the built in front facing camera In a five participant user study we show that our prototype can recognise four different continuous eye gestures in near real time with an average accuracy of 60 on an Android based smartphone 17 6 false positives and 67 3 on a laptop 5 9 false positives This initial result is promising and underlines the potential of eye tracking and eye based interaction on portable devices	mobiledevice systems socialnetwork sensing energy gestureinteraction computervision video dataanalysis
doi.acm.org%2F10.1145%2F2370216.2370372.html	2012	UbiMI ubiquitous mobile instrumentation	 	Thanks to the rapid development of mobile technologies smartphones allow people to be reachable anywhere and anytime In addition to the benefits for end users researchers and developers can also benefit from the powerful devices that participants potentially carry on a daily basis This minitrack workshop brings together researchers with an interest on using mobile devices as instruments to collect data and conduct mobile user studies with a focus on understanding human behavior routines and gathering context	mobiledevice energy health
doi.acm.org%2F10.1145%2F2370216.2370373.html	2012	Context aware mobile crowdsourcing	 	Ubiquity of internet connected media and sensor equipped portable devices has emerged a range of opportunities for direct involvement of citizens into public decision making leading to a new participatory format of public administration functioning Intersecting the power of the crowdsourcing problem solving paradigm by directly relying on human intelligence with instantaneity and situation awareness of mobile technologies one gets a context aware crowdsourcing approach for problem solving in the right circumstances with the right people In this paper we present a prototype implementation of a context aware mobile crowdsourcing system that enables the deployment and execution of crowdsourcing campaigns with users carrying mobile devices The system is designed to maximize conditions for user participation while minimizing the usage of energy The paper describes the system architecture defines an optimized sampling algorithm and outlines a preliminary experimentation study carried out	internet sensing mobiledevice citizen hci energy crowd contextawareness design systems
doi.acm.org%2F10.1145%2F2370216.2370374.html	2012	A comparison of alternative client server architectures for ubiquitous mobile sensor based applications	 	Mobile devices such as smart phones tablet computers and music players are ubiquitous These devices typically contain many sensors such as vision sensors cameras audio sensors microphones acceleration sensors accelerometers and location sensors e g GPS and also have some capability to send and receive data wirelessly Sensor arrays on these mobile devices make innovative applications possible especially when data mining is applied to the sensor data But a key design decision is how best to distribute the responsibilities between the client e g smartphone and any servers In this paper we investigate alternative architectures ranging from a dumb client where virtually all processing takes place on the server to a smart client where no server is needed We describe the advantages and disadvantages of these alternative architectures and describe under what circumstances each is most appropriate We use our own WISDM WIreless Sensor Data Mining architecture to provide concrete examples of the various alternatives	mobiledevice sensing video audio locationbased network application design systems
doi.acm.org%2F10.1145%2F2370216.2370375.html	2012	Ubiquitous inference of mobility state of human custodian in people centric context sensing	 	People centric sensing using people s smartphones offers new research opportunities for large case studies It presents many challenges i e g i efficient capture of person s mobility understanding of context changes and preservation of user privacy We propose an accurate and energy efficient method able to capture user s mobility thus the context changes while preserving his her privacy Our solution can be applied to systems that aim to efficiently sense context on smartphones to study large scale phenomena or perform location management	sensing mobiledevice privacy energy locationbased
doi.acm.org%2F10.1145%2F2370216.2370376.html	2012	Engaging participants for collaborative sensing of human mobility	 	Human mobility has been widely studied for a variety of purposes from urban planning to the study of spread of diseases These studies depend heavily on large datasets and recent advances in collaborative sensing and WiFi infrastructures have created new opportunities for generating that data However these methods and procedures require the participation of a significant community of users through extended periods of time In this paper we address the problem of how to engage people to participate in the data collection process We have conducted a user study on the utilisation of a mobile collaborative sensing application We have found that users react positively to campaigns but it is difficult to keep them participating for long periods of time We also hypothesise that one must close the loop rewarding the participants with services based on the collected data eventually showing that there is added value obtainable from crowd sourcing	mobiledevice urban sensing network socialnetwork dataanalysis application systems crowd
doi.acm.org%2F10.1145%2F2370216.2370377.html	2012	On the challenges of building a web based ubiquitous application platform	 	People use an increasing number of consumer electronic devices to access their mobile apps To enhance the applications immersive user experience these devices often expose APIs for accessing a wide array of sensors and domain specific capabilities Existing mobile application environments however only provide limited support for cross device access of such APIs To address this limitation the Webinos platform was designed Webinos is a virtualized Web based application platform aiming to support the collaboration of multiple devices within a single mobile application In this paper we elaborate on the Webinos platform design We discuss the encountered design challenges regarding portability scalability and privacy and how these were mitigated	mobiledevice application sensing systems design web scalability privacy
doi.acm.org%2F10.1145%2F2370216.2370378.html	2012	Multimodal annotation tool for challenging behaviors in people with Autism spectrum disorders	 	Individuals diagnosed with Autism Spectrum Disorders ASD often have challenging behaviors CB s such as self injury or emotional outbursts which can negatively impact the quality of life of themselves and those around them Recent advances in mobile and ubiquitous technologies provide an opportunity to efficiently and accurately capture important information preceding and associated with these CB s The ability to obtain this type of data will help with both intervention and behavioral phenotyping efforts Through collaboration with behavioral scientists and therapists we identified relevant design requirements and created an easy to use mobile application for collecting labeling and sharing in situ behavior data in individuals diagnosed with ASD Furthermore we have released the application to the community as an open source project so it can be validated and extended by other researchers	mobiledevice design application socialnetwork
doi.acm.org%2F10.1145%2F2370216.2370379.html	2012	Using ontologies to reduce user intervention to deploy sensing campaigns with the InCense toolkit	 	This paper presents the InCense research toolkit to facilitate researchers with little or no technical background to implement a sensing application for mobile phones To reach this end InCense provides a GUI and an interactive ontology to enable users to define the configuration of the sensing application i e what sensing components to add and the flow of the sensing session We illustrate the ease of use of the InCense platform through a scenario in which both opportunistic and participatory sensing paradigms are used	sensing application mobiledevice systems design hci
doi.acm.org%2F10.1145%2F2370216.2370380.html	2012	A preliminary study of sensing appliance usage for human activity recognition using mobile magnetometer	 	Human activity recognition and human behavior understanding play a central role in the field of ubiquitous computing In this paper we propose a novel method using magnetometer embedded in the mobile phone to recognize activities by detecting household appliance usage The key idea of our approach is that when the mobile phone user performs a certain activity at home the embedded magnetometer is capable of capturing the changes of the magnetic field strength around the mobile phone caused by the household appliance in operation Our mobile application uses these changes as magnetic signatures for each of these appliance such that the daily household acitivities associated with these appliance such as cooking can be recognized	activityrecognition health ubiquitouscomputing mobiledevice homesetting application
doi.acm.org%2F10.1145%2F2370216.2370382.html	2012	Existing challenges and new opportunities in context aware systems	 	Merging the features of Cloud computing autonomic computing pervasive computing and mobile computing are now at its initial stage but the effort is visibly showing the benefits of these paradigms A large number of applications can take advantage of this including healthcare traffic control and social network applications However these applications are complex by nature and introduce several challenges of their own for example reliable sensing accurate context recognition scalability security and the challenge of dealing with previously unforeseen side effects of adaptations These challenges can be surmounted when researchers of diverse background come together and provide different views of the same problems and help each other understand the complex relationships between contending ideas The Casemans 2012 workshop opens the necessary platform for researchers of ubiquitous computing autonomic computing and similar fields to address these issues	ubiquitouscomputing mobiledevice application health socialnetwork sensing contextawareness scalability security systems
doi.acm.org%2F10.1145%2F2370216.2370383.html	2012	Privacy context model for dynamic privacy adaptation in ubiquitous computing	 	Ubiquitous computing is characterized by the merger of physical and virtual worlds as physical artifacts gain digital sensing processing and communication capabilities Maintaining an appropriate level of privacy in the face of such complex and often highly dynamic systems is challenging We argue that context awareness not only enables novel UbiComp applications but can also support dynamic regulation and configuration of privacy mechanisms We propose a higher level context model that abstracts from low level details and contains only privacy relevant context features Context changes in our model can trigger reconfiguration of privacy mechanisms or facilitate context specific privacy recommendations to the user Based on our model we analyze potential privacy implications of context changes and discuss how these results could inform actual reconfiguration of privacy mechanisms	ubiquitouscomputing sensing privacy contextawareness application recommend
doi.acm.org%2F10.1145%2F2370216.2370384.html	2012	Context aware content adaptation in access point	 	Instead of traditional content adaptation at servers or clients we propose context aware content adaptation at the Access Point AP We show that because of the special characteristics of the AP such as being the last node at the edge of the network no power constraint and powerful computing capabilities it can be the best candidate for context aware content adaptation in high dynamic wireless mobile networks In fact it can adapt content more accurately and faster in a high diverse and dynamic context Content adaptation at the application and MAC layers of the i AP i is introduced in this paper	systems contextawareness network energy mobiledevice application
doi.acm.org%2F10.1145%2F2370216.2370385.html	2012	Vertical and horizontal integration towards collective adaptive system a visionary approach	 	Hybrid multi domain computing systems are emerging While the context aware self adaptive system models are under intensive research in individual computing domains their integration into a collective adaptive system still remains a major challenge This position paper visions a meet in the middle approach where horizontal integration is applied to sub system models extracted from vertical integration The integration relies on orthogonal behavior and execution models respectively capturing the functional and non functional features of sub systems The construction towards guaranteed services can be achieved with composition of static worst case execution models while best effort services can be constructed with statistical models Given that each computing domain has to some extent formulated its own design flow of context aware systems the envisaged meet in the middle integration approach maximizes the reuse of existing models and platforms thus is promising for the highly complex system design process	contextawareness systems statistics design
doi.acm.org%2F10.1145%2F2370216.2370387.html	2012	Service delivery and provision in smart environment	 	This document presents our proposal for a workshop on service delivery provision in smart environment The proposed type of workshop is a i mini track i with expected 10 to 12 authors participants divided in three presentation sessions	systems smartspace
doi.acm.org%2F10.1145%2F2370216.2370388.html	2012	Precise passive RFID localization for service delivery in smart home	 	Smart home research foresees a future where persons afflicted by a type of cognitive impairment such as Alzheimer s disease could pursue a longer autonomous life at home by being punctually assisted in their everyday activities Few research teams have begun noticing that not only we need to offer appropriate services at the right time but also that we need to adapt them to the resident profile To do so we must increase the accuracy and the granularity of our knowledge about the current state of environment In this paper we propose a new system based on the cheap and non intrusive passive RFID technology for fine grained localization of objects inside a smart home We do so in regard for better service delivery by providing richer information about the environment	homesetting systems dataanalysis rfid
doi.acm.org%2F10.1145%2F2370216.2370389.html	2012	Software provision in smart environment based on fuzzy logic intelligibility	 	Ubiquitous applications and smart environment technologies are complex to deploy manage and use Intelligibility in ubiquitous computing applications explains to users what a system did outputs and why it did it inputs or contextual information Making software more intelligible can reduce the complexity of a system for users This paper presents our work on an intelligibility strategy for fuzzy logic systems applied to a context aware software organization and service provision SOSP middleware for smart environments This fuzzy logic intelligibility strategy has been evaluated and tested with two groups of real users technical and less technical users and two versions of our prototype with and without intelligibility	application smartspace ubiquitouscomputing contextawareness software systems middleware evaluation
doi.acm.org%2F10.1145%2F2370216.2370390.html	2012	System services partitioning in ambient assisted living environment	 	This paper presents a method of service deployment in an environment for handicap persons based on ontologies and supervision	systems
doi.acm.org%2F10.1145%2F2370216.2370391.html	2012	Weights of evidence for intelligible smart environments	 	Smart environments are improving their performance and services by increasingly using ubiquitous sensing and complex inference mechanisms However this comes at a cost of reduced intelligibility user trust and control The Intelligibility Toolkit was developed to support the automatic generation and provision of explanations to help users understand context aware inference We have extended the toolkit to generate explanations for a wider range of inference models and to provide two styles of explanations rule traces and weights of evidence We describe explanations generated from several inference models for a smart home dataset for activity recognition This demonstrates the versatility of using the Intelligibility Toolkit to retain explanatory capabilities across different inference models	smartspace systems sensing contextawareness homesetting activityrecognition
doi.acm.org%2F10.1145%2F2370216.2370392.html	2012	Generic architecture for ambient intelligence based on an organizational centered multi agent approach	 	In order to maintain and improve the quality of life of elderly and people with cognitive impairments in their home we must elaborate assistive technologies that will alleviate the effects of cognitive decline The use of ambient intelligence such as smart homes is a way to provide assistance services However managing these services is not a trivial task In this paper we propose an organizational centered multi agent system OCMAS architecture in order to manage these services in a smart home This approach allows to ease the management of services and the deployment of new services in the smart home system dynamically	homesetting ambient systems task
doi.acm.org%2F10.1145%2F2370216.2370394.html	2012	Workshop on Computer Mediated Social Offline Interactions SOFTec 2012 	 	The proliferation of social networking sites and mobile technology allows us to check on our friends and family follow what experts in our field think or simply check in online While in many ways advantageous the ability to be constantly connected is significantly affecting our i offline interaction behavior i People sharing a table today might ignore each other for stretches at a time in order to interact with far away friends through mobile technology instead The goal of this workshop is to examine how we can build technologies that i promote offline interactions i We plan to discuss how offline interactions can be spurred within different social groups and different settings through currently available devices and technologies We also plan to explore how such technologies can be built and used for different types of offline engagement e g playful vs serious The workshop aims to establish a community interested in computer mediated offline interaction	socialnetwork mobiledevice
doi.acm.org%2F10.1145%2F2370216.2370395.html	2012	Enriching family personal encounters with ambient social media	 	As SNS become ubiquitous users are exploiting SNS content to enrich in person gatherings In this paper we present the results of a 26 weeks deployment study of an interactive display involving a lightweight Facebook client and a movement based social exergame to explore how this technology impact in person interactions with one extended family Our results indicate that the use of the display is semi public and catalyzed opportunistic gatherings We close discussing how the social implications of our results contribute to the use of public social displays and its social implications for encouraging people to be socially engaged	publicdisplay socialnetwork
doi.acm.org%2F10.1145%2F2370216.2370396.html	2012	Using media fa ccedil ades to engage social interaction	 	Media fa ccedil ades in urban spaces offer great potential for new forms of collaborative multi user interaction Beyond interaction they also allow for connecting people and for triggering social interaction between the different users We report on our experiences of how simultaneous interaction with a media fa ccedil ade at a distance can engage social offline interaction between users We built an application that allows for simultaneous painting on a fa ccedil ade and gathered informal feedback during the ARS Electronica Festival in Linz Austria	urban socialinteraction application feedback augmentedreality
doi.acm.org%2F10.1145%2F2370216.2370397.html	2012	Reactions Twitter based mobile application for awareness of friends emotions	 	Social media services such as Twitter facilitate social interaction between friends providing a method to share of the information of their actions and states of mind At times when emotions are running high some people may benefit from the help of their friends If people are aware of emotional states of their friends they can start a conversation to understand why they feel like that and how to support them I study on a new interaction method for the awareness of emotions and to manage the emotional states This paper presents one part of my study that aims to help mobile users to interact offline with their friends when they need emotional support Emotions of mobile users will be detected with the new emotion detection method in development	socialnetwork systems socialinteraction mobiledevice
doi.acm.org%2F10.1145%2F2370216.2370398.html	2012	Leveraging media repertoires to create new social ties	 	We propose a system which allows users to select how and with whom they are available for contact by managing a set of personal identities and budding relationships The most important of these media are public displays which allow a low cost barrier for finding potential friends through interaction via the display and through the attendance of displayed social events In helping two people to both become aware of each other s existence and to pick media which suit their preferences we believe such a system can increase the odds of two strangers forming a strong social bond	publicdisplay
doi.acm.org%2F10.1145%2F2370216.2370399.html	2012	Putting local back into public Wifi hotspots	 	Public Wifi hotspots in cafes and public places are based on wireless local area network technology WLAN In contrast to the common understanding of connecting directly to the internet when connecting to a Wifi hotspot we are proposing to bring the original notion of connecting to a local network back to the fore By hooking into the act of a user connecting to a local network we see a design space emerge that allows us to spur various off and on line activities in a hyperlocal context We propose to re explore this notion of the i locality of networks i in the age of the ubiquitous Wifi hotspot in cafes bars community centers and other semi public places in order to facilitate co located activities for such varied purposes as fostering local community civic participation sociality in general and entertainment We propose a network locality that builds on local infrastructure WLAN and combines personal devices mobile phones with stationary interactive surface technology wall displays and tables to facilitate social on and off line interactions in local settings In this position paper we outline technological opportunities associated with this idea as well as envisioned usage scenarios in different settings	network internet design socialnetwork locationbased mobiledevice
doi.acm.org%2F10.1145%2F2370216.2370400.html	2012	What can people nearby applications teach us about meeting new people 	 	 People nearby applications for meeting new people online are some of the most popular examples of systems that lead people from an online interaction to an offline interaction This paper provides a critical review of available applications and identifies three key properties that are essential for the applications physical location identity management and trust The paper suggests open research questions that can explain the success of these applications and guide the design of new technologies that encourage offline interactions	application locationbased design
doi.acm.org%2F10.1145%2F2370216.2370401.html	2012	Fostering off line interactions through local ubicomp systems the case of urban development	 	Many global internet services today can be thought of as being managed top down without much appreciation or requirement for local control New services such as location based data stores implemented in cities around the world suggest opportunities for novel forms of management of data with relevance to a local context We argue that such localization of ubiquitous system management provides an opportunity in supporting local off line interaction and community building and that urban development which requires interaction between members of different communities presents an interesting case where such systems could be realised	internet systems locationbased socialnetwork urban
doi.acm.org%2F10.1145%2F2370216.2370403.html	2012	Smart gadgets meet ubiquitous and social robots on the web	 	Ubiquitous robotics ambient Intelligence and cloud robotics are new research topics that start to gain popularity among the robotics community The overlap that exists now between ubirobots and AmI makes their integration together within cloud computing valuable to create a hybrid physical digital space rich with myriad of proactive intelligent services that enhance the quality and the way of our living and working Indeed there is no visible cooperation or synergies between ubiquitous computing and robots communities This paper presents a workshop that is intended to facilitate discussions and build a bridge between these communities Moreover we hope that satellite topics such as affective computing semantic reasoning and humancomputer interaction will enhance such discussions and foster the research in this area We believe that both communities can learn and benefit from their mutual experiences	robot ambient socialnetwork systems ubiquitouscomputing
doi.acm.org%2F10.1145%2F2370216.2370404.html	2012	Ontology based state representation for intention recognition in cooperative human robot environments	 	In this paper we describe a novel approach for representing state information for the purpose of intention recognition in cooperative human robot environments States are represented by a combination of spatial relationships in a Cartesian frame along with cardinal direction information This approach is applied to a manufacturing kitting operation where humans and robots are working together to develop kits Based upon a set of predefined high level states relationships that must be true for future actions to occur a robot can use the detailed state information presented in this paper to infer the probability of subsequent actions occurring This would enable the robot to better help the human with the operation or at a minimum better stay out of his or her way	robot spatial
doi.acm.org%2F10.1145%2F2370216.2370405.html	2012	Combining robotic frameworks with a smart environment framework MCA2 SimVis3D and TinySEP	 	This work describes the combination of three software frameworks from two different domains robotics and smart environments The two robotic frameworks MCA2 and SimVis 3D that have been in use for several years on a multitude of different robotic systems and TinySEP a modular framework for smart environments were combined to create a win win situation for both roboticists and ubiquitous computing researchers The possibilities and advantages this combination can offer are discussed especially in situations where mobile robots and smart environments coexist next to each other This work is concluded by an experiment that shows the feasibility and the strengths of the proposed approach	software framework robot smartspace ubiquitouscomputing mobiledevice
doi.acm.org%2F10.1145%2F2370216.2370406.html	2012	Nesting the context for pervasive robotics	 	Service robotics is becoming a leading application area of human centered technologies and the rise of household and personal assistance robots forecasts an utopist world of human robot collaborative society Along the road one of the robotics community s major tasks is to work on the harmonization of trends standardization of terms interfaces and technologies It is important to keep the scientific and social progress under control through sufficient public outreach and technology dissemination Along those lines the i IEEE Robotics Automation Society i is sponsoring a working group entitled i Ontologies for Robotics and Automation i that will bridge cutting edge technology to users of the services the general public In this paper the background of the project is presented the definitions and examples of descriptive systems of relations are described showing how ontologies can help to address the above challenges	systems robot homesetting socialinteraction socialnetwork task
doi.acm.org%2F10.1145%2F2370216.2370407.html	2012	An evidential fusion approach for activity recognition under uncertainty in ambient intelligence environments	 	In ambient intelligence environments the information provided by robot s embedded sensors and physical or logical entities may be inaccurate and uncertain The Dempster Shafer evidence Theory DST gives a mathematical convenient framework for the evidential fusion representation and inference of uncertain information However DST yields counterintuitive results in high conflicting ambient intelligence situations This paper aims to provide a new strategy to manage conflict in activity recognition process in the ambient intelligence applications It addresses the challenge of uncertainty and proposes an evidential fusion model based on the management of conflicting situation to optimize decision making in activity recognition The proposed approach gives intuitive interpretation for combining multiple sources in conflicting situations and avoids the problems of using The Dempster Shafer rule of combination	ambient robot sensing mathematical framework activityrecognition application
doi.acm.org%2F10.1145%2F2370216.2370408.html	2012	Modeling ontology for multimodal interaction in ubiquitous computing systems	 	A multimodal interface allows a more flexible and natural interaction between a user and a computing system This paper presents a methodological approach for designing an architecture that facilitates the work of a fusion engine The selection of modalities and the fusion of events invoked by the fusion engine are based upon the definition of an ontology that describes the environment where a multimodal interaction system exists	design
doi.acm.org%2F10.1145%2F2370216.2370409.html	2012	Multimodal architecture to strengthen the interaction of the robot in ambient intelligence environments	 	The main objective of this paper is to propose a model of adaptive software architecture which allows the robot to use several modalities and make the fusion of the data to increase its interaction with the environment while considering the context We also introduce fuzzy logic in the processing of data from input modalities This multimodal software architecture that considers the context is modeled by colored timed and stochastic Petri nets CTSPN simulated in CPNTools	software robot simulation
doi.acm.org%2F10.1145%2F2370216.2370410.html	2012	Web based automated black box testing framework for component based robot software	 	Reliability of component based robot software depends on the quality of each component because any defective components will have a ripple effect on systems built with them Thus testing of unit component composite component and component based robot software is critical for checking the correctness of the software functionality This paper proposes Web based automated black box testing framework for component based robot software The proposed framework provides automated testing service testing for different robot platform and distributed test environment and sharing test resources We have implemented the proposed framework and evaluated it on the component based front guidance application to output a guidance statement by sensing front obstacles and control robot wheels by sensing a back user	robot software web framework systems evaluation application sensing
doi.acm.org%2F10.1145%2F2370216.2370411.html	2012	Autonomic framework based on semantic models for self management of ubiquitous systems	 	The Internet of things consists of a high amount of heterogeneous objects that are widely distributed and evolve frequently according to their context changes Management of such a complex environment is costly in terms of time and money Designing a context aware autonomic framework with capability of self management is a challenge This paper proposes FRAMESELF a generic and extensible autonomic framework to self manage ubiquitous environments based on ontologies graph models and reasoning rules A smart metering use case is experimented to illustrate the proposed solution	internet design contextawareness framework
doi.acm.org%2F10.1145%2F2370216.2370412.html	2012	Web based service brokerage for robotic devices	 	In this position paper we describe how technologies from the Web of Things domain could help to simplify and automate the interaction between robotic devices and their surroundings Specifically we discuss how Web patterns like Resource oriented Architectures or Representational State Transfer together with semantic metadata could help to create environments where robots seamlessly interact with other devices in their vicinity Using services provided by other devices and offering services themselves One of the main goals in the Web of Things community is to furnish smart environments with sensors and actuators that offer self described interfaces and are openly accessible from other devices Robots should be enabled to make use of this wealth of instrumentation of their surroundings	web robot mobiledevice systems socialnetwork smartspace sensing
doi.acm.org%2F10.1145%2F2370216.2370413.html	2012	Using indistinguishability in ubiquitous robot organizations	 	As robots become more pervasive and ubiquitous in the lives of humans they become increasingly involved in everyday tasks formerly executed by humans Humans should expect robots to take on tasks to simplify our lives by working with humans just as other humans do in normal organizations and societies This labor specialization allows humans more comfort time or focus on higher level desires or tasks To further this unification of relationships the defined line between humans and other non humans must become more indistinguishable This ever increasing degree of indistin guishability provides we care less about who or what executes a task or solves a goal as long as that entity is capable and available In this paper we propose a model and a simple example implementation which minimizes the strict line between humans software agents robots machines and sensors HARMS and reduces the distinguishability between these actors	robot task socialinteraction software sensing
doi.acm.org%2F10.1145%2F2370216.2370414.html	2012	Towards an upper ontology and methodology for robotics and automation	 	In this article we present the ongoing efforts within the newly formed IEEE RAS Working Group named Ontologies for Robotics and Automation We focus in particular on one of the four subgroups that compose this working group called the Upper Ontology Methodology UpOM subgroup As the name indicates the aim of this subgroup is to develop an upper ontology and a methodology for ontology building and evaluation This methodology will be used to coordinate the distributed development of domain specific ontologies by the other three subgroups and to generate a global ontology that we hope will contribute to the standardization process of robotics and automation This paper presents the composition the envisioned methodology and the future work of the UpOM subgroup It also discusses some general aspects related to ontologies for the robotics and automation field and to the efforts in standardizing them	robot evaluation
doi.acm.org%2F10.1145%2F2370216.2370415.html	2012	Future research challenges and applications of ubiquitous robotics	 	Ambient intelligence ubiquitous and networked robots cloud robotics are new research hot topics that start to gain popularity among the robotics community They enable robots to acquire richer functionalities and open the way for the composition of a variety of robotic services with three functions semantic perception reasoning and actuation This paper introduces the recent challenges and future trends of these topics	ambient robot socialnetwork systems
doi.acm.org%2F10.1145%2F2370216.2370416.html	2012	Open platform for ubiquitous robotic services	 	Open Platform for Robotic Services OPRoS is an open source robot software platform funded by the Korean government Its research results are released on its homepage OPRoS supplies several IDEs working with its framework for easy and fast development The Component Editor Component Composer and Simulator are core development tools for ubiquitous robot Robot in the loop Simulation RILS is an additional simulation based development tool This paper explains these core tools used with a reference robot	systems robot software framework simulation
doi.acm.org%2F10.1145%2F2370216.2370418.html	2012	The preface of the 4 sup th sup International Workshop on Location Based Social Networks	 	 international workshop on location based social networks LBSN 2012 describing its objective importance and results	locationbased socialnetwork
doi.acm.org%2F10.1145%2F2370216.2370419.html	2012	We know where you live privacy characterization of foursquare behavior	 	In the last few years the increasing interest in location based services LBS has favored the introduction of geo referenced information in various Web 2 0 applications as well as the rise of location based social networks LBSN Foursquare one of the most popular LBSNs gives incentives to users who visit check in specific places venues by means of for instance mayorships to frequent visitors Moreover users may leave tips at specific venues as well as mark previous tips as done in sign of agreement Unlike check ins which are shared only with friends the lists of mayorships tips and dones of a user are publicly available to everyone thus raising concerns about disclosure of the user s movement patterns and interests We analyze how users explore these publicly available features and their potential as sources of information leakage Specifically we characterize the use of mayorships tips and dones in Foursquare based on a dataset with around 13 million users We also analyze whether it is possible to easily infer the home city state and country of a user from these publicly available information Our results indicate that one can easily infer the home city of around 78 of the analyzed users within 50 kilometers	locationbased web application socialnetwork homesetting
doi.acm.org%2F10.1145%2F2370216.2370420.html	2012	Improving location prediction services for new users with probabilistic latent semantic analysis	 	Location prediction systems that attempt to determine the mobility patterns of individuals in their daily lives have become increasingly common in recent years Approaches to this prediction task include eigenvalue decomposition 5 non linear time series analysis of arrival times 10 and variable order Markov models 1 However these approaches all assume sufficient sets of training data For new users by definition this data is typically not available leading to poor predictive performance Given that mobility is a highly personal behaviour this represents a significant barrier to entry Against this background we present a novel framework to enhance prediction using information about the mobility habits of existing users At the core of the framework is a hierarchical Bayesian model a type of probabilistic semantic analysis 7 representing the intuition that the temporal features of the new user s location habits are likely to be similar to those of an existing user in the system We evaluate this framework on the real life location habits of 38 users in the Nokia Lausanne dataset showing that accuracy is improved by 16 relative to the state of the art when predicting the next location of new users	locationbased mobiledevice dataanalysis task framework evaluation
doi.acm.org%2F10.1145%2F2370216.2370421.html	2012	Predicting future locations with hidden Markov models	 	The analysis of human location histories is currently getting an increasing attention due to the widespread usage of geopositioning technologies such as the GPS and also of online location based services that allow users to share this information Tasks such as the prediction of human movement can be addressed through the usage of these data in turn offering support for more advanced applications such as adaptive mobile services with proactive context based functions This paper presents an hybrid method for predicting human mobility on the basis of Hidden Markov Models HMMs The proposed approach clusters location histories according to their characteristics and latter trains an HMM for each cluster The usage of HMMs allows us to account with location characteristics as unobservable parameters and also to account with the effects of each individual s previous actions We report on a series of experiments with a real world location history dataset from the GeoLife project showing that a prediction accuracy of 13 85 can be achieved when considering regions of roughly 1280 squared meters	locationbased task dataanalysis application mobiledevice systems mathematical
doi.acm.org%2F10.1145%2F2370216.2370422.html	2012	Beyond local categories and friends clustering foursquare users with latent topics 	 	In this work we use foursquare check ins to cluster users via topic modeling a technique commonly used to classify text documents according to latent themes Here however the latent variables which group users can be thought of not as themes but rather as factors which drive check in behaviors allowing for a qualitative understanding of influences on user check ins Our model is agnostic of geo spatial location time users friends on social networking sites and the venue categories we treat the existence of and intricate interactions between these factors as being latent allowing them to emerge entirely from the data We instantiate our model on data from New York and the San Francisco Bay Area and find evidence that the model is able to identify groups of people which are of different types e g tourists communities e g users tightly clustered in space and interests e g people who enjoy athletics	spatial locationbased socialnetwork
doi.acm.org%2F10.1145%2F2370216.2370423.html	2012	Exploring trajectory driven local geographic topics in foursquare	 	The location based social networking services LBSNSs are becoming very popular today In LBSNSs such as Foursquare users can explore their places of interests around their current locations check in at these places to share their locations with their friends etc These check ins contain rich information and imply human mobility patterns thus they can greatly facilitate mining and analysis of local geographic topics driven by users trajectories The local geographic topics indicate the potential and intrinsic relations among the locations in accordance with users trajectories These relations are useful for users in both location and friend recommendations In this paper we focus on exploring the local geographic topics through check ins in Pittsburgh area in Foursquare We use the Latent Dirichlet Allocation LDA model to discover the local geographic topics from the checkins We also compare the local geographic topics on weekdays with those at weekends Our results show that LDA works well in finding the related places of interests	locationbased socialnetwork systems mobiledevice recommend
doi.acm.org%2F10.1145%2F2370216.2370424.html	2012	Crowd sourced cartography measuring socio cognitive distance for urban areas based on crowd s movement	 	On behalf of the rapid urbanization urban areas are gradually becoming a sophisticated space where we often need to know ever evolving features to take the most of the space Therefore keeping up with the dynamic change of urban space would be necessary while it usually requires lots of efforts to understand newly visiting and daily changing living spaces In order to explore and exploit the urban complexity from crowd sourced lifelogs we focus on location based social network sites In fact due to the proliferation of location based social networks we can easily acquire massive crowd sourced lifelogs interestingly indicating their experiences in the real space In particular we can conduct various novel urban analytics by monitoring crowd s experiences in an unprecedented way In this paper we particularly attempt to exploit crowd sourced location based lifelogs for generating a socio cognitive map whose purpose is to deliver much simplified and intuitive perspective of urban space For the purpose we measure socio cognitive distance among urban clusters based on human mobility to represent accessibility of urban areas based on crowd s movement Finally we generate a socio cognitive map reflecting the proposed socio cognitive distances which have computed with massive geo tagged tweets from Twitter	urban crowd locationbased socialnetwork mobiledevice
doi.acm.org%2F10.1145%2F2370216.2370425.html	2012	Mining the semantics of origin destination flows using taxi traces	 	Origin destination OD flows reflect both human activity and urban dynamic in a city However our understanding about their patterns remains limited In this paper we study the GPS traces of taxis in a city with several millions people China and find that there are significant patterns under the OD flows constructed from taxis random motion Our spatiotemporal analysis shows that those patterns have close relationship with the semantics of OD flows hence we can mine the semantics of OD flows from raw GPS trace data The approach we proposed offers a novel way to explore the human mobility and location characteristic	activityrecognition urban mobiledevice locationbased
doi.acm.org%2F10.1145%2F2370216.2370426.html	2012	Towards reliable spatial information in LBSNs	 	The proliferation of Location based Social Networks LBSNs has been rapid during the last year due to the number of novel services they can support The main interaction between users in an LBSN is location sharing which builds the spatial component of the system The majority of the LBSNs make use of the notion of check in to enable users to volunteeringly share their whereabouts with their peers and the system The flow of this spatial information is unidirectional and originates from the users side Given that currently there is no infrastructure in place for detecting fake checkins the quality of the spatial information plane of an LBSN is solely based on the honesty of the users In this paper we seek to raise the awareness of the community for this problem by identifying and discussing the effects of the presence of fake location information We further present a preliminary design of a fake check in detection scheme based on location proofs Our initial simulation results show that if we do not consider the infrastructural constraints location proofs can form a viable technical solution	locationbased socialnetwork systems spatial design simulation
doi.acm.org%2F10.1145%2F2370216.2370427.html	2012	Detection classification and visualization of place triggered geotagged tweets	 	This paper proposes and evaluates a method to detect and classify tweets that are triggered by places where users locate Recently many related works address to detect real world events from social media such as Twitter However geotagged tweets often contain noise which means tweets which are not content wise related to users location This noise is problem for detecting real world events To address and solve the problem we define the i Place Triggered Geotagged Tweet i meaning tweets which have both geotag and content based relation to users location We designed and implemented a keyword based matching technique to detect and classify place triggered geotagged tweets We evaluated the performance of our method against a ground truth provided by 18 human classifiers and achieved 82 accuracy Additionally we also present two example applications for visualizing place triggered geotagged tweets	evaluation socialnetwork locationbased design dataanalysis application video
doi.acm.org%2F10.1145%2F2370216.2370428.html	2012	Users sleeping time analysis based on micro blogging data	 	The emergence of new social network services often labeled as Web 2 0 has permitted an amazingly increase of user generated content In particular Sina Weibo a popular Chinese micro blogging service is designed as platforms allowing users to generate contents that open to the public From analyzing activates of submitting posts to Sina Weibo some features of users can be estimated This paper aims to contribute to this growing body of literature by studying how users frequent activities reflect their sleeping time and living time zones By mining a large set of users activates data from Sina Weibo we demonstrate its possible role to detect the sleeping time of users and find a new method for judging users time zone	socialnetwork systems web design
doi.acm.org%2F10.1145%2F2370216.2370429.html	2012	Spatial dissemination metrics for location based social networks	 	In this paper we present a set of metrics that quantitatively capture the effects of social links on the spreading of information in a given area We discuss possible application scenarios and we present an initial critical evaluation by means of two datasets from Twitter and Foursquare by discussing a series of case studies	application design evaluation socialnetwork
doi.acm.org%2F10.1145%2F2370216.2370430.html	2012	LBSNRank personalized pagerank on location based social networks	 	Different from traditional social networks the location based social networks allow people to share their locations according to location tagged user generated contents such as checkins trajectories text photos etc In location based social networks which are based on users checkins people could share his or her location according to checkin while visiting around However people s locations change frequently and the rankings of people change dynamically too which makes ranking on graphs a challenging work To address this challenge we propose the LBSNRank algorithm on graphs with nodes whose contents change dynamically To validate our algorithm on real datasets we have crawled and analyzed a dataset from the Dianping website Experiments on this real dataset show that our LBSNRank algorithm performs better than traditional personalized PageRank in efficiency	socialnetwork locationbased photograph systems
doi.acm.org%2F10.1145%2F2370216.2370431.html	2012	Followee recommendation in asymmetrical location based social networks	 	Researches on recommending followees in social networks have attracted a lot of attentions in recent years Existing studies on this topic mostly treat this kind of recommendation as just a type of friend recommendation However apart from making friends the reason of a user to follow someone in social networks is inherently to satisfy his her information needs in asymmetrical manner In this paper we propose a novel mining based recommendation approach named Geographic Textual Social Based Followee Recommendation GTS FR which takes into account the user movements online texting and social properties to discover the relationship between users information needs and provided information for followee recommendation The core idea of our proposal is to discover users similarity in terms of all the three properties of information which are provided by the users in a Location Based Social Network LBSN To achieve this goal we define three kinds of features to capture the key properties of users interestingness from their provided information In GTS FR approach we propose a series of novel similarity measurements to calculate similarity of each pair of users based on various properties Based on the similarity we make on line recommendation for the followee a user might be interested in following To our best knowledge this is the first work on followee recommendation in LBSNs by exploring the geographic textual and social properties simultaneously Through a comprehensive evaluation using a real LBSN dataset we show that the proposed GTS FR approach delivers excellent performance and outperforms existing stat of the art friend recommendation methods significantly	recommend socialnetwork locationbased evaluation
doi.acm.org%2F10.1145%2F2370216.2370432.html	2012	Geo activity recommendations by using improved feature combination	 	In this paper we propose a new model to integrate additional data which is obtained from geospatial resources other than original data set in order to improve Location Activity recommendations The data set that is used in this work is a GPS trajectory of some users which is gathered over 2 years In order to have more accurate predictions and recommendations we present a model that injects additional information to the main data set and we aim to apply a mathematical method on the merged data On the merged data set singular value decomposition technique is applied to extract latent relations Several tests have been conducted and the results of our proposed method are compared with a similar work for the same data set	dataanalysis locationbased recommend mathematical
doi.acm.org%2F10.1145%2F2370216.2370433.html	2012	 i TraMSNET i a mobile social network application for tourism	 	By leveraging location data in online social networks Location based Social Networks LBSNs can support diverse human activities such as tourism Different applications aim to aid tourists and provide better experience in their travels by matching co located users based on what they have in common However users with little in common but with potential to help each other given the context and place could not be matched In this paper we introduce traMSNet a LBSN that implements a matching algorithm considering homophily as well as users complementary skills in a touristic location Our idea is validated with a survey that asked potential travelers about their needs when looking for a travel partner Moreover we present a matching algorithm that is evaluated it with real tourists The evaluation shows that considering complementarity when matching individuals is preferred by users Therefore by only considering similarities important issues are left aside	locationbased socialnetwork activityrecognition application systems qualitativemethods evaluation
doi.acm.org%2F10.1145%2F2370216.2370435.html	2012	International Workshop on Situation Activity and Goal Awareness SAGAware 2012 	 	Ubiquitous computing aims to enable and support anywhere anytime context aware applications Sensing interpretation and integration of events behaviors and environmental states have been keys to the success of such ubiquitous systems Over the past two decades there has been a constant shift of sensor observation modeling representation interpretation and usage namely from low level raw observation data and their direct hardwired usage data aggregation and fusion to high level formal context modeling and context based computing It is envisioned that this trend will continue towards a further higher level of abstraction allowing situation activity and goal modeling representation and inference thus realizing the vision of ubiquitous computing The proposed mini track workshop intends to bring together researchers and practitioners from relevant fields to present and disseminate the latest accomplished and or ongoing research on Situation Activity and Situation Awareness SAGAware and their novel application in ubiquitous computing It aims to facilitate knowledge transfer and synergy bridge gaps between different research communities groups lay down foundation for common purposes and help identify opportunities and challenges for interested researchers and technology and system developers	ubiquitouscomputing contextawareness sensing application socialnetwork
doi.acm.org%2F10.1145%2F2370216.2370436.html	2012	An ontological context model for representing a situation and the design of an intelligent context aware middleware	 	A major challenge of context models is to balance simplicity generality usability and extensibility It is also important that the model be practical and implementable In pursuit of this goal this paper proposes a context model Rover Context Model RoCoM structured around four primitives that can be used to represent and model any situation and activity entities events relationships and activities It introduces the notion of templates of context for each primitive and describes albeit briefly the RoCoM Ontology RoCoMO It also describes the design and architecture of an abstract generic and intelligent context aware middleware called Rover II We propose this framework as a solution to address the context problem as a whole and be usable in many domains We also illustrate its application with the aid of a context aware public safety application that is deployed in the UMD campus	contextawareness usability design middleware framework application
doi.acm.org%2F10.1145%2F2370216.2370437.html	2012	A benchmark dataset to evaluate sensor displacement in activity recognition	 	This work introduces an open benchmark dataset to investigate inertial sensor displacement effects in activity recognition While sensor position displacements such as rotations and translations have been recognised as a key limitation for the deployment of wearable systems a realistic dataset is lacking We introduce a concept of gradual sensor displacement conditions including ideal self placement of a user and mutual displacement deployments These conditions were analysed in the dataset considering 33 fitness activities recorded using 9 inertial sensor units from 17 participants Our statistical analysis of acceleration features quantified relative effects of the displacement conditions We expect that the dataset can be used to benchmark and compare recognition algorithms in the future	sensing activityrecognition wearablecomputing statistics systems
doi.acm.org%2F10.1145%2F2370216.2370438.html	2012	USC HAD a daily activity dataset for ubiquitous activity recognition using wearable sensors	 	Many ubiquitous computing applications involve human activity recognition based on wearable sensors Although this problem has been studied for a decade there are a limited number of publicly available datasets to use as standard benchmarks to compare the performance of activity models and recognition algorithms In this paper we describe the freely available USC human activity dataset USC HAD consisting of well defined low level daily activities intended as a benchmark for algorithm comparison particularly for healthcare scenarios We briefly review some existing publicly available datasets and compare them with USC HAD We describe the wearable sensors used and details of dataset construction We use high precision well calibrated sensing hardware such that the collected data is accurate reliable and easy to interpret The goal is to make the dataset and research based on it repeatable and extendible by others	ubiquitouscomputing application activityrecognition wearablecomputing systems health design sensing hardware
doi.acm.org%2F10.1145%2F2370216.2370439.html	2012	Health score prediction using low invasive sensors	 	Scores of health state for elderly people are regarded as important in nursing or medical fields On the other hand gaining the scores needs nurses to execute questionnaires Owing to this the execution rate for the health assessment is still low in ordinary homes To solve this problem we propose a method to predict the health score by using low invasive sensors We adopt regression as the prediction method and construct features to absorb the individual difference As a part of feasibility study of social participation for elderly people we execute the survey of health state using questionnaires by a nurse and install low invasive sensors in real life simultaneously Experimental result in the feasibility study shows a promise of the score prediction from sensor data In addition the result suggests that the extraction of features related to living behaviors improves the accuracy compared to using raw sensor data	health qualitativemethods homesetting dataanalysis sensing
doi.acm.org%2F10.1145%2F2370216.2370440.html	2012	Passive detection of situations from ambient FM radio signals	 	We introduce a passive system to recognise environmental situations Differing from other RF based approaches our system has the advantage of neither installing a transmitter generating the signal nor equipping the monitored entities with any active component When activities are performed it consecutively samples ambient RF signals derived from a non cooperating FM radio source Since changes in an environment impact the propagation of radio waves this data implicitly contains information to distinguish environmental situations We experimentally demonstrate the distinction of the situations empty room opened door and walking person with an average accuracy of over 90	ambient network walk dataanalysis
doi.acm.org%2F10.1145%2F2370216.2370441.html	2012	Applications of mobile activity recognition	 	Activity Recognition AR which identifies the activity that a user performs is attracting a tremendous amount of attention especially with the recent explosion of smart mobile devices These ubiquitous mobile devices most notably but not exclusively smartphones provide the sensors processing and communication capabilities that enable the development of diverse and innovative activity recognition based applications However although there has been a great deal of research into activity recognition surprisingly little practical work has been done in the area of applications in mobile devices In this paper we describe and categorize a variety of activity recognition based applications Our hope is that this work will encourage the development of such applications and also influence the direction of activity recognition research	activityrecognition augmentedreality mobiledevice sensing application
doi.acm.org%2F10.1145%2F2370216.2370442.html	2012	Predicting mobile application usage using contextual information	 	As the mobile applications become increasing popular people are installing more and more Apps on their smart phones In this paper we answer the question whether it is feasible to predict which App the user will open The ability for such prediction can help pre loading the right Apps to the memory for faster execution or help floating the desired Apps to the home screen for quicker launch We explored a variety of contextual information such as last used App time location and the user profile to predict the user s App usage using the MDC dataset We present three findings from our studies First the contextual information can be used to learn the pattern of user s App usage and to predict App usage effectively Second for the MDC dataset the correlation between sequentially used Apps has a strong contribution to the prediction accuracy Lastly the linear model is more effective than the Bayesian model to combine all contextual information and for such predictions	mobiledevice application dataanalysis homesetting contextawareness locationbased
doi.acm.org%2F10.1145%2F2370216.2370443.html	2012	Evaluating the robustness of activity recognition using computational causal behavior models	 	Activity recognition is a challenging research problem in ubiquitous computing domain and has to tackle omnipresent uncertainties e g resulting from ambiguous or intermittent sensor readings In this paper we introduce an activity recognition approach based on causal modeling and probabilistic plan recognition To evaluate the performance of our approach systematically we generated sensor data with different error rates using a simulation This data served as input for the activity recognition in a series of experiments In these experiments we stepwise introduced and combined additional sources of uncertainty i e different duration models and ignoring certain sensors to demonstrate the robustness of our approach Our evaluation shows that Computational Causal Behavior Models provide a basis for a robust activity recognition system	activityrecognition ubiquitouscomputing sensing evaluation simulation
doi.acm.org%2F10.1145%2F2370216.2370444.html	2012	Towards the detection of unusual temporal events during activities using HMMs	 	Most of the systems for recognition of activities aim to identify a set of normal human activities Data is either recorded by computer vision or sensor based networks These systems may not work properly if an unusual event or abnormal activity occurs especially ones that have not been encountered in the past By definition unusual events are mostly rare and unexpected and therefore very little or no data may be available for training In this paper we focus on the challenging problem of detecting unusual temporal events in a sensor network and present three Hidden Markov Models HMM based approaches to tackle this problem The first approach models each normal activity separately as an HMM and the second approach models all the normal activities together as one common HMM If the likelihood is lower than a threshold an unusual event is identified The third approach models all normal activities together in one HMM and approximates an HMM for the the unusual events All the methods train HMM models on data of the usual events and do not require training data from the unusual events We perform our experiments on a Locomotion Analysis dataset that contains gyroscope force sensor and accelerometer readings To test the performance of our approaches we generate five types of unusual events that represent random activity extremely unusual events unusual events similar to specific normal activities no or little motion and normal activity followed by no or little motion Our experiments suggest that for a moderately sized time frame window these approaches can identify all the five types of unusual events with high confidence	activityrecognition computervision sensing mathematical dataanalysis
doi.acm.org%2F10.1145%2F2370216.2370446.html	2012	HomeSys systems and infrastructure for the digital home	 	We present a workshop proposal focusing on future digital home infrastructures and systems needed to support ubiquitous computing applications and services The workshop aims to be the premiere venue that brings together researchers and practitioners across the disciplines of Systems and Networking Ubiquitous Computing and HCI to elaborate ways in which the current infrastructure in the digital home can be reshaped to meet the needs of users	homesetting ubiquitouscomputing application systems
doi.acm.org%2F10.1145%2F2370216.2370447.html	2012	Engaging end users in real smart space programming	 	Smart spaces either public or private has been a hot topic for more than a decade They are claimed to bring various advantages for their users However only few people are actually using smart spaces One of the reasons for that is the lack of attention paid to user interfaces used to control the space Both industrial and academic research is often focused on hardware and device interoperability issues There is not enough studies about end user mental models how and why people want to control and program smart spaces In this position paper we propose a strategy of how to bring end user programming in smart spaces into real life Our idea is three fold 1 concentrate on users mental models 2 create intuitive ubiquitous user interface which combines the direct interaction pattern and the magnetic poetry interface metaphor and 3 install a control system in a public smart space where a lot of people can use it on daily basis We aim to conduct a long term user study from which we are planning to get unique data about evolution of people s expectations and mental models in the context of smart space control	smartspace hardware mobiledevice hci
doi.acm.org%2F10.1145%2F2370216.2370448.html	2012	MagnoTricorder what you need to do before leaving home	 	In this paper we present the design and the evaluation of a framework MagnoTricorder a system that utilizes the magnetic sensor in smartphones to detect the running devices at home thru a singlepoint sensing MagnoTricorder leverages the effect of Electro Magnetic Interference EMI generated by the AC current in the main power line at home This EMI induces a magnetic field that highly fluctuates the reading of the magnetic sensor in smartphones In this paper we utilize this characteristic for detecting and identifying the running devices at home thru the Circuit Breaker Panel Experimental evaluation demonstrates the feasibility of the developed framework Results show that MangoTricorder can detect and identify individual devices with 93 98 accuracy	design evaluation framework sensing mobiledevice homesetting energy dataanalysis
doi.acm.org%2F10.1145%2F2370216.2370449.html	2012	Living with an intelligent thermostat advanced control for heating and cooling systems	 	In order to better understand the opportunities and challenges of an intelligent system in the home we studied the lived experience of a thermostat the Nest The Nest utilizes machine learning sensing and networking technology as well as eco feedback features To date we have conducted six interviews and one diary study Our findings show that improved interfaces through web and mobile applications changed the interactions between users and their home system Intelligibility and accuracy of the machine learning and sensing technology influenced the way participants perceive and adapt to the system The convenient control over the system combined with limitations of the technology may have prevented the desired energy savings These findings assert that thoughtful continuous involvement from users is critical to the desired system performance and the success of interventions to promote sustainable choices We suggest that an intelligent system in the home requires improved intelligibility and a better way in which users can provide deliberate input to the system	dataanalysis sensing feedback qualitativemethods web mobiledevice application homesetting energy systems
doi.acm.org%2F10.1145%2F2370216.2370450.html	2012	HomeLab shared infrastructure for home technology field studies	 	Researchers who develop new home technologies using connected devices e g sensors often want to conduct large scale field studies in homes to evaluate their technology but conducting such studies today is quite challenging if not impossible Considerable custom engineering is required to ensure hardware and software prototypes work robustly and recruiting and managing more than a handful of households can be difficult and cost prohibitive To lower the barrier to developing and evaluating new technologies for the home environment we call for the development of a shared infrastructure called HomeLab HomeLab consists of a large number of geographically distributed households each running a common flexible framework e g HomeOS 4 in which experiments are implemented The use of a common framework enables engineering effort along with experience and expertise to be shared among many research groups Recruitment of households to HomeLab can be organic as a research group recruits a few households to participate in its field study these households can be invited to join HomeLab and participate in future studies conducted by other groups As the pool of households participating in HomeLab grows we hope that researchers will find it easier to recruit a large number of households to participate in field studies	homesetting mobiledevice sensing fieldstudy evaluation hardware software locationbased framework
doi.acm.org%2F10.1145%2F2370216.2370451.html	2012	Putting home users in charge of their network	 	Policy makers ISPs and content providers are locked in a debate about who can control the Internet traffic that flows into our homes In this paper we argue that the user not the ISP or the content provider should decide how traffic is prioritized to and from the home Home users know most about their preferences and if they can express them well to the ISP then both the ISP and user are better off To test the idea we built a prototype that lets users express highlevel preferences that are translated to low level semantics and used to control the network	internet homesetting
doi.acm.org%2F10.1145%2F2370216.2370453.html	2012	Methodical approaches to prove the effects of subliminal perception in ubiquitous computing environments	 	To cope with the rising volume of information in humancomputer interfaces explicit and attentive interaction is more and more frequently replaced by implicit means of information exchange supported by context and activity aware systems and applications The trend of excessive information is however still ongoing calling for further solutions to reduce a persons cognitive load or level of attention Subliminal interaction techniques are considered a promising approach to deliver information to a person without causing much supplementary workload This workshop aims at discussing the potential of subliminal perception to improve the information flow for human computer interaction in the light of the fact that up to now the results have been mixed One group of researchers has provided evidence that subliminal stimulation works but the other has found that it does not or even cannot work To clarify this issue experts from various domains attending the workshop will discuss how subliminal effects can be scientifically supported or how a certain claim could be empirically refuted	application interactiontechnique hci
doi.acm.org%2F10.1145%2F2370216.2370454.html	2012	The role of subliminal perception in vehicular interfaces	 	Following laws and provisions passed on the national and international level the most relevant goal of future traffic and vehicular interfaces is to increase road safety To alleviate the cognitive load associated with the interaction with the variety of emerging information and assistance systems in the car subliminal stimulation is assumed to be a promising technique To assess the potential of subliminal cues that could be used as their interaction means in future vehicles we have organized a workshop within the frame of the automotive user interfaces conference AutoUI 2011 to discuss this topic in a group of experts This paper summarizes the findings from that workshop and should give researchers a starting point for their own activities in the field by indicating sort of i grand research challenges i and most critical issues In particular the goal of this summary article is to make this challenging research field more tangible for researchers working in a range of disciplines such as engineering neuroscience computer science and psychophysiology While currently discussed in the automotive domain only the principles research questions and findings could immediately and easily be transferred to and adopted in other research fields Interaction based on subliminal techniques can have an impact on society at large making significant contributions toward a more natural convenient and even relaxing future style of interaction with any complex systems	car socialinteraction
doi.acm.org%2F10.1145%2F2370216.2370455.html	2012	A systematic approach to using music for mitigating affective effects on driving performance and safety	 	Research has shown that affective effects on driving performance and safety are as dangerous as or even more dangerous than effects of the secondary tasks 11 There has been some research on the use of speech based systems for the intervention but little research on the use of music has attempted to mitigate a driver s affective states while driving The current paper identifies various taxonomies of the effects of music and explores plausible research variables considerations and practical application directions	task speech application
doi.acm.org%2F10.1145%2F2370216.2370456.html	2012	More cooperative or more uncooperative decision making after subliminal priming with emotional faces	 	Is subliminal priming able to affect people s choices and decision making The prisoners dilemma is a canonical example of a game analyzed that shows why two individuals might not cooperate each other even if it appears that it is in their best interest to do so In the regular version of the prisoner s dilemma game collaboration is dominated by betrayal and as a result the only possible outcome of the game is for both prisoners to betray the other Regardless of what the other prisoner chooses one will always gain a greater payoff by betraying the other Because betrayal is always more beneficial than cooperation all objective prisoners would seemingly betray the other This study examined whether subliminal emotional faces influence human s decision making in the repeated prisoners dilemma In this study subliminal emotional face was the independent variable According to different emotional valence happy neutral or angry and different present way of emotional faces a transparent figure or a backward masking face the independent variable has 7 levels So 84 undergraduates were randomly divided into seven groups participants in each group were subliminally primed with one kind of unseen face after which they completed pre designed negotiations task The results showed that whatever the way to show subliminal emotional faces by a transparent figure or backward masking both affected human s decision making Under the influence of different ways to present subliminal faces participants choose their own behavior more cooperative or more uncooperative These findings contribute to subliminal perception research on decision making and the implications for this study are discussed	game design task
doi.acm.org%2F10.1145%2F2370216.2370457.html	2012	Affective priming with subliminal auditory stimulus exposure	 	The primacy hypothesis about affection Zajonc 1980 holds that positive and negative affective reactions can be elicited with minimal stimulus input and virtually no cognitive processing This hypothesis challenges the cognitive appraisal viewpoint Lazarus 1982 which maintains that affection cannot emerge without prior cognitive mediation There have been many studies shown that human emotion could be affected by subliminal visual stimulus so how about subliminal auditory stimulus SAS In this study two pieces of traditional Chinese music were used as SAS and the unheard music was played in a continuous loop which was different from the commonly used priming paradigm 56 undergraduates were randomly divided into two groups participants in one group were exposed to the subliminal happy music and in the other group were exposed to the subliminal sad music A before and after self paired design was used to assess the emotion of all the subjects During the experiment their galvanic skin response GSR and subjective ratings were recorded The results showed that SAS caused the obviously change on human s GSR but there was no change found in their subjective ratings of emotional valence happy unhappy A lot of evidence showed that GSR was more sensitive than subjective ratings for the evaluation to current emotion status The overall results of our study confirmed this perspective So we believed that SAS affected people s emotion and this kind of affective priming wasn t perceived consciously by people themselves	video audio design evaluation
doi.acm.org%2F10.1145%2F2370216.2370458.html	2012	Incorporating subliminal perception in synthetic environments	 	Advanced interactive visualization such as in virtual environments and ubiquitous interaction paradigms pose new challenges and opportunities in considering real time responses to subliminal cues In this paper we propose a synthetic reality platform that combined with psychophysiological recordings enables us to study in realtime the effects of various subliminal cues We endeavor to integrate various aspects known to be relevant to implicit perception The context is of consumer experience and choice of an artifact where the generation of subliminal perception through an intelligent 3D interface controls the spatio temporal aspects of the information displayed and of the emergent narrative One novel contribution of this work is the programmable nature of the interface that exploits known perceptive phenomena e g masking crowding and change blindness to generate subliminal perception	video systems crowd
doi.acm.org%2F10.1145%2F2370216.2370459.html	2012	Are you cool enough for Texas Hold Em Poker 	 	Experienced poker players have the ability to suppress and hide emotions and reactions to avoid providing information about the quality of the dealt private cards and the own probability of winning to the adversaries Besides unswayable luck and bravery bluffing is the only skill that could massively improve the own chance of winning This paper investigates whether a subliminal reaction in terms of changing facial surface skin temperature can be linked to the quality of the dealt private cards i e the probability of winning the actual hand Therefore a dataset containing thermal imaging has been recorded during a No Limit Texas Hold Em Poker tournament session with six players in total and two players being observed with a high resolution thermal imaging camera and manual provision of their dealt private cards as ground truth Preliminary results show that the facial skin temperature varies massively plusmn 1 2 deg C which constitutes the research hypothesis that a significant change in the surface face skin temperature can be linked to the quality of the dealt cards in terms of winning chance for an actually played hand	video
doi.acm.org%2F10.1145%2F2370216.2370460.html	2012	Perifoveal display combining foveal and peripheral vision in one visualization	 	The Perifoveal Display see Figure 1 is a visualization display for complex real time dynamic data such as stock market data traffic or control room as well as virtual 3D environments The system takes advantage of the unique properties of the human perceptive system which is capable of perceiving a high degree of detail in the foveal area but has a unique more subliminal type of perception of movement and brightness in the peripheral area The Perifoveal Display varies how data is visualized based on the user s viewing direction Data in the center of the user s focus is displayed in a lot of detail Movement and change in brightness as well as amount of detail and size highlight important data changes that fall into the periphery The results of our user study show that the system is able to support the user while observing complex data	video
doi.acm.org%2F10.1145%2F2370216.2370462.html	2012	Digital Object Memories for the Internet of Things DOMe Iot 	 	The Internet of Things connects digital information sources with physical objects which transforms an artifact from being a passive object into a thing that may link to data store data and even offer data to users Digital Object Memories DOMe comprise hardware and software components which together provide an open and universal platform for capturing associating and interacting with the digital information of connected objects including storage documentation and provision of information concerning actions an object is or might be involved in The goal of this continuation of an established workshop series predecessor events include DIPSO 2007 09 in conjunction with Ubicomp 2007 09 DOMe in conjunction with Intelligent Environment 2009 DOMe IoT 2010 in conjunction with Ubicomp 2010 and NOMe IoT in conjunction with Ubicomp 2011 is to twofold i 1 i initiate a conversation concerning the potential for objects to develop agency and i 2 i explore how data that is associated with an object may leverage real world actions Here DOMe 2012 provides a hybrid interdisciplinary workshop format that will combine traditional presentations and discussion with practice based experimentation	internet physicalcomputing hardware software systems
doi.acm.org%2F10.1145%2F2370216.2370463.html	2012	How to instill activity into digital object memories	 	In todays product management life cycle data play a growing role Fixed product data sensor readings and external events form continuously growing data collections the digital object memory To create a surplus value this data is exploited in applications e g by asking queries to such memories e g get unexpected observations The necessary logic to answer such questions may vary with time as different entities come in contact with different types of objects This raises the challenge how to decouple questions from the corresponding logic how to modify the logic how to deploy such logic to the memory and how to execute the logic on the memory itself This article describes work in progress concerning extending an existing memory framework to support analysis processing and communication behavior of so called Active Digital Object Memories	sensing dataanalysis application framework
doi.acm.org%2F10.1145%2F2370216.2370464.html	2012	Customizing instructions from smart objects	 	The Internet of Things enables authors to use physical objects for communicating digital content that may influence human decision making Human experts may employ this novel information channel to deliver instructions concerning an object right where it is needed at the object Eventually the user of such an object may perceive the object as an expert information source However since real world actions are usually performed in contexts difficult to predict by the author of such instructions a follower will have to adapt these before application This article proposes to link knowledge concerning such adaptation with the object as well and thus to create a two way communication between expert author and instruction follower	internet physicalcomputing dataanalysis application
doi.acm.org%2F10.1145%2F2370216.2370465.html	2012	Take me I m yours mimicking object agency	 	The paper further introduces an iPhone App entitled i Take Me I m Yours i that operates as a working but speculative design project mimicking the conditions in which objects may talk to us The designers speculate a design fiction in which object databases may begin to identify associations and propose actions to a user The application and demonstration at UbiComp 2012 will offer delegates an opportunity to experience a sense of what it may feel like in the future when objects may begin telling us what to do	design application sensing
doi.acm.org%2F10.1145%2F2370216.2370466.html	2012	Adaptive workflows in smart environments combining imperative and declarative models	 	Specifying interaction between users and smart environments is an important topic in pervasive computing Both imperative and declarative languages have been investigated in this context Declarative approaches require more abstract thinking and higher modeling effort but enable greater flexibility A survey of related work suggests however that the high modeling effort of declarative approaches is prohibitive to their practical application In contrast imperative approaches lead to static control flow and over specification Still they are used mainly due to their simplicity Our approach supports a systematic transformation process from imperative models to declarative ones Our method comprises an imperative workflow based language that we extended with novel declarative constructs and an algorithm for converting imperative models into declarative ones Our approach requires only a modest level of declarative specification literacy for reaching a degree of flexibility that formerly only expert designers could achieve with hand crafted declarative models	smartspace ubiquitouscomputing qualitativemethods application systems design
doi.acm.org%2F10.1145%2F2370216.2370467.html	2012	Prosthetic memory object memories and security for children	 	Children younger than 3 years old are very special humans their psychomotor and social development is very fast and parents and relatives would like to know every new detail when who where what how and why in real time These news are difficult to remember and some kind of diary is needed Here we propose a prosthetic memory based on Digital Object Memories applied to Web of Things using hidden NFC tags in children s clothes mobile applications for smartphones and a central server to store the ontologized information	children web mobiledevice application systems
doi.acm.org%2F10.1145%2F2370216.2370468.html	2012	Approaches to interacting with digital object memories in the real world	 	As IoT Internet of Things technologies and infrastructures become more mature opportunities for engagement with representations of digital object memories DOM in the real world increase Digital object memories can provide added value and pave the way for new consumer oriented IoT products and services However our research experience of employing digital object memories in different systems for reminiscing mediation of second hand retail environments and augmenting digital heritage experiences e g in museums also point to some significant challenges as to how people can interact with DOMs in situ Based on this work we will put forth some of the key user experience challenges that we encountered when employing representations of DOMs in the real world in the course of the last two and a half years and discuss some alternative routes we wish to explore through future research	internet systems
doi.acm.org%2F10.1145%2F2370216.2370469.html	2012	Experiments with the internet of things in museum space QRator	 	Emergent Internet of Things IoT based technologies offer the potential for new ways in engaging with places spaces and objects The use of mobile and tablet computing linked specifically to objects and memory comment and narrative creation opens up a potentially game changing methodology in user interaction above and beyond the traditional kiosk type approach In this position statement we detail the QRator project in the Grant Museum at University College London The QRator project explores how handheld mobile devices and Internet enabled interactive digital labels can create new models for public engagement personal meaning making and the construction of narrative opportunities inside museum spaces The project won the United Kingdom National Museum and Heritage Award for Innovation for exploring the cultural shift that is anticipated as society moves to a ubiquitous form of computing in which every device is on and every device is connected in some way to the Internet	internet mobiledevice game socialinteraction
doi.acm.org%2F10.1145%2F2370216.2370470.html	2012	Balancing human agency and object agency an end user interview study of the internet of things	 	Advances in the field of the Internet of Things IoT have made it possible for everyday objects to attain agency However it is unclear how laypersons perceive the increasingly active artifacts These perceptions are likely to foreground their future responses to IoT objects as they become relevant actors in the physical world and begin to influence everyday user experience We conducted an in depth interview study to investigate individuals knowledge attitudes expectations and concerns relating to IoT technologies Findings show that affordances such as interactivity and modality can be reconceptualized in order to enhance user perceptions of relatedness with the objects Different from technology centric and user centric approaches the paper suggests a balance between human agency and object agency by adopting a need oriented design paradigm when building an integral self adjusting user relevant archetype of IoT	internet qualitativemethods design
doi.acm.org%2F10.1145%2F2370216.2370471.html	2012	Digital object memories for the internet of things DOMe IoT 	 	Digital Object Memories DOMes comprise hardware and software components which together provide an open and universal platform for capturing and interacting with the digital information of connected objects including storage documentation and provision of information concerning actions an object is or might be involved in We envisage that connected objects equipped with DOMes will be enabled to make suggestions and propositions to human users which implies that an object may have a level of agency The latter concept is a striking possibility that may change the way that we perceive interact and relate to objects The goal of this established workshop series is to twofold i 1 i initiate a conversation concerning the potential for objects to develop agency and i 2 i explore how data that is associated with an object may leverage real world actions DOMe IoT 2012 provides a hybrid interdisciplinary workshop format that will combine traditional presentations and discussion with practice based experimentation	hardware software systems
doi.acm.org%2F10.1145%2F2493432.2493433.html	2013	Fine grained sharing of sensed physical activity a value sensitive approach	 	Personal informatics applications in a variety of domains are increasingly enabled by low cost personal sensing Although applications capture fine grained activity for self reflection sharing is generally limited to high level summaries There are potential advantages to fine grained sharing but also potential harms To help investigate this complex design space we employ Value Sensitive Design to consider whether and how to share fine grained step activity We identify key values and value tensions and we develop scenarios to highlight these We then design a set of data transformations that seek to maximize the benefits while minimizing the harms of detailed sharing These include a novel approach to interactive modification of fine grained step data allowing people to remove private data and using motif discovery to generate realistic replacement data Finally we conduct semi structured interviews with 12 participants examining these scenarios and transformations We distill results into a set of design considerations for fine grained physical activity sharing	application sensing design qualitativemethods hci health
doi.acm.org%2F10.1145%2F2493432.2493434.html	2013	Headio zero configured heading acquisition for indoor mobile devices through multimodal context sensing	 	Heading information becomes widely used in ubiquitous computing applications for mobile devices Digital magnetometers also known as geomagnetic field sensors provide absolute device headings relative to the earth s magnetic north However magnetometer readings are prone to significant errors in indoor environments due to the existence of magnetic interferences such as from printers walls or metallic shelves These errors adversely affect the performance and quality of user experience of the applications requiring device headings In this paper we propose Headio a novel approach to provide reliable device headings in indoor environments Headio achieves this by aggregating ceiling images of an indoor environment and by using computer vision based pattern detection techniques to provide directional references To achieve zero configured and energy efficient heading sensing Headio also utilizes multimodal sensing techniques to dynamically schedule sensing tasks To fully evaluate the system we implemented Headio on both Android and iOS mobile platforms and performed comprehensive experiments in both small scale controlled and large scale public indoor environments Evaluation results show that Headio constantly provides accurate heading detection performance in diverse situations achieving better than 1 degree average heading accuracy up to 33X improvement over existing techniques	ubiquitouscomputing application mobiledevice sensing locationbased computervision energy task evaluation systems dataanalysis
doi.acm.org%2F10.1145%2F2493432.2493435.html	2013	Crowd unsupervised speaker count with smartphones	 	Smartphones are excellent mobile sensing platforms with the microphone in particular being exercised in several audio inference applications We take smartphone audio inference a step further and demonstrate for the first time that it s possible to accurately estimate the number of people talking in a certain place with an average error distance of 1 5 speakers through unsupervised machine learning analysis on audio segments captured by the smartphones Inference occurs transparently to the user and no human intervention is needed to derive the classification model Our results are based on the design implementation and evaluation of a system called Crowd involving 120 participants in 10 very different environments We show that no dedicated external hardware or cumbersome supervised learning approaches are needed but only off the shelf smartphones used in a transparent manner We believe our findings have profound implications in many research fields including social sensing and personal wellbeing assessment	mobiledevice sensing systems audio application dataanalysis crowd hardware
doi.acm.org%2F10.1145%2F2493432.2493436.html	2013	Privacy manipulation and acclimation in a location sharing application	 	Location sharing is a popular feature of online social networks but challenges remain in the effective presentation of privacy choices to users whose location sharing preferences are complex and diverse One proposed approach for capturing these nuances builds on the observation that key attributes of users location sharing preferences can be represented by a small number of privacy profiles which can provide a basis for configuring individual preferences However the impact of this approach on how users view their privacy is relatively unknown We present a study evaluating the impact of this approach on users location sharing preferences and their satisfaction with the decisions made by their resulting settings The results suggest that this approach can influence users to share significantly more without a substantial difference in comfort This further suggests that the provision of profiles for privacy settings must be carefully considered as they can substantially alter sharing behavior	locationbased socialnetwork privacy evaluation
doi.acm.org%2F10.1145%2F2493432.2493437.html	2013	Modelling heterogeneous location habits in human populations for location prediction under data sparsity	 	In recent years researchers have sought to capture the daily life location behaviour of groups of people for exploratory inference and predictive purposes However development of such approaches has been limited by the requirement of personal semantic labels for locations or social spatial overlap between individuals in the group To address this shortcoming we present a Bayesian model of mobility in populations i e groups without spatial or social interconnections that is not subject to any of these requirements The model intelligently shares temporal parameters between people but keeps the spatial parameters specific to individuals To illustrate the advantages of population modelling we apply our model to the difficult problem of overcoming data sparsity in location prediction systems using the Nokia dataset comprising 38 individuals and find a factor of 2 4 improvement in location prediction performance against a state of the art model when training on only 20 hours of observations	locationbased dataanalysis spatial mobiledevice
doi.acm.org%2F10.1145%2F2493432.2493439.html	2013	Opportunistic position update protocols for mobile devices	 	In this paper we show how to improve the energy efficiency of different update protocols by taking the energy characteristics of the mobile network interface into account In particular we show that the energy consumption can be reduced on average by 70 using an opportunistic update strategy sending position updates together with messages of other applications We present a Markov model to predict the arrival of messages and an online optimization algorithm calculating an optimized schedule to send position updates	energy network mobiledevice application dataanalysis systems
doi.acm.org%2F10.1145%2F2493432.2493440.html	2013	Your reactions suggest you liked the movie automatic content rating via reaction sensing	 	This paper describes a system for automatically rating content mainly movies and videos at multiple granularities Our key observation is that the rich set of sensors available on today s smartphones and tablets could be used to capture a wide spectrum of user reactions while users are watching movies on these devices Examples range from acoustic signatures of laughter to detect which scenes were funny to the stillness of the tablet indicating intense drama Moreover unlike in most conventional systems these ratings need not result in just one numeric score but could be expanded to capture the user s experience We combine these ideas into an Android based prototype called Pulse and test it with 11 users each of whom watched 4 to 6 movies on Samsung tablets Encouraging results show consistent correlation between the user s actual ratings and those generated by the system With more rigorous testing and optimization Pulse could be a candidate for real world adoption	video sensing mobiledevice
doi.acm.org%2F10.1145%2F2493432.2493441.html	2013	TherML occupancy prediction for thermostat control	 	Reducing the large energy consumption of temperature regulation systems is a challenge for researchers and practitioners alike In this paper we explore and compare two common types of solutions A manual systems that encourages reduced energy use and an intelligent automatic control system We deployed an eco feedback system with the ability to remotely control one s thermostat to ten participants for three months Participants appreciated the ability to remotely control the thermostat and controlled their heating system with 78 8 accuracy a 6 3 improvement over not having this system However despite having feedback and remote control they still wasted a lot of energy heating when away from home for the day Using data from our deployment we developed TherML an occupancy prediction algorithm that uses GPS data from a user s smartphone to automatically control the indoor temperature of a home with 92 1 accuracy We compare TherML to other state of the art techniques and show that the higher accuracy of our approach optimizes both energy usage and user comfort We end with recommendations for a mixed initiative system that leverages aspects of both the manual and automated approaches that can better match heating control to users routines and preferences	energy feedback interactiontechnique dataanalysis homesetting systems locationbased mobiledevice recommend
doi.acm.org%2F10.1145%2F2493432.2493442.html	2013	Three case studies of UX with moving products	 	Advances in ubicomp technology are enabling the devel opment of products that move in affective ways However there is insufficient empirical knowledge to encourage such designs As research through design we built three proto types of standing type kinetic products to conduct user experience UX field studies with visceral behavioral and reflective perspectives Tasks the users body reactions and their feelings were measured and interpreted to uncover features of a desirable UX with moving products The find ings and discussions contribute to the ubicomp community by expanding the design space for moving products and inspiring the community with practical applications	design fieldstudy task socialnetwork application
doi.acm.org%2F10.1145%2F2493432.2493443.html	2013	Automatically detecting problematic use of smartphones	 	Smartphone adoption has increased significantly and with the increase in smartphone capabilities this means that users can access the Internet communicate and entertain themselves anywhere and anytime However there is growing evidence of problematic use of smartphones that impacts both social and heath aspects of users lives Currently assessment of overuse or problematic use depends on one time self reported behavioral information about phone use Due to the known issues with self reports in such types of assessments we explore an automated objective and repeatable approach for assessing problematic usage We collect a wide range of phone usage data from smartphones identify a number of usage features that are relevant to this assessment and build detection models based on Adaboost with machine learning algorithms automatically detecting problematic use We found that the number of apps used per day the ratio of SMSs to calls the number of event initiated sessions the number of apps used per event initiated session and the length of non event initiated sessions are useful for detecting problematic usage With these a detection model can identify users with problematic usage with 89 6 accuracy F score of 707	mobiledevice internet qualitativemethods dataanalysis systems
doi.acm.org%2F10.1145%2F2493432.2493444.html	2013	 We are not in the loop resource wastage and conservation attitude of employees in indian workplace	 	Though rapid depletion of natural resources has become a global problem most of the solutions developed to address it are based on studies done in the developed world Moreover the commercial sector is among the primary consumers of resources yet research work has been mostly limited to residential users We present a study exploring employees perception their beliefs and attitudes towards environmental sustainability at workplaces in a developing region To obtain broader context we also conducted a focus group with the facility team members Our study highlights that in spite of strong motivations to conserve employees conservative actions are limited due to lack of controls knowledge and responsibility We identify new opportunities for design such as designing location specific buildings removing inefficient choices and building communal spaces to facilitate conservation at workplaces	qualitativemethods design locationbased
doi.acm.org%2F10.1145%2F2493432.2493445.html	2013	FOCUS a usable 38 effective approach to OLED display power management	 	In this paper we present the design and implementation of Focus a system for effectively and efficiently reducing power consumption of OLED displays on smartphones These displays while becoming exceedingly common still consume significant power The key idea of Focus is that we use the notion of saliency to save display power by dimming portions of the applications that are less important to the user We envision Focus being especially useful during low battery situations when usability is less important than power savings We tested Focus using 15 applications running on a Samsung Galaxy S III and show that it saves on average between 23 to 34 of the OLED display power with little impact on task completion times Finally we present the results of a user study involving 30 participants that shows that Focus even with its dimming behaviour is still quite usable	design energy mobiledevice application usability task
doi.acm.org%2F10.1145%2F2493432.2493446.html	2013	An informed view on consent for UbiComp	 	Ubiquitous computing systems tend to be complex seamless data driven and interactive Reacting to both context and users implicit actions resulting from the lived experience they cast all traces of human life as potential data To augment users endeavours such systems are necessarily embedded below the line of human attention drawing upon new and highly sensitive types of data This begs the question where is the moment of user consent and how can this moment be truly informed We would argue that it is time to revisit our design principles in respect of consent and redress the balance of agency towards the user We draw upon a series of multidisciplinary interviews with experts to a reframe consent for ubicomp and b offer three indicative principles supportive of consent for designers to balance against system functionality We hope that this will afford a new prism through which designers might make value judgements	ubiquitouscomputing design qualitativemethods
doi.acm.org%2F10.1145%2F2493432.2493447.html	2013	Find my stuff supporting physical objects search with relative positioning	 	Searching for misplaced keys phones or wallets is a common nuisance Find My Stuff FiMS provides search support for physical objects inside furniture on room level and in multiple locations e g home and office Stuff tags make objects searchable while all other localization components are integrated into furniture FiMS requires minimal configuration and automatically adapts to the user s furniture arrangement Object search is supported with relative position cues such as phone is inside top drawer or the wallet is between couch and table which do not require exact object localization Functional evaluation of our prototype shows the approach s practicality with sufficient accuracy in realistic environments and low energy consumption We also conducted two user studies which showed that objects can be retrieved significantly faster with FiMS than manual search and that our relative position cues provide better support than map based cues Combined with audiovisual feedback FiMS also outperforms spotlight based cues	mobiledevice physicalcomputing locationbased homesetting evaluation dataanalysis energy urban audio feedback
doi.acm.org%2F10.1145%2F2493432.2493448.html	2013	Sensing the pulse of urban refueling behavior	 	Urban transportation is increasingly studied due to its complexity and economic importance It is also a major component of urban energy use and pollution The importance of this topic will only increase as urbanization continues around the world A less researched aspect of transportation is the refueling behavior of drivers In this paper we propose a step toward real time sensing of refueling behavior and citywide petrol consumption We use reported trajectories from a fleet of GPS equipped taxicabs to detect gas station visits measure the time spent and estimate overall demand For times and stations with sparse data we use collaborative filtering to estimate conditions Our system provides real time estimates of gas stations waiting times from which recommendations could be made an indicator of overall gas usage from which macro scale economic decisions could be made and a geographic view of the efficiency of gas station placement	urban sensing recommend locationbased
doi.acm.org%2F10.1145%2F2493432.2493449.html	2013	Walk detection and step counting on unconstrained smartphones	 	This paper evaluates common walk detection WD and step counting SC algorithms applied to smartphone sensor data Using a large dataset 27 people 130 walks 6 smartphone placements optimal algorithm parameters are provided and applied to the data The results favour the use of standard deviation thresholding WD and windowed peak detection SC with error rates of less than 3 Of the six different placements only the back trouser pocket is found to degrade the step counting performance significantly resulting in undercounting for many algorithms	evaluation walk systems mobiledevice sensing
doi.acm.org%2F10.1145%2F2493432.2493450.html	2013	CoenoFire monitoring performance indicators of firefighters in real world missions using smartphones	 	Firefighting is a dangerous task and many research projects have aimed at supporting firefighters during missions by developing new and often costly equipment In contrast to previous approaches we use the smartphone to monitor firefighters during real world missions in order to provide objective data that can be used in post incident briefings and trainings In this paper we present CoenoFire a smartphone based sensing system aimed at monitoring temporal and behavioral performance indicators of firefighting missions We validate the performance metrics showing that they can indicate why certain teams performed faster than others in a training scenario conducted by 16 firefighting teams Furthermore we deployed CoenoFire over a period of six weeks in a professional fire brigade In total 71 firefighters participated in our study and the collected data includes 76 real world missions totaling to over 148 hours of mission data Additionally we visualize real world mission data and show how mission feedback is supported by the data	task mobiledevice sensing design video feedback
doi.acm.org%2F10.1145%2F2493432.2493451.html	2013	Understanding adaptive thermal comfort new directions for UbiComp	 	In many parts of the world mechanical heating and cooling is used to regulate indoor climates with the aim of maintaining a uniform temperature Achieving this is energy intensive since large indoor spaces must be constantly heated or cooled and the difference to the outdoor temperature is large This paper starts from the premise that comfort is not delivered to us by the indoor environment but is instead something that is pursued as a normal part of daily life through a variety of means Based on a detailed study of four university students over several months we explore how Ubicomp technologies can help create a more sustainable reality where people are more active in pursuing and maintaining their thermal comfort and environments are less tightly controlled and less energy intensive and we outline areas for future research in this domain	locationbased
doi.acm.org%2F10.1145%2F2493432.2493452.html	2013	Contextual dissonance design bias in sensor based experience sampling methods	 	The Experience Sampling Method ESM has been widely used to collect longitudinal survey data from participants in this domain smartphone sensors are now used to augment the context awareness of sampling strategies In this paper we study the effect of ESM design choices on the inferences that can be made from participants sensor data and on the variance in survey responses that can be collected In particular we answer the question are the behavioural inferences that a researcher makes with a trigger defined subsample of sensor data biased by the sampling strategy s design We demonstrate that different single sensor sampling strategies will result in what we refer to as contextual dissonance a disagreement in how much different behaviours are represented in the aggregated sensor data These results are not only relevant to researchers who use the ESM but call for future work into strategies that may alleviate the biases that we measure	qualitativemethods mobiledevice sensing contextawareness design
doi.acm.org%2F10.1145%2F2493432.2493453.html	2013	Exploring capturable everyday memory for autobiographical authentication	 	We explore how well the intersection between our own everyday memories and those captured by our smartphones can be used for what we call autobiographical authentication a challenge response authentication system that queries users about day to day experiences Through three studies two on MTurk and one field study we found that users are good but make systematic errors at answering autobiographical questions Using Bayesian modeling to account for these systematic response errors we derived a formula for computing a confidence rating that the attempting authenticator is the user from a sequence of question answer responses We tested our formula against five simulated adversaries based on plausible real life counterparts Our simulations indicate that our model of autobiographical authentication generally performs well in assigning high confidence estimates to the user and low confidence estimates to impersonating adversaries	mobiledevice security crowd fieldstudy simulation
doi.acm.org%2F10.1145%2F2493432.2493454.html	2013	COPDTrainer a smartphone based motion rehabilitation training system with real time acoustic feedback	 	Patient motion training requires adaptive personalized exercise models and systems that are easy to handle In this paper we evaluate a training system based on a smartphone that integrates in clinical routines and serves as a tool for therapist and patient Only the smartphone s build in inertial sensors were used to monitor exercise execution and providing acoustic feedback on exercise performance and exercise errors We used a sinusoidal motion model to exploit the typical repetitive structure of motion exercises A Teach mode was used to personalize the system by training under the guidance of a therapist and deriving exercise model parameters Subsequently in a Train mode the system provides exercise feedback We validate our approach in a validation with healthy volunteers and in an intervention study with COPD patients System performance trainee performance and feedback efficacy were analysed We further compare the therapist and training system performances and demonstrate that our approach is viable	evaluation systems mobiledevice sensing feedback
doi.acm.org%2F10.1145%2F2493432.2493455.html	2013	If you see something swipe towards it crowdsourced event localization using smartphones	 	This paper presents iSee a crowdsourced approach to detecting and localizing events in outdoor environments Upon spotting an event an iSee user only needs to swipe on her smartphone s touchscreen in the direction of the event These swiping directions are often inaccurate and so are the compass measurements Moreover the swipes do not encode any notion of how far the event is located from the user neither is the GPS location of the user accurate Furthermore multiple events may occur simultaneously and users do not explicitly indicate which events they are swiping towards Nonetheless as more users start contributing data we show that our proposed system is able to quickly detect and estimate the locations of the events We have implemented iSee on Android phones and have experimented in real world settings by planting virtual events in our campus and asking volunteers to swipe on seeing one Results show that iSee performs appreciably better than established triangulation and clustering based approaches in terms of localization accuracy detection coverage and robustness to sensor noise	crowd mobiledevice touch locationbased dataanalysis sensing
doi.acm.org%2F10.1145%2F2493432.2493456.html	2013	There s no such thing as gaining a pound reconsidering the bathroom scale user interface	 	The weight scale is perhaps the most ubiquitous health sensor of all and is important to many health and lifestyle decisions but its fundamental interface a single numerical estimate of a person s current weight has remained largely unchanged for 100 years An opportunity exists to impact public health by re considering this pervasive interface Toward that end we investigated the correspondence between consumers perceptions of weight data and the realities of weight fluctuation Through an analysis of online product reviews a journaling study on weight fluctuations expert interviews and a large scale survey of scale users we found that consumers perception of weight scale behavior is often disconnected from scales capabilities and from clinical relevance and that accurate understanding of weight fluctuation is associated with greater trust in the scale itself We propose significant changes to how weight data should be presented and discuss broader implications for the design of other ubiquitous health sensing devices	health sensing qualitativemethods mobiledevice
doi.acm.org%2F10.1145%2F2493432.2493457.html	2013	Embracing calibration in body sensing using self tweaking to enhance ownership and performance	 	Calibration is a necessary step in many sensor based ubicomp applications to prepare a system for operation Particularly when dealing with sensors for movement based interaction calibration is required to individualize the system to the person s body However calibration is often viewed as a tedious necessity of a purely technical nature In this paper we argue that calibration can be used as a valuable and informative step for users molding a technology for their own use We explain this through two case studies that use body sensing technologies to teach physical skills Our studies show that calibration can be used by teachers and pupils to set goals We argue that demystifying calibration and designing to expose the intentions of the technology and its functioning can be beneficial for users allowing them to shape technology to be in tune with their bodies rather than changing their body to fit the technology	sensing application design
doi.acm.org%2F10.1145%2F2493432.2493458.html	2013	NLify lightweight spoken natural language interfaces via exhaustive paraphrasing	 	This paper presents the design and implementation of a programming system that enables third party developers to add spoken natural language SNL interfaces to standalone mobile applications The central challenge is to create statistical recognition models that are accurate and resource efficient in the face of the variety of natural language while requiring little specialized knowledge from developers We show that given a few examples from the developer it is possible to elicit comprehensive sets of paraphrases of the examples using internet crowds The exhaustive nature of these paraphrases allows us to use relatively simple automatically derived statistical models for speech and language understanding that perform well without per application tuning We have realized our design fully as an extension to the Visual Studio IDE Based on a new benchmark dataset with 3500 spoken instances of 27 commands from 20 subjects and a small developer study we establish the promise of our approach and the impact of various design choices	mobiledevice application statistics internet crowd speech design video
doi.acm.org%2F10.1145%2F2493432.2493459.html	2013	A model for WLAN signal attenuation of the human body	 	Fingerprinting based indoor localization involves building a signal strength radio map This map is usually built manually by a person holding the mapping device which results in orientation dependent fingerprints due to signal attenuation by the human body To offset this distortion fingerprints are typically collected for multiple orientations but this requires a high effort for large localization areas In this paper we propose an approach to reduce the mapping effort by modeling the WLAN signal attenuation caused by the human body By applying the model to the captured signal to compensate for the attenuation it is possible to generate an orientation independent fingerprint We demonstrate that our model is location and person independent and its output is comparable with manually created radio maps By using the model the WLAN scanning effort can be reduced by 75 to 87 5 depending on the number of orientations	locationbased network urban mobiledevice
doi.acm.org%2F10.1145%2F2493432.2493460.html	2013	Detecting and correcting WiFi positioning errors	 	So we solve this problem by comparing a user s current measurement at time T with her coordinate point at time T predicted from her past coordinate history and judging whether the current measurement is correct or not by computing the distance between the measurement location and the predicted location However it is difficult to predict the user s coordinates accurately with a single prediction method predictor because the user s context e g migration speed and sparseness of past coordinates greatly affects predictor performance We thus design a context aware error detection method by employing an ensemble of predictors that have different strengths and weaknesses	dataanalysis locationbased design contextawareness
doi.acm.org%2F10.1145%2F2493432.2493462.html	2013	A cloud powered driver less printing system for smartphones	 	Smart devices such as smartphones and tablets are becoming more powerful and versatile enough to replace conventional personal computers Despite the rapid evolution in their capabilities controlling peripherals such as network printers directly from smart devices is still in the primitive stage due to the lack of dedicated drivers We propose and prototype a cloud powered driver less printing system called CloudBridge for ubiquitous printing support from off the shelf smart devices The CloudBridge service which runs on a smart device operates as a communication bridge connecting a network printer and a cloud server By using cloud s ability to translate the operation commands into a language that the printer can understand it is possible for a smart device to control the printer without having dedicated drivers CloudBridge achieves the true meaning of ubiquitous mobile printing it does not require any prerequisite settings Compared to most widely used mobile printing solutions the operation time is reasonable compensating for the time and effort required for setting up the solution CloudBridge is further optimized to improve the quality of experience such as response time and energy consumption of the smart device by adopting an adaptive compression method	mobiledevice energy systems
doi.acm.org%2F10.1145%2F2493432.2493463.html	2013	AirWave non contact haptic feedback using air vortex rings	 	Input modalities such as speech and gesture allow users to interact with computers without holding or touching a physical device thus enabling at a distance interaction It remains an open problem however to incorporate haptic feedback into such interaction In this work we explore the use of air vortex rings for this purpose Unlike standard jets of air which are turbulent and dissipate quickly vortex rings can be focused to travel several meters and impart perceptible feedback In this paper we review vortex formation theory and explore specific design parameters that allow us to generate vortices capable of imparting haptic feedback Applying this theory we developed a prototype system called AirWave We show through objective meas urements that AirWave can achieve spatial resolution of less than 10 cm at a distance of 2 5 meters We further demonstrate through a user study that this can be used to direct tactile stimuli to different regions of the human body	speech gestureinteraction touch mobiledevice haptic naturalenvironment feedback design spatial
doi.acm.org%2F10.1145%2F2493432.2493464.html	2013	Fine grained preference aware location search leveraging crowdsourced digital footprints from LBSNs	 	The crowdsourced digital footprints from Location Based Social Networks LBSNs contain not only rich information about locations but also individual s feeling about locations and associated entities This new data source provides us with an unprecedented opportunity to massively and cheaply collect location related information and to subtly characterize individual s fine grained preference about those places and associated entities In this paper we propose SEALs a fine grained preference aware location search framework leveraging the crowdsourced traces in LBSNs We first collect user check ins and tips from Foursquare and use them as direct user feedback on locations Second we extract users sentiment about locations and associated entities from tips to characterize their fine grained location preference Third we incorporate such fine grained user preference into personalized location ranking using tensor factorization techniques Experimental results show that SEALs can achieve better location ranking comparing to the state of the art solutions	crowd locationbased socialnetwork framework feedback
doi.acm.org%2F10.1145%2F2493432.2493465.html	2013	Revisiting human battery interaction with an interactive battery interface	 	Mobile phone user interfaces typically show an icon to indicate remaining battery but not the amount of time the device can be used for often forcing users to make faulty estimates and predictions about battery life Here we report on two studies that capture users experiences with a user centered battery interface design In Study 1 we analyze 12 participants use of mobile phones demonstrating that mobile phone users do not know how or what to do to extend their mobile s battery life We further identify the information they rely on to assess battery life In Study 2 we use this information to design prototype and evaluate an interactive battery interface IBI with another 22 participants Our findings describe how users perceive battery life and how we used their mental models of mobile phone batteries to create IBI Lastly we report on the users experiences and IBI s effect on battery lifetime showing gains of approximately 27 over the course of a day	mobiledevice energy dataanalysis design evaluation
doi.acm.org%2F10.1145%2F2493432.2493466.html	2013	Inferring human mobility patterns from taxicab location traces	 	Taxicabs equipped with real time location sensing devices are increasingly becoming popular Such location traces are a rich source of information and can be used for congestion pricing taxicab placement and improved city planning An important problem to enable these application is to identify human mobility patterns from the taxicab traces which translates to being able to identify pickup and dropoff points for a particular trip In this paper we show that while past approaches are effective in detecting hotspots using location traces they are largely ineffective in identifying trips pairs of pickup and dropoff points We propose the use of a graph theory concept stretch factor in a novel manner to identify trip s made by a taxicab and show that a Hidden Markov Model based algorithm can identify trips using real datasets from taxicab deployments in Shanghai and partially simulated datasets from Stockholm with precision and recall of 90 94 a significant improvement over past approaches that result in a precision and recall of about 50 60	locationbased sensing mobiledevice application mathematical systems simulation
doi.acm.org%2F10.1145%2F2493432.2493467.html	2013	The influence of temporal and spatial features on the performance of next place prediction algorithms	 	Several algorithms to predict the next place visited by a user have been proposed in the literature The accuracy of these algorithms measured as the ratio of the number of correct predictions and the number of all computed predictions is typically very high In this paper we show that this good performance is due to the high predictability intrinsic in human mobility We also show that most algorithms fail to correctly predict transitions i e situations in which users move between different places To this end we analyze the performance of 18 prediction algorithms focusing on their ability to predict transitions We run our analysis on a data set of mobility traces of 37 users collected over a period of 1 5 years Our results show that even algorithms achieving an overall high accuracy are unable to reliably predict the next location of the user if this is different from the current one Building upon our analysis we then present a novel next place prediction algorithm that can both achieve high overall accuracy and reliably predict transitions Our approach combines all the 18 algorithms considered in our analysis and achieves its good performance at the cost of a higher computational and memory overhead	systems dataanalysis mobiledevice locationbased
doi.acm.org%2F10.1145%2F2493432.2493468.html	2013	The break time barometer an exploratory system forworkplace break time social awareness	 	The Break Time Barometer is a social awareness system which was developed as part of an exploratory study of the use of situated sensing and displays to promote cohesion in a newly dispersed workplace The Break Time Barometer specifically aims to use an ambient persuasion approach in order to encourage people to join existing breaks which take place within this community Drawing upon a privacy sensitive ubiquitous sensing infrastructure the system of fers information about potentially break related activity in social spaces within this workplace including alerts when specific events are detected The system was developed using a user centered iterative design approach A qualitative mixed methods evaluation of a full deployment identified a diverse set of reactions to both the system and the design goal and further elaborated the challenges of designing for social connectedness in this complex workplace context	sensing ambient socialnetwork privacy design evaluation
doi.acm.org%2F10.1145%2F2493432.2493469.html	2013	Making family care work dependence privacy and remote home monitoring telecare systems	 	Supporting independent living for the ageing population in later life is an often cited application area for ubiquitous computing Telecare services such as remote monitoring systems are now coming onto the consumer market but there is little knowledge of the impact these technologies may have on relationships between family members and older relatives We present findings from a live field trial of SHel a telecare system that allows nominated caregivers to remotely monitor activities in 17 older adult s homes Interviews were conducted with the 17 older participants and 11 of their nominated caregivers before during and after using the system We establish that such technologies transform existing hidden care routines between family members into care work and the impact they have upon the sense of independence and privacy of those who are being monitored in their home	ubiquitouscomputing systems sensing homesetting fieldstudy qualitativemethods privacy
doi.acm.org%2F10.1145%2F2493432.2493470.html	2013	Hallway based automatic indoor floorplan construction using room fingerprints	 	This paper describes an automatic indoor floorplan construction system Leveraging Wi Fi fingerprints and user motion information this system automatically constructs floorplan via three key steps 1 room adjacency graph construction to determine which rooms are adjacent 2 hallway layout learning to estimate room sizes and order rooms along each hallway and 3 force directed dilation to adjust room sizes and optimize the overall floorplan accuracy Deployment study in three buildings with 189 rooms demonstrates high floorplan accuracy The system has been implemented as a mobile middleware which allows emerging mobile applications to generate leverage and share indoor floorplans	locationbased network dataanalysis mobiledevice middleware application
doi.acm.org%2F10.1145%2F2493432.2493471.html	2013	The media fa 231 ade toolkit prototyping and simulating interaction with media fa 231 ades	 	Digital technologies are rapidly finding their way into urban spaces One prominent example is media fa 231 ades Due to their size visibility and their technical capabilities they offer great potential for interaction and for becoming the future displays of public spaces To explore their potential researchers have recently started to develop interactive applications for various media fa 231 ades Existing development tools are mostly tailored to one specific media fa 231 ade in one specific setting They usually provide limited means to incorporate interaction by a user and the applications developed are limited to running on only one particular media fa 231 ade In this paper we present a flexible generalized media fa 231 ade toolkit which is capable of mimicking arbitrary media fa 231 ade installations The toolkit is capable of running interactive applications on media fa 231 ades with different form factors sizes and technical capabilities Furthermore it ensures application portability between different media fa 231 ades and offers the possibility of providing interactivity by enabling user input with different modalities and different interaction devices	urban application mobiledevice
doi.acm.org%2F10.1145%2F2493432.2493472.html	2013	A wearable projector based gait assistance system and its application for elderly people	 	The ability to walk is particularly important to maintain a person s quality of life QOL In today s aged society ways to support the impaired gait of elderly people with a decline in physical function is in great demand This paper proposes wearable projector based gait assistance as a novel application of mobile projectors The technical challenge is to compensate the projected image with the intended position and size during walking To verify the concept we developed a self gait training assistance system that displays stride length information on the floor while the user is walking We conducted a study with ten healthy older adults ages 76 91 The results show the effectiveness of visual clues in controlling stride length and elderly people s acceptance of the wearable projector device	walk socialinteraction wearablecomputing application mobiledevice video
doi.acm.org%2F10.1145%2F2493432.2493474.html	2013	Exploring sustainability research in computing where we are and where we go next	 	This paper develops a holistic framework of questions which seem to motivate sustainability research in computing in order to enable new opportunities for critique Analysis of systematically selected corpora of computing publications demonstrates that several of these question areas are well covered while others are ripe for further exploration It also provides insight into which of these questions tend to be addressed by different communities within sustainable computing The framework itself reveals discursive similarities between other existing environmental discourses enabling reflection and participation with the broader sustainability debate It is argued that the current computing discourse on sustainability is reformist and premised in a Triple Bottom Line construction of sustainability A radical Quadruple Bottom Line alternative is explored as a new vista for computing research	framework socialnetwork
doi.acm.org%2F10.1145%2F2493432.2493475.html	2013	Experiences with a social travel information system	 	This paper documents a programme of research to explore the development of mobile social travel information systems where dynamic travel information is produced by travellers themselves and distributed within communities united by similar travel patterns and everyday activities The resulting system called OurTravel was the subject of a series of real world trials involving three diverse physical communities a rural village a group of urban office workers and the attendees of a contemporary arts festival We describe the design and implementation of the OurTravel system our experiences of running these trials and the insights gained	mobiledevice informationsystem socialnetwork systems urban
doi.acm.org%2F10.1145%2F2493432.2493476.html	2013	A field study of multi device workflows in distributed workspaces	 	With the selection of devices encompassing a wider range of computing surfaces along with the near ubiquity of wireless networks the nature of the workspace has become distributed over multiple locations and digital artifacts We interviewed 22 professionals across a wide range of industries about their use of artifacts in their workflows to dis cover new cross device interaction paradigms and issues We explore the impact of today s cloud services and app based computing on how devices are used together Gaps in data management and cross device interactions were identified as the main obstacles and opportunities for improvement for multi device interaction	mobiledevice network locationbased qualitativemethods systems
doi.acm.org%2F10.1145%2F2493432.2493477.html	2013	Pursuits spontaneous interaction with displays based on smooth pursuit eye movement and moving targets	 	Although gaze is an attractive modality for pervasive interactions the real world implementation of eye based interfaces poses significant challenges such as calibration We present Pursuits an innovative interaction technique that enables truly spontaneous interaction with eye based interfaces A user can simply walk up to the screen and readily interact with moving targets Instead of being based on gaze location Pursuits correlates eye pursuit movements with objects dynamically moving on the interface We evaluate the influence of target speed number and trajectory and develop guidelines for designing Pursuits based interfaces We then describe six realistic usage scenarios and implement three of them to evaluate the method in a usability study and a field study Our results show that Pursuits is a versatile and robust technique and that users can interact with Pursuits based interfaces without prior knowledge or preparation phase	interactiontechnique walk locationbased evaluation design usability fieldstudy
doi.acm.org%2F10.1145%2F2493432.2493478.html	2013	Adding an interactive display to a public basketball hoop can motivate players and foster community	 	Interactive displays that aim to engage people through play have been successfully deployed in urban environments However there has been little work bringing interactive displays into existing public game spaces like outdoor basketball courts To explore this we designed an interactive display for a public half court basketball hoop We studied the impact of 3 different display modes over a 10 week period through interviews with players spectators and passers by Our findings suggest 3 dimensions for the design space of such interactive displays balancing noticeability across different user groups support for different play action and support for connecting user groups We also present 6 design tactics along these dimensions to help designers create engaging interactive displays for public game spaces using it to facilitate engaging playful experiences	publicdisplay urban game design qualitativemethods
doi.acm.org%2F10.1145%2F2493432.2493479.html	2013	The timestreams platform artist mediated participatory sensing for environmental discourse	 	Ubiquitous and pervasive computing techniques have been used to inform discourses around climate change and energy insecurity traditionally through data capture and representation for scientists policy makers and the public Research into re engaging the public with sustainability and climate change issues reveals the significance of emotional and personal engagement alongside locally meaningful globally relevant and data informed climate messaging for the public New ubiquitous and pervasive computing techniques are emerging to support the next generation of climate change stakeholders including artists community practitioners educators and data hackers to create scientific data responsive artworks and performances Grounded in our experiences of community based artistic interventions we explore the design and deployments of the Timestreams platform demonstrating usages of ubiquitous and pervasive computing within these new forms of discourse around climate change and energy insecurity	ubiquitouscomputing socialnetwork design systems
doi.acm.org%2F10.1145%2F2493432.2493480.html	2013	Towards more natural digital content manipulation via user freehand gestural interaction in a living room	 	Advances in dynamic gesture recognition technologies now make it possible to investigate freehand input techniques This study tried to understand how users manipulate digital content on a distant screen by hand gesture interaction in a living room environment While there have been many existing studies that investigate freehand input techniques we developed and applied a novel study methodology based on a combination of both an existing user elicitation study and conventional Wizard of Oz study that involved another non technical user for providing feedback Through the study many useful issues and implications for making freehand gesture interaction design more natural in a living room environment were generated which have not been covered in previous works Furthermore we could observe how the initial user defined gestures are changed over time	gestureinteraction feedback design
doi.acm.org%2F10.1145%2F2493432.2493481.html	2013	Crowdsourcing on the spot altruistic use of public displays feasibility performance and behaviours	 	This study is the first attempt to investigate altruistic use of interactive public displays in natural usage settings as a crowdsourcing mechanism We test a non paid crowdsourcing service on public displays with eight different motivation settings and analyse users behavioural patterns and crowdsourcing performance e g accuracy time spent tasks completed The results show that altruistic use such as for crowdsourcing is feasible on public displays and through the controlled use of motivational design and validation check mechanisms performance can be improved The results shed insights on three research challenges in the field i how does crowdsourcing performance on public displays compare to that of online crowdsourcing ii how to improve the quality of feedback collected from public displays which tends to be noisy and iii identify users behavioural patterns towards crowdsourcing on public displays in natural usage settings	publicdisplay crowd systems dataanalysis task design feedback
doi.acm.org%2F10.1145%2F2493432.2493482.html	2013	Combining embedded accelerometers with computer vision for recognizing food preparation activities	 	This paper introduces a publicly available dataset of complex activities that involve manipulative gestures The dataset captures people preparing mixed salads and contains more than 4 5 hours of accelerometer and RGB D video data detailed annotations and an evaluation protocol for comparison of activity recognition algorithms Providing baseline results for one possible activity recognition task this paper further investigates modality fusion methods at different stages of the recognition pipeline i prior to feature extraction through accelerometer localization ii at feature level via feature concatenation and iii at classification level by combining classifier outputs Empirical evaluation shows that fusing information captured by these sensor types can considerably improve recognition performance	gestureinteraction sensing video evaluation network activityrecognition systems task dataanalysis
doi.acm.org%2F10.1145%2F2493432.2493483.html	2013	A tangible programming tool for creation of context aware applications	 	End user programming tools if properly designed have the potential to empower end users to create context aware applications tailored to their own needs and lives in order to help them break bad habits and change their behaviors In this work we present GALLAG Strip an easy to use mobile and tangible tool that allows users to create context aware applications without the need of programming experience It enables programming by physical demonstration of envisioned interactions with the same sensors and objects that users will later encounter in their finished application After an initial pilot to verify the usability of GALLAG Strip we conducted a user study to evaluate the effects of tangible programming in terms of ease of use engagement and facilitation of the ideation process We found that tangibility has both benefits and drawbacks and suggest a mixed tangible and non tangible approach for better user experience	design contextawareness mobiledevice sensing application usability evaluation
doi.acm.org%2F10.1145%2F2493432.2493484.html	2013	CacheKeeper a system wide web caching service for smartphones	 	Efficient web caching in mobile apps eliminates unnecessary network traffic reduces web accessing latency and improves smartphone battery life However recent research has indicated that current mobile apps suffer from poor implementations of web caching In this work we first conducted a comprehensive survey of over 1000 Android apps to identify how different types of mobile apps perform in web caching Based on our analysis we designed CacheKeeper an OS web caching service transparent to mobile apps for smartphones CacheKeeper can not only effectively reduce overhead caused by poor web caching of mobile apps but also utilizes cross app caching opportunities in smartphones Furthermore CacheKeeper is backward compatible meaning that existing apps can take advantage of CacheKeeper without any modifications We have implemented a prototype of CacheKeeper in Linux kernel Evaluation on 10 top ranked Android apps shows that our CacheKeeper prototype can save 42 networks traffic with real user browsing behaviors and increase web accessing speed by 2x under real 3G settings Experiments also show that our prototype incurs negligible overhead in most aspects on cache misses	web mobiledevice energy qualitativemethods design systems evaluation
doi.acm.org%2F10.1145%2F2493432.2493485.html	2013	Locality and privacy in people nearby applications	 	People Nearby applications are becoming a popular way for individuals to search for new social relations in their physical vicinity This paper presents the results of a qualitative study based on 25 interviews examining how privacy and locality are managed in these applications We describe how location is used as a grounding mechanism providing a platform for honest and truthful signals in the challenging process of forming new social relations We discuss our findings by suggesting theoretical frameworks that can be used to analyze the social space induced by the applications as well as to inform the design of new technologies that foster the creation of new social ties	application qualitativemethods privacy locationbased systems framework
doi.acm.org%2F10.1145%2F2493432.2493486.html	2013	Instant inkjet circuits lab based inkjet printing to support rapid prototyping of UbiComp devices	 	This paper introduces a low cost fast and accessible technology to support the rapid prototyping of functional electronic devices Central to this approach of instant inkjet circuits is the ability to print highly conductive traces and patterns onto flexible substrates such as paper and plastic films cheaply and quickly In addition to providing an alternative to breadboarding and conventional printed circuits we demonstrate how this technique readily supports large area sensors and high frequency applications such as antennas Unlike existing methods for printing conductive patterns conductivity emerges within a few seconds without the need for special equipment We demonstrate that this technique is feasible using commodity inkjet printers and commercially available ink for an initial investment of around US 300 Having presented this exciting new technology we explain the tools and techniques we have found useful for the first time Our main research contribution is to characterize the performance of instant inkjet circuits and illustrate a range of possibilities that are enabled by way of several example applications which we have built We believe that this technology will be of immediate appeal to researchers in the ubiquitous computing domain since it supports the fabrication of a variety of functional electronic device prototypes	mobiledevice sensing application
doi.acm.org%2F10.1145%2F2493432.2493487.html	2013	FYI communication style preferences underlie differences in location sharing adoption and usage	 	In a mixed methods study on adoption of location sharing social networks LSSN we discovered that variations in adoption and usage behavior could be explained by one s predisposition to communicate in a certain style Specifically we found that certain individuals prefer a communication style we call FYI For Your Information FYI communicators like to infer availability and to keep in touch with others without having to interact with them which is the predominant style in current LSSN Using structural equation modeling on a U S nationwide survey N 1021 we show how the FYI communication style predicts the adoption of LSSN while also showing a negative effect on one s desire to call someone on the phone Moreover we find that as age increases FYI preference significantly decreases In a follow on survey N 180 we refine the FYI construct and show that it affects users level of disclosure and participation in social media Furthermore we show that it completely mediates the effect of certain Big 5 personality traits on social media participation and LSSN usage The results suggest that to cater to a wider segment of the population LSSN and arguably any social media should support an active communication style	locationbased socialnetwork touch qualitativemethods dataanalysis mobiledevice
doi.acm.org%2F10.1145%2F2493432.2493488.html	2013	Understanding user behavior at scale in a mobile video chat application	 	Online video chat services such as Chatroulette and Omegle randomly match users in video chat sessions and have become increasingly popular with tens of thousands of users online at anytime during a day Our interest is in examining user behavior in the growing domain of mobile video and in particular how users behave in such video chat services as they are extended onto mobile clients To date over four thousand people have downloaded and used our Android based mobile client which was developed to be compatible with an existing video chat service The paper provides a first ever detailed large scale study of mobile user behavior in a random video chat service over a three week period This study identifies major characteristics such as mobile user session durations time of use demographic distribution and the large number of brief sessions that users click through to find good matches Through content analysis of video and audio as well as analysis of texting and clicking behavior we discover key correlations among these characteristics e g normal mobile users are highly correlated with using the front camera and with the presence of a face whereas misbehaving mobile users have a high negative correlation with the presence of a face	video systems mobiledevice audio
doi.acm.org%2F10.1145%2F2493432.2493489.html	2013	Learning from a learning thermostat lessons for intelligent systems for the home	 	Everyday systems and devices in the home are becoming smarter In order to better understand the challenges of deploying an intelligent system in the home we studied the experience of living with an advanced thermostat the Nest The Nest utilizes machine learning sensing and networking technology as well as eco feedback features We conducted interviews with 23 participants ten of whom also participated in a three week diary study Our findings show that while the Nest was well received overall the intelligent features of the Nest were not perceived to be as useful or intuitive as expected in particular due to the system s inability to understand the intent behind sensed behavior and users difficulty in understanding how the Nest works A number of participants developed workarounds for the shortcomings they encountered Based on our observations we propose three avenues for future development of interactive intelligent technologies for the home exception flagging incidental intelligibility and constrained engagement	mobiledevice homesetting dataanalysis sensing feedback qualitativemethods
doi.acm.org%2F10.1145%2F2493432.2493490.html	2013	Practical prediction and prefetch for faster access to applications on mobile phones	 	Mobile phones have evolved from communication devices to indispensable accessories with access to real time content The increasing reliance on dynamic content comes at the cost of increased latency to pull the content from the Internet before the user can start using it While prior work has explored parts of this problem they ignore the bandwidth costs of prefetching incur significant training overhead need several sensors to be turned on and do not consider practical systems issues that arise from the limited background processing capability supported by mobile operating systems In this paper we make app prefetch practical on mobile phones Our contributions are two fold First we design an app prediction algorithm APPM that requires no prior training adapts to usage dynamics predicts not only which app will be used next but also when it will be used and provides high accuracy without requiring additional sensor context Second we perform parallel prefetch on screen unlock a mechanism that leverages the benefits of prediction while operating within the constraints of mobile operating systems Our experiments are conducted on long term traces live deployments on the Android Play Market and user studies and show that we outperform prior approaches to predicting app usage while also providing practical ways to prefetch application content on mobile phones	mobiledevice internet sensing design dataanalysis systems application
doi.acm.org%2F10.1145%2F2493432.2493491.html	2013	Estimating heart rate variation during walking with smartphone	 	Aiming to realize the application which supports users to enjoy walking with an appropriate physical load we propose a method to estimate physical load and its variation during walking only with available functions of a smartphone Since physical load has a linear relationship with heart rate our purpose is to estimate heart rate with a smartphone To this end we build heart rate prediction models which predict heart rate variation from walking data including acceleration and walking speed by machine learning In order to track unexpected change of physical load we focus attention on oxygen uptake which has a similar property to heart rate and devise a novel technique to estimate the oxygen uptake from acceleration and GPS data so that it is used as an input of the model Moreover to adapt to difference of heart rate variation among individuals we devise techniques to optimize parameters for each profile based category of users and to normalize heart rate to absorb individual difference We applied the proposed method to actual walking data on various routes by different persons and confirmed that the method estimates heart rate variation with the mean error of less than 7 beat per minute	application walk mobiledevice health dataanalysis locationbased
doi.acm.org%2F10.1145%2F2493432.2493492.html	2013	ClimbAX skill assessment for climbing enthusiasts	 	In recent years the sport of climbing has seen consistent increase in popularity Climbing requires a complex skill set for successful and safe exercising While elite climbers receive intensive expert coaching to refine this skill set this progression approach is not viable for the amateur population We have developed ClimbAX a climbing performance analysis system that aims for replicating expert assessments and thus represents a first step towards an automatic coaching system for climbing enthusiasts Through an accelerometer based wearable sensing platform climber s movements are captured An automatic analysis procedure detects climbing sessions and moves which form the basis for subsequent performance assessment The assessment parameters are derived from sports science literature and include power control stability speed ClimbAX was evaluated in a large case study with 53 climbers under competition settings We report a strong correlation between predicted scores and official competition results which demonstrate the effectiveness of our automatic skill assessment system	sensing wearablecomputing systems energy evaluation dataanalysis
doi.acm.org%2F10.1145%2F2493432.2493493.html	2013	It takes a network to get dinner designing location based systems to address local food needs	 	Based on an 18 month qualitative study that included the creation and testing of design considerations and a prototype location based information system LBIS this research provides empirical insight into the daily practices of a wide variety of individuals working to address food insecurity in one U S county Qualitative fieldwork reveals that nonprofit organizations in the food assistance ecology engage in location based information practices that could be enhanced by the design of a LBIS Two practices that would benefit from a collaborative LBIS are 1 practices of matching in which nonprofit workers help individuals who are seeking assistance to food resources and 2 practices of distribution in which nonprofit workers help organizations access and deliver food resources to clients In order to support such practices across organizations the cooperative design component of this research suggests that an LIBS should support the role of intermediaries who engage in practices of matching and distribution provide interactive mapping tools that match resources to need enable organizations to control visibility over specific data and document work and impact This research further suggests that designers should explore the wide variety of spatial patterns that must align and overlap such that ecologies of nonprofit organizations might synergistically work together to address pressing social needs	hci locationbased informationsystem food design urban spatial
doi.acm.org%2F10.1145%2F2493432.2493494.html	2013	Home computing unplugged why where and when people use different connected devices at home	 	We investigate how technology usage in homes has changed with the increasing prevalence of mobile devices including Tablets and Smart Phones We logged Internet usage from 86 Belgium households to determine their six most common Internet Activities Next we surveyed households about what devices they own how they share those devices and which device they use for different Internet activities We then conducted semi structured interviews with 18 of 55 households that responded to the survey in which participants explained their device usage patterns and where they use technology in their home Our findings suggest that the nature of online activity and social context influence device preference Many participants reported that their Desktop PC is now a special purpose device which they use only for specific activities such as working from home or online gaming Compared to past studies we observed technology use in many more locations in the home most notably kitchens and bathrooms	homesetting mobiledevice internet qualitativemethods game locationbased
doi.acm.org%2F10.1145%2F2493432.2493495.html	2013	Beyond self monitoring understanding non functional aspects of home based healthcare technology	 	Monitoring of health parameters in non clinical settings is one strategy to address the increasingly aging population and age related disabilities and diseases However challenges exist when introducing self monitoring activities in people s everyday life An active lifestyle can challenge the appropriation of healthcare technologies and people with comorbidity may have diverse but co existing monitoring needs In this paper we seek to understand home based health monitoring practices to better design and integrate them into people s everyday life We perform an analysis of socio technical complexities in home based healthcare technologies through three case studies of self monitoring 1 pre eclampsia i e pregnancy poisoning 2 heart conditions and 3 preventive care Through the analysis seven themes emerged people resources places routines knowledge control and motivation that can facilitate the understanding of home based healthcare activities We present three modes of self monitoring use and provide a set of design recommendations for future Ubicomp designs of home based healthcare technology	health homesetting design recommend
doi.acm.org%2F10.1145%2F2493432.2493496.html	2013	Detecting cocaine use with wearable electrocardiogram sensors	 	Ubiquitous physiological sensing has the potential to profoundly improve our understanding of human behavior leading to more targeted treatments for a variety of disorders The long term goal of this work is development of novel computational tools to support the study of addiction in the context of cocaine use The current paper takes the first step in this important direction by posing a simple but crucial question Can cocaine use be reliably detected using wearable electrocardiogram ECG sensors The main contributions in this paper include the presentation of a novel clinical study of cocaine use the development of a computational pipeline for inferring morphological features from noisy ECG waveforms and the evaluation of feature sets for cocaine use detection Our results show that 32mg 70kg doses of cocaine can be detected with the area under the receiver operating characteristic curve levels above 0 9 both within and between subjects	sensing health wearablecomputing evaluation
doi.acm.org%2F10.1145%2F2493432.2493497.html	2013	The collective infrastructural work of electricity exploring feedback in a prepaid university dorm in China	 	Feedback on resource consumption is often explored as a way to raise awareness and saving resources This paper reports findings from a user study of a feedback system deployed in a Chinese university dormitory with a prepaid electricity system a context different from the more common domestic setting in the West explored in prior research With this work we move beyond resource conservation and draw attention to an often neglected aspect of infrastructural work the work to ensure the smooth and continuous supply of resources from end users This paper examines the ways in which people attend to electricity through what we term collective infrastructural work i e people perceive electricity as a marginal concern and yet invest time to maintain it collectively We draw out a number of implications for design and evaluation from this work	feedback design evaluation
doi.acm.org%2F10.1145%2F2493432.2493498.html	2013	Understanding the coverage and scalability of place centric crowdsensing	 	Crowd enabled place centric systems gather and reason over large mobile sensor datasets and target everyday user locations such as stores workplaces and restaurants Such systems are transforming various consumer services for example local search and data driven organizations city planning As the demand for these systems increases our understanding of how to design and deploy successful crowdsensing systems must improve In this paper we present a systematic study of the coverage and scaling properties of place centric crowdsensing During a two month deployment we collected smartphone sensor data from 85 participants using a representative crowdsensing system that captures 48 000 different place visits Our analysis of this dataset examines issues of core interest to place centric crowdsensing including place temporal coverage the relationship between the user population and coverage privacy concerns and the characterization of the collected data Collectively our findings provide valuable insights to guide the building of future place centric crowdsensing systems and applications	crowd mobiledevice sensing locationbased systems design privacy application
doi.acm.org%2F10.1145%2F2493432.2493499.html	2013	Weiser s dream in the Korean home collaborative study of domestic roles relationships and ideal technologies	 	Following Bell and Dourish s call for a ubicomp of the present we visited 14 households in Korea where Weiser s dreams come true to study their social dynamics and domestic technologies as a part of these dynamics We used a participatory research approach in which participants acting as collaborative ethnographers and co designers chose how to describe their homes to us and which existing technologies to discuss A qualitative analysis of the conversations identified two main themes The first finding is the highly gendered nature of roles in the Korean home influenced by traditional Confucian values and reinforced by contemporary neo liberal norms The second finding is that domestic technologies are used adopted and imagined in the context of these gendered social dynamics rather than just according to functional needs In conclusion we emphasize the need to attend to the social dynamics of the home in the design of politically sensitive domestic technologies which will enable the inclusion of marginalized voices such as women in design	homesetting hci qualitativemethods design speech
doi.acm.org%2F10.1145%2F2493432.2493500.html	2013	Power harvesting from microwave oven electromagnetic leakage	 	In this paper we considered the possibility of using electricity harvested from the microwave field leaked from commercial microwave ovens Our experimental results showed that the leakage received by a dipole antenna was about 0 dBm 1 mW at a point 5 cm in front of the door A rectenna consisting of a dipole antenna and charge pump can convert the leaked microwave energy into a DC current When a microwave oven is operated for 2 min 9 98 mJ of energy was harvested We demonstrated that this energy is sufficient for powering a digital cooking timer to count down for 3 min and beep for 2 5 s The operation of other kitchen devices was also demonstrated	energy mobiledevice
doi.acm.org%2F10.1145%2F2493432.2493501.html	2013	A probabilistic ontological framework for the recognition of multilevel human activities	 	A major challenge of ubiquitous computing resides in the acquisition and modelling of rich and heterogeneous context data among which ongoing human activities at different degrees of granularity In a previous work we advocated the use of probabilistic description logics DLs in a multilevel activity recognition framework In this paper we present an in depth study of activity modeling and reasoning within that framework as well as an experimental evaluation with a large real world dataset Our solution allows us to cope with the uncertain nature of ontological descriptions of activities while exploiting the expressive power and inference tools of the OWL 2 language Targeting a large dataset of real human activities we developed a probabilistic ontology modeling nearly 150 activities and actions of daily living Experiments with a prototype implementation of our framework confirm the viability of our solution	ubiquitouscomputing activityrecognition framework energy
doi.acm.org%2F10.1145%2F2493432.2493502.html	2013	MACH my automated conversation coach	 	MACH My Automated Conversation coacH is a novel system that provides ubiquitous access to social skills training The system includes a virtual agent that reads facial expressions speech and prosody and responds with verbal and nonverbal behaviors in real time This paper presents an application of MACH in the context of training for job interviews During the training MACH asks interview questions automatically mimics certain behavior issued by the user and exhibit appropriate nonverbal behaviors Following the interaction MACH provides visual feedback on the user s performance The development of this application draws on data from 28 interview sessions involving employment seeking students and career counselors The effectiveness of MACH was assessed through a weeklong trial with 90 MIT undergraduates Students who interacted with MACH were rated by human experts to have improved in overall interview performance while the ratings of students in control groups did not improve Post experiment interviews indicate that participants found the interview experience informative about their behaviors and expressed interest in using MACH in the future	speech application qualitativemethods video feedback
doi.acm.org%2F10.1145%2F2493432.2493504.html	2013	Placer semantic place labels from diary data	 	Semantic place labels are labels like home work and school given to geographic locations where a person spends time Such labels are important both for giving understandable location information to people and for automatically inferring activities Deployed products often compute semantic labels with heuristics which are difficult to program reliably In this paper we develop Placer an algorithm to infer semantic places labels It uses data from two large government diary studies to create a principled algorithm for labeling places based on machine learning Our labeling reduces to a classification problem where we classify locations into different label categories based on individual demographics the timing of visits and nearby businesses Using these government studies gives us an unprecedented amount of training and test data For instance one of our experiments used training data from 87 600 place visits from 10 372 distinct people evaluated on 1 135 053 visits from 124 517 distinct people We show labeling accuracy for a number of experiments including one that gives a 14 percentage point increase in accuracy when labeling is a function of nearby businesses in addition to demographic and time features We also test on GPS data from 28 subjects	homesetting locationbased systems dataanalysis evaluation
doi.acm.org%2F10.1145%2F2493432.2493505.html	2013	Storage aware smartphone energy savings	 	In this paper to our best knowledge we are first to provide an experimental study on how storage techniques affect power levels in smartphones and introduce energy efficient approaches to reduce energy consumption We evaluate power degradation at several layers of block I O focusing on the block layer and device driver At each level we investigate the amount of energy that can be saved and use that to design and implement a prototype with optimal energy savings named SmartStorage The system tracks the run time I O pattern of a smartphone that is then matched with the closest pattern from the benchmark table After having obtained the optimal parameters it dynamically configures storage parameters to reduce energy consumption We evaluate our prototype by using the 20 most popular Android applications and our energy efficient approaches achieve from 23 to 52 of energy savings compared to using the current techniques	energy mobiledevice evaluation design application
doi.acm.org%2F10.1145%2F2493432.2493506.html	2013	UniPad orchestrating collaborative activities through shared tablets and an integrated wall display	 	UniPad is a face to face digital simulation for use in classroom settings that runs on shared tablets and a wall display The goal is to encourage students to talk collaborate and make decisions together in real time by switching between working on shared small group devices and a whole classroom public display instead of working by themselves using their own device It is intended to improve peer discussion and teacher involvement by focusing and constraining shared attention at different stages of an activity The domain for this study is finance management The system was designed using an iterative participatory design method with expert finance educators and then trialed using an in the wild study at a school The findings show how the set up helped in facilitating verbal participation in the classroom We discuss how lightweight multi device shared technology systems such as UniPad can be designed and used for a range of classroom activities	simulation mobiledevice publicdisplay design hci
doi.acm.org%2F10.1145%2F2493432.2493507.html	2013	Supporting disease insight through data analysis refinements of the monarca self assessment system	 	There is a growing interest in personal health technologies that sample behavioral data from a patient and visualize this data back to the patient for increased health awareness However a core challenge for patients is often to understand the connection between specific behaviors and health i e to go beyond health awareness to disease insight This paper presents MONARCA 2 0 which records subjective and objective data from patients suffering from bipolar disorder processes this and informs both the patient and clinicians on the importance of the different data items according to the patient s mood The goal is to provide patients with a increased insight into the parameters influencing the nature of their disease The paper describes the user centered design and the technical implementation of the system as well as findings from an initial field deployment	health video design
doi.acm.org%2F10.1145%2F2493432.2493508.html	2013	Predicting audience responses to movie content from electro dermal activity signals	 	The ability to assess fine scale user responses has applications in advertising content creation recommendation and psychology research Unfortunately current approaches such as focus groups and audience surveys are limited in size and scope In this paper we propose a combined biometric sensing and analysis methodology to leverage audience scale electro dermal activity EDA data for the purpose of evaluating user responses to video We provide detailed characterization of how temporal physiological responses to video stimulus can be modeled along with first of its kind audience scale EDA group experiments in uncontrolled real world environments Our study provides insights into the techniques used to analyze EDA the effectiveness of the different temporal features and group dynamics of audiences Our experiments demonstrate the ability to classify movie ratings with accuracy of over 70 on specific films Results of this study suggest the ability to assess emotional reactions of groups using minimally invasive sensing modalities in uncontrolled environments	application recommend qualitativemethods sensing evaluation video dataanalysis
doi.acm.org%2F10.1145%2F2493432.2493509.html	2013	Technological approaches for addressing privacy concerns when recognizing eating behaviors with wearable cameras	 	First person point of view FPPOV images taken by wearable cameras can be used to better understand people s eating habits Human computation is a way to provide effective analysis of FPPOV images in cases where algorithmic approaches currently fail However privacy is a serious concern We provide a framework the i privacy saliency matrix i for understanding the balance between the eating information in an image and its potential privacy concerns Using data gathered by 5 participants wearing a lanyard mounted smartphone we show how the framework can be used to quantitatively assess the effectiveness of four automated techniques face detection image cropping location filtering and motion filtering at reducing the privacy infringing content of images while still maintaining evidence of eating behaviors throughout the day	wearablecomputing video hci systems privacy framework mobiledevice locationbased
doi.acm.org%2F10.1145%2F2493432.2493510.html	2013	Adaptive information sharing for privacy aware mobile social networks	 	Personal and contextual information are increasingly shared via mobile social networks Users locations activities and their co presence can be shared easily with online friends as their smartphones already access such information from embedded sensors and storage Yet people usually exhibit selective sharing behavior depending on contextual attributes thus showing that privacy utility and usability are paramount to the success of such online services In this paper we present SPISM a novel information sharing system that decides semi automatically whether to share information with others whenever they request it and at what granularity Based on active machine learning and context SPISM adapts to each user s behavior and it predicts the level of detail for each sharing decision without revealing any personal information to a third party Based on a personalized survey about information sharing involving 70 participants our results provide insight into the most influential features behind a sharing decision Moreover we investigate the reasons for the users decisions and their confidence in them We show that SPISM outperforms other kinds of global and individual policies by achieving up to 90 of correct decisions	contextawareness mobiledevice socialnetwork locationbased sensing privacy usability systems dataanalysis qualitativemethods
doi.acm.org%2F10.1145%2F2493432.2493511.html	2013	Towards zero shot learning for human activity recognition using semantic attribute sequence model	 	Understanding human activities is important for user centric and context aware applications Previous studies showed promising results using various machine learning algorithms However most existing methods can only recognize the activities that were previously seen in the training data In this paper we present a new zero shot learning framework for human activity recognition that can recognize an unseen new activity even when there are no training samples of that activity in the dataset We propose a semantic attribute sequence model that takes into account both the hierarchical and sequential nature of activity data Evaluation on datasets in two activity domains show that the proposed zero shot learning approach achieves 70 75 precision and recall recognizing unseen new activities and outperforms supervised learning with limited labeled data for the new classes	activityrecognition contextawareness dataanalysis systems framework evaluation
doi.acm.org%2F10.1145%2F2493432.2493512.html	2013	An unsupervised learning approach to social circles detection in ego bluetooth proximity network	 	Understanding a user s social interactions in the physical world proves important in building context aware ubiquitous applications A good way towards that objective is to categorize people to whom a user is socially related into what we call as social circles In this note we propose a novel unsupervised approach that learns from the Bluetooth BT sensed data recording one s dynamic proximity relations with others to identify her social circles each of which is formed along a semantically coherent aspect For each circle we learn its members as well as the temporal dimensions along which it is formed Our method is innovative in that it well overcomes data sparsity by information sharing and allows for circle overlaps which is common in reality Experiments on real data demonstrate the effectiveness of our method and also show the potentials of relational mobile data in sensing personal behaviors beyond personal data	socialinteraction contextawareness application network sensing mobiledevice
doi.acm.org%2F10.1145%2F2493432.2493513.html	2013	Classifying social actions with a single accelerometer	 	In this paper we estimate different types of social actions from a single body worn accelerometer in a crowded social setting Accelerometers have many advantages in such settings they are impervious to environmental noise unobtrusive cheap low powered and their readings are specific to a single person Our experiments show that they are surprisingly informative of different types of social actions The social actions we address in this paper are whether a person is speaking laughing gesturing drinking or stepping To our knowledge this is the first work to carry out experiments on estimating social actions from conversational behavior using only a wearable accelerometer The ability to estimate such actions using just the acceleration opens up the potential for analyzing more about social aspects of people s interactions without explicitly recording what they are saying	sensing crowd energy gestureinteraction wearablecomputing
doi.acm.org%2F10.1145%2F2493432.2493514.html	2013	An RF doormat for tracking people s room locations	 	Many occupant oriented smarthome applications such as automated lighting heating and cooling and activity recognition need room location information of residents within a building Surveillance based tracking systems used to track people in commercial buildings are privacy invasive in homes In this paper we present the RF Doormat a RF threshold system that can accurately track people s room locations by monitoring their movement through the doorways in the home We also present a set of guidelines and a visualization to easily and rapidly setup the RF Doormat system on any doorway To evaluate our system we perform 580 doorway crossings across 11 different doorways in a home Results indicate that our system can detect doorway crossings made by people with an average accuracy of 98 To our knowledge the RF Doormat is the first highly accurate room location tracking system that can be used for long time periods without the need for privacy invasive cameras	application activityrecognition locationbased privacy homesetting video evaluation dataanalysis
doi.acm.org%2F10.1145%2F2493432.2493515.html	2013	DopLink using the doppler effect for multi device interaction	 	Mobile and embedded electronics are pervasive in today s environment As such it is necessary to have a natural and intuitive way for users to indicate the intent to connect to these devices from a distance We present DopLink an ultrasonic based device selection approach It utilizes the already embedded audio hardware in smart devices to determine if a particular device is being pointed at by another device i e the user waves their mobile phone at a target in a pointing motion We evaluate the accuracy of DopLink in a controlled user study showing that within 3 meters it has an average accuracy of 95 for device selection and 97 for finding relative device position Finally we show three applications of DopLink rapid device pairing home automation and multi display synchronization	mobiledevice audio hardware evaluation dataanalysis application homesetting
doi.acm.org%2F10.1145%2F2493432.2493516.html	2013	Wirelessly powered bistable display tags	 	This paper describes a bistable display tag that from an energy standpoint is capable of perpetual operation A commercial off the shelf NFC enabled phone generates RF signals carrying both the information and energy necessary to update the display After the update is complete the display continues to present the information with no further power input We present one example implementation a companion display for a mobile phone that can be used to capture and preserve a screenshot We also discuss other potential applications of energy neutral bistable display tags	mobiledevice energy application
doi.acm.org%2F10.1145%2F2493432.2493517.html	2013	Ensembles of multiple sensors for human energy expenditure estimation	 	Monitoring human energy expenditure is important in many health and sport applications since the energy expenditure directly reflects the level of physical activity The actual energy expenditure is unpractical to measure hence the field aims at estimating it by measuring the physical activity with accelerometers and other sensors Current advanced estimators use a context dependent approach in which a different regression model is invoked for different activities of the user In this paper we go a step further and use multiple contexts corresponding to multiple sensors resulting in an ensemble of models for energy expenditure estimation This provides a multi view perspective which leads to a better estimation of the energy The proposed method was experimentally evaluated on a comprehensive set of activities where it outperformed the current state of the art	health application sensing
doi.acm.org%2F10.1145%2F2493432.2493518.html	2013	Musical embrace exploring social awkwardness in digital games	 	Socially awkward experiences are often looked upon as something to be avoided However examples from the non digital entertainment domain suggest that social awkwardness can also facilitate engaging experiences Yet there has been little research into exploring social awkwardness in digital games In response we present Musical Embrace a digital game that promotes close physical proximity through the use of a novel pillow like controller to facilitate socially awkward play between strangers Through our observations from demonstrating Musical Embrace at a number of events we have derived a set of strategies to engage players by facilitating social awkwardness allowing players to transform social awkwardness while also letting players take control of social awkwardness With our work we hope to inspire game designers to consider the potential of social awkwardness in digital games and guide them when using it to facilitate engaging play experiences	socialinteraction game design
doi.acm.org%2F10.1145%2F2493432.2493519.html	2013	Dog s life wearable activity recognition for dogs	 	Health and well being of dogs either domesticated pets or service animals are major concerns that are taken seriously for ethical emotional and financial reasons Welfare assessments in dogs rely on objective observations of both frequency and variability of individual behaviour traits which is often difficult to obtain in a dog s everyday life In this paper we have identified a set of activities which are linked to behaviour traits that are relevant for a dog s wellbeing We developed a collar worn accelerometry platform that records dog behaviours in naturalistic environments A statistical classification framework is used for recognising dog activities In an experimental evaluation we analysed the naturalistic behaviour of 18 dogs and were able to recognise a total of 17 different activities with approximately 70 classification accuracy The presented system is the first of its kind that allows for robust and detailed analysis of dog activities in naturalistic environments	health systems sensing statistics dataanalysis framework
doi.acm.org%2F10.1145%2F2493432.2493520.html	2013	WebClip a connector for ubiquitous physical input and output for touch screen devices	 	It has become extremely easy for developers to build custom software for smartphone and tablet computers However it is still hard to extend those devices with external electronics e g additional sensors and actuators In the moment when external hardware can be easily attached to phones and tablets a wide new application space will be opened up With WebClip we present a device offering digital and analogue I O ports that can be controlled and monitored by just clipping the device onto a capacitive touch screen A web page in the browser of the touch screen device is used to control the bi directional communication Data from the WebClip to the device is sent by emulating touches on the screen whereas the reverse direction uses light sensors on the bottom side of the clip to receive light sequences emitted by the web page A simple Javascript API is offered to build custom web applications We have successfully tested our prototype with a variety of phones and tablet computers and report on performance and limitations	software mobiledevice sensing hardware application touch web
doi.acm.org%2F10.1145%2F2493432.2493521.html	2013	Making a home for social media	 	In this paper we report on the design and implementation of an initial prototype to explore how to better situate in the home social media content individually generated by family members We considered whether existing infrastructure and practices of social media might be leveraged to offer new kinds of shared family experiences We found that families perceived the system to be cosy and intimate especially in contrast to Facebook and as a result shared to care While aspects of the design had a strong role to play in faciliating this perception participants enacted their own boundaries of sharing and disclosure based on pre existing practices and attitudes toward social technologies The study demonstrated that there are productive design opportunities in home systems that can leverage content via a broad range of social media applications	homesetting socialnetwork design application
doi.acm.org%2F10.1145%2F2493432.2493522.html	2013	FoodBoard surface contact imaging for food recognition	 	We describe FoodBoard an instrumented chopping board that uses optical fibers and embedded camera imaging to identify unpackaged ingredients during food preparation on its surface By embedding the sensing directly and robustly in the surface of a chopping board we also demonstrate how surface contact optical sensing can be used to realize the portability and privacy required of technology used in a setting such as a domestic kitchen FoodBoard was subjected to a close to real world evaluation in which 12 users prepared actual meals FoodBoard compared favourably with existing unpackaged food recognition systems classifying a larger number of distinct food ingredients 12 incl meat fruit vegetables with an average accuracy of 82 8	video food sensing privacy evaluation dataanalysis
doi.acm.org%2F10.1145%2F2493432.2493523.html	2013	Detecting cooking state with gas sensors during dry cooking	 	Gas sensors have the potential to assist cooking by providing feedback on the cooking process and by further automating cooking In this work we explored the potential use of gas sensors to monitor food during the cooking process Focusing on dry cooking we collected gas emissions using 13 sensors during trials in which food was cooked to various degrees of doneness Using decision tree classifiers we were able to predict doneness for waffles and popcorn with 73 and 85 accuracy respectively We reflect on the potential reasons for this variation and the ways in which gas sensors might reliably be used in ubicomp applications to support cooking	sensing feedback food dataanalysis application
doi.acm.org%2F10.1145%2F2493432.2494263.html	2013	Lumina a soft kinetic material for morphing architectural skins and organic user interfaces	 	The pervasive computing era has seen sensor and actuator technologies integrated into the design of kinetic building skins This paper presents an investigation of a new soft kinetic material that has potential applications for morphing architectural building skins and organic user interfaces The material capacities of Lumina to sense the ambient environment morph and change forms and emit light are demonstrated in the two prototypes presented in the paper The first prototype is Blind a form changing organic user interface with multiple eye like apertures that can be programmed to accept data input for visual communication The second prototype is Blanket a responsive morphing architectural skin with minimal mechanical and discrete components that sense real time space occupancy data manipulate light effects perform active illumination and act as an ambient display	ubiquitouscomputing sensing design application ambient video
doi.acm.org%2F10.1145%2F2493432.2494264.html	2013	Using a 2DST waveguide for usable physically constrained out of band Wi Fi authentication	 	This paper proposes using a 2D waveguide for a novel means of authentication in public Wi Fi infrastructures The design of the system is presented and its practicability and usability is comparatively discussed with that of five other tag and context based authentication schemes two of which have not been previously realized In accordance with the presented application scenarios all of the schemes were implemented in a platform independent fashion built on web technology	security network design usability application systems web
doi.acm.org%2F10.1145%2F2493432.2494524.html	2013	Protecting privacy for group nearest neighbor queries with crowdsourced data and computing	 	User privacy in location based services LBSs has become an important research area We introduce a new direction to protect user privacy that evaluates LBSs with crowdsourced data and computation and eliminates the role of a location based service provider We focus on the group nearest neighbor GNN query that allows a group to meet at their nearest point of interest such as a restaurant that minimizes the total or maximum distance of the group We develop a crowdsource based approach called PrivateMeetUp to evaluate GNN queries in a privacy preserving manner and implement a working prototype of PrivateMeetUp	privacy locationbased evaluation crowd
doi.acm.org%2F10.1145%2F2493432.2494525.html	2013	Ambient recommendations in the pop up shop	 	In this paper we present the design and first stage analysis of a purposely built smart pop up wine shop Our shop learns from visitors choices and recommends wine using collaborative filtering and ambient feedback displays integrated into its furniture Our ambient recommender system was tested in a controlled laboratory environment We report on the qualitative feedback and between subjects study testing the influence the system had in wine choice behavior Participants reported the system helpful and results from our empirical analysis suggest it influenced buying behavior	design recommend ambient feedback
doi.acm.org%2F10.1145%2F2493432.2494526.html	2013	SOUK social observation of human kinetics	 	We introduce a new trace of 50 individuals on which the validity and accuracy of this approach is demonstrated To showcase the interest of our software pipeline we compare it against the random waypoint model Our fine grained analyses that take into account social interactions between users show that the random waypoint model is not a reasonable approximation of any of the phenomena we observed	dataanalysis software socialinteraction
doi.acm.org%2F10.1145%2F2493432.2501096.html	2013	Creating the magic with information technology	 	Advanced information technology has become a key enabler in modern media and entertainment This comprises the production of animation or live action films the design of next generation toys and consumer products or the creation of richer experiences in theme parks At Disney Research Zurich more than 200 researchers and scientists are working at the forefront of innovation in entertainment technology Our research covers a wide spectrum of different fields including graphics and animation human computer interaction wireless communication computer vision materials and design robotics and more In this talk I will demonstrate how innovations in information technology and computational methods developed at Disney Research are serving as platforms for future content creation I will emphasize the transformative power of 3D printing digital fabrication and our increasing ability to make the whole world responsive and interactive	design hci network computervision robot systems energy
doi.acm.org%2F10.1145%2F2494091.2494093.html	2013	AcrySense interactive carved acrylic board	 	The carved acrylic boards have become popular along with the diffusion of carving machines e g laser cutters When a carved acrylic board is illuminated from its side the carved patterns emerged beautifully We propose an interactive technique AcrySense which can add input functions to a carved acrylic board in a simple and inexpensive configuration The AcrySense mainly consists of LEDs Photo Transistors and a microcomputer attached under a carved acrylic board This paper describes the concept and implementation of the system	interactiontechnique photograph
doi.acm.org%2F10.1145%2F2494091.2494094.html	2013	Supporting interaction in public space with electrical muscle stimulation	 	As displays in public space are augmented with sensors such as the Kinect they enable passersby to interact with the content on the screen As of today feedback on the user action in such environments is usually limited to the visual channel However we believe that more immediate and intense forms in particular haptic feedback do not only increase the user experience but may also have a strong impact on user attention and memorization of the content encountered during the interaction Haptic feedback can today be achieved through vibration on the mobile phone which is strongly dependent on the location of the device We envision that fabrics such as underwear can in the future be equipped with electrical muscle stimulation thus providing a more natural and direct way of haptic feedback In this demo we aim to showcase the potential of applying electrical muscle stimulation as direct haptic feedback during interaction in public spaces in the context of a Kinect based game for public displays	urban sensing feedback video haptic mobiledevice locationbased game publicdisplay
doi.acm.org%2F10.1145%2F2494091.2494095.html	2013	SVD based hierarchical data gathering for environmental monitoring	 	We introduce a new data compression method for efficient data gathering in hierarchical sensor networks Our proposed method compresses sensor data sequences by decomposing them into local patterns and weight variables using Singular Value Decomposition SVD Our proposed method can achieve efficient data gathering for environmental monitoring	sensing
doi.acm.org%2F10.1145%2F2494091.2494096.html	2013	Browsing reality dynamic contextualization in human scale smart spaces	 	Augmented Reality AR systems can provide a method for browsing information that is situated in the real world We have developed a system that enable the user to browse the objects in the real world with the help of AR Our system is an AR application that incorporates information obtained by a Radio Frequency Identification RFID system Our application runs on a smartphone or a tablet and its target space is a shelf By aiming a mobile phone or tablet camera at a collection of items present on a shelf a user can browse and interact with the items through the smartphone or tablet The shelf is termed as smart shelf and it is equipped with the RFID system that makes it a smart space All the items present on a shelf are RFID tagged so they can be inventoried and their locations are calculated with the help of the RFID system The project is focused on enhancing and enriching the user experience in browsing physical reality	augmentedreality application rfid mobiledevice video smartspace locationbased
doi.acm.org%2F10.1145%2F2494091.2494097.html	2013	OpenLight a concept of urban lighting to make urbanites aware of each other	 	hough there are many examples of attempts to create interactive lighting installations in urban public space its meaning for urbanites has not been fully explored and defined What could interactive lighting contribute to urban public space Using the concept of Third Place this research focuses on the social potential of urban public space using the concepts of especially the role of space in connecting people and fostering social capital Our hypothesis is that interactive urban lighting can assist this role of urban public space Openlight is a concept of networked interactive lighting that provides urbanites with open access to penetrate psychological barriers between individuals and groups in urban public space Hence the interaction would provide more possibilities for urbanites becoming more aware of and getting to know each other For this first attempt we have created a scaled prototype for a Caf 233 Restaurant setting	urban
doi.acm.org%2F10.1145%2F2494091.2494099.html	2013	Efficient in pocket detection with mobile phones	 	In this demonstration paper we show a novel approach to detect the common placements of a mobile phone such as in pocket in bag or out of pocket or bag from embedded proximity IR and light sensors We use sensor data fusion and pattern recognition to extract distinct features from sensor signals and classify the boundaries among these three phone placement contexts The detection results are demonstrated on a Samsung Tizen mobile phone	mobiledevice sensing
doi.acm.org%2F10.1145%2F2494091.2494102.html	2013	Portable CAVE using a mobile projector	 	Virtual environments have traditionally been accessed either with conventional 2D displays or with complex equipment such as wearable displays or CAVEs In this demo we show how a projector phone can be utilized to create an ad hoc low fidelity immersive environment The user holding a projector phone stands in the middle of a virtual sphere or cube that is revealed by the projection which can be pointed in any direction	wearablecomputing mobiledevice
doi.acm.org%2F10.1145%2F2494091.2494103.html	2013	Demo abstract saving energy in smart commercial buildings through social gaming	 	Energy consumption in commercial buildings is tremendous resulting in significant monetary cost and waste of natural resources Designing a low cost system that serves the goal of saving energy while not forcing people to compromise their personal comfort is important for future smart commercial buildings Proactive energy saving actions from users in the buildings are the key to achieving this goal In this paper we present Mahalo an energy saving system which leverages users through social gaming By incentivizing energy saving actions from end users with a sensing based feedback control system the system reduces installation needs and improves understanding of the users preferences	energy design game sensing feedback
doi.acm.org%2F10.1145%2F2494091.2494104.html	2013	Bridging the last gap LedTX optical data transmission of sensor data for web services	 	Data transmission from small scale data loggers such as human activity recognition sensors is an inherent system s design challenge Interfaces based on USB or Bluetooth still require platform dependent code on the retrieval computer system and therefore require a large maintenance effort In this paper we present LedTX a system that is able to transmit wirelessly through LEDs and the camera included in most user s hardware This system runs completely in modern browsers and presents a uni directional platform independent communication channel We illustrate this system on the UbiLighter an instrumented lighter that tracks ones smoking behaviour	activityrecognition sensing network systems video hardware
doi.acm.org%2F10.1145%2F2494091.2494106.html	2013	Control and scheduling interface for public displays	 	Social media platforms such as Flicker Twitter Instagram and Facebook have opened up new possibilities for providing content on large public displays Integrating interactive elements in a public display such as virtual Keyboards and Webcams can additionally stimulate in situ content production Both social media content and such in situ content are cheap to produce always fresh and potentially community sourced thus increasing relevance for passersby However not all social media applications and content entries may be appropriate in a particular display setting and showing user contributed content on public displays requires new forms of content control and scheduling In this demo we show 1 a control interface for display owners to manage the overall behavior of their displays and 2 post moderation mechanisms for controlling and removing potentially inappropriate user contributed content from public displays The control interface and moderation mechanisms are designed for a university environment and were inspired by two short pilot test deployments and a focus group with the university officials	socialnetwork systems publicdisplay application design qualitativemethods
doi.acm.org%2F10.1145%2F2494091.2494107.html	2013	Social networked displays integrating networked public displays with social media	 	With significant price drops of large LCD panels public displays are painting the urban landscape Connected over the Internet they constitute a novel communication medium a network of open pubic displays One of the challenges with such a novel communication medium is integrating it with existing user communicative ecology current information and communication technologies that are already well established and highly used by the general population e g Facebook and Instagram As one of the most popular activities on these networks is photo sharing a possible solution for integrating networked public displays could be in allowing users to use it as both input and output device for images i e allowing them to a post situated snapshots onto Facebook through an on display camera and b show images on the screens taken through Instagram In order to replicate what is happening with the images online comments and likes posted about images are also shown on the screen In this demo we show two applications 1 Moment Machine a public display application that allows taking situated snapshots through on display camera and posting them to Facebook and 2 Moments Gallery a public display application that shows images comments and likes for photos submitted through Instagram and Facebook	publicdisplay urban internet socialnetwork photograph mobiledevice video application
doi.acm.org%2F10.1145%2F2494091.2494108.html	2013	Resonant magnetic coupling indoor localization system	 	Building on previous work that introduced a novel indoor positioning concept based on magnetic resonant coupling we describe an improved system to be shown during the UBICOMP 2013 demo session We improved the magnetic field model implemented a particle filter for position estimation and a software suite for configuration and calibration of the system	locationbased mathematical software
doi.acm.org%2F10.1145%2F2494091.2494110.html	2013	Some like it hot automating an electric kettle using PalCom	 	In this demo we will show how devices from different vendors using different protocols can be combined and made to work together without detailed low level programming by the user The small example we have chosen uses a radio controlled power socket from one vendor and a temperature sensor from another vendor We use these to create a remotely controlled electric kettle which keeps the water at the point of boiling ready to make tea at any time We also show how we very easy can use a mobile phone for remote control and monitoring of the kettle It is all built with a simple to use graphical user interface offered by the PalCom middleware and will be modified as part of the demo	mobiledevice network energy sensing interactiontechnique middleware
doi.acm.org%2F10.1145%2F2494091.2494111.html	2013	MoodRhythm tracking and supporting daily rhythms	 	Rhythms guide our lives Our biological clocks tell us when we need to sleep eat and wake But our use of technology can interrupt and obstruct these rhythms making it difficult for our bodies to get what they need to stay healthy and balanced Our MoodRhythm app helps individuals to live a more naturally rhythmic day The key goals of MoodRhythm are to use patients smartphones to actively and passively track daily rhythms and to provide affective feedback that can help patients to maintain a regular daily rhythm while feeding this clinically valuable information back to their physicians	mobiledevice feedback
doi.acm.org%2F10.1145%2F2494091.2494112.html	2013	Sensing fork and persuasive game for improving eating behavior	 	We present a fork type sensing device called the Sensing Fork that detects the eating behavior of children food choice and eating actions and a smartphone game to address children s eating problems based on their eating behavior This paper describes the design and implementation of the Sensing Fork prototype and a play based eating game called Hungry Panda 2 which works with the Sensing Fork This game focuses on motivating children to eat all kinds of food on their table	sensing mobiledevice children food game
doi.acm.org%2F10.1145%2F2494091.2494113.html	2013	P I A N O enhancing instrument learning via interactive projected augmentation	 	P I A N O aims to support learning to play piano with a steep learning curve In order to achieve this traditional hard to learn music notation is substituted for an alternative representation of a composition which is projected directly onto the piano Furthermore we propose three different learning modes which support the natural learning process incorporate live feedback and performance evaluation as well as the augmentation of the system with aspects of gamification to achieve early experiences of success and prolonged motivation	feedback evaluation game
doi.acm.org%2F10.1145%2F2494091.2494114.html	2013	Local area artworks collaborative art interpretation on site	 	In this paper we present Local Area Artworks a system enabling collaborative art interpretation on site deployed during an exhibition in a local art gallery Through the system we explore ways to re connect people to the local place by making use of their personal mobile devices as interfaces to the shared physical space We do this by re emphasizing the local characteristics of wireless networks over the global connectivity to the Internet With a collaborative writing system in a semi public place we encourage local art discussions and provide a platform for the public to actively participate in interpretations of individual artworks Our preliminary findings suggest that people were to our surprise not questioning the inner workings of our system Through engaging with the system individuals felt being part of the exhibition However no coherent piece of text emerged during the runtime of the exhibition	mobiledevice physicalcomputing network internet systems
doi.acm.org%2F10.1145%2F2494091.2494115.html	2013	Prifi beacons piggybacking privacy implications on wifi beacons	 	Making users aware of privacy implications in ubiquitous computing is a critical challenge to support user acceptance and trust However the invisible and embedded nature of UbiComp systems prevents users from naturally perceiving active sensors or even the presence of systems Furthermore autonomous interventions of systems in the user s environments or undesired interactions with the user may be disturbing and could violate a user s privacy expectations We propose PriFi beacons to support users in perceiving ongoing observations and potential disturbances from systems in the user s current environment Privacy awareness information is piggybacked on WiFi beacons by leveraging their information elements The information is extracted by an Android based privacy client and presented to the user in a privacy awareness interface	privacy ubiquitouscomputing sensing network
doi.acm.org%2F10.1145%2F2494091.2494116.html	2013	ConteXinger a context aware song generator	 	Daily work such as household chores are generally boring and monotonous and tend to be thought of as routine work Work songs have been written and sung by workers to reduce their labor load In addition text to song synthesizer software such as Yamaha s VOCALOID is commonly used by a wide variety of computer music creators We developed a real time music synthesizer called conteXinger that sings lyrics based on the listener s context including the use of home appliances such as a vacuum cleaner refrigerator microwave oven or dish washer and Internet information such as SNS messages Web news and weather reports By presenting the synthesized music to a user through a home audio system or headphones our system entertains users who may be bored from their everyday work routine	homesetting software internet web naturalenvironment audio
doi.acm.org%2F10.1145%2F2494091.2494117.html	2013	Giving context to sounds through mediation of physical objects	 	We describe the concept of and approach for combining conceptual information produced by humans and data that convey situations of the real world without any modification or interpretation which can be thought of as a method for bridging the Web and the real world We conducted an experiment to validate our concept by making associations between everyday topics or situations and their characteristic sounds We discuss the preliminary results obtained in the experiment	web
doi.acm.org%2F10.1145%2F2494091.2494118.html	2013	Smartphone bluetooth based social sensing	 	The increasing mobile technology raises a new paradigm of people centric sensing using today s smartphones Towards this paradigm we present CoSoBlue a novel framework for Bluetooth based social sensing In CoSoBlue we propose novel Bluetooth semantic and statistical features in addition to count and similarity features and apply these discriminative features to infer context and compute sociability We evaluate CoSoBlue on two Bluetooth datasets 1 the longitudinal MIT friend and family dataset with 9 millions records and 2 a new 2 month dataset with ground truth labels collected using our own developed Android app Our primilinary experiments show CoSoBlue s efficacy on Bluetooth based social and context sensing	mobiledevice sensing framework network statistics socialinteraction evaluation
doi.acm.org%2F10.1145%2F2494091.2494119.html	2013	TaskShadow W NFC triggered migration of web browsing across personal devices	 	The era of multiple devices per user brings a new requirement of cross device task migration Web browsing is one of the most frequent activities in daily life however it still lacks an effective mechanism to support user friendly migration of web browsing across multiple devices In this paper we develop the TaskShadow W an NFC triggered web session migration system to address this issue TaskShadow W provides the functionality of session management to guarantee the continuous experience of web browsing It supports an NFC based interaction to activate the migration in a user friendly way The system is compatible with most of the existing websites and does not require dedicated proxy servers or modifying the existing web servers In addition it is also easy to learn 38 use	mobiledevice task web systems
doi.acm.org%2F10.1145%2F2494091.2494120.html	2013	Smartphone based monitoring system for activities of daily living for elderly people and their relatives etc 	 	We developed a smartphone based monitoring system to allay the anxiety of elderly people and that of their relatives friends and caregivers by unobtrusively monitoring an elderly person s activities of daily living A smartphone of the elderly person continuously recognizes indoor outdoor activities by using only built in sensors and uploads the activity log to a web server By accessing the server relatives etc at remote locations can browse the log to make sure the elderly person is safe and sound We conducted an evaluation experiment and confirmed that the proposed system had practical recognition accuracy and satisfied the users needs	mobiledevice sensing locationbased web systems evaluation dataanalysis
doi.acm.org%2F10.1145%2F2494091.2494121.html	2013	Scaling up ubiquitous robotic systems from home to town and beyond 	 	Ubiquitous robotics is an emerging paradigm in which smart environments are augmented with robots to provide physical and information added value services to the citizen We discuss the challenges and opportunities in extending this paradigm from a single environment home factory floor to the scale of a community of homes a town or even a network of towns To this aim we introduce the concept of i multiple robotic ecologies i This poster is a first step in defining a scalable architecture for a hierarchy of robotic smart home ecologies and a framework to provide autonomous services in it	robot smartspace systems citizen homesetting socialnetwork scalability framework
doi.acm.org%2F10.1145%2F2494091.2494122.html	2013	Context aware frame rate adaption for video chat on smartphones	 	As mobile video traffic is becoming dominant balancing the mobile video quality and bandwidth usage is a relevant but hard problem Particularly in this project we attempt to reduce the bandwidth usage of video chats through frame rate adaption The key idea of this project is to save bandwidth through reducing frame rate at the sender and interpolate the missing frames at the receiver for a video chat Additionally the sender dynamically adapts the frame rate with respect to inertial sensor readings in order to keep the scene change between consecutive frames small and prevent strong artifacts from the frame interpolation	mobiledevice video sensing
doi.acm.org%2F10.1145%2F2494091.2494123.html	2013	Working relationship detection from fitbit sensor data	 	This paper proposes an innovative way to detect working relationships by using only the step tracking data acquired from pedometers like Fitbit The idea makes the cost of working relationship detection much lower than that of previous approaches We can find out if people have a working relationship and spend their daily lives together by making them wear a pedometer Results of an experiment in Japan showed that this approach is very effective and practical An organization s profile can be written automatically by analyzing the data	
doi.acm.org%2F10.1145%2F2494091.2494127.html	2013	Digital interventions for sustainable urban mobility a pilot study	 	This paper presents results from a pilot study aimed to explore the design of behavior change interventions for sustainable urban mobility Eight participants were provided with a mobile app deploying a novel combination of goal setting self monitoring rewards and sharing features in order to observe over a month period relevant changes in their transport choices and habits The digital intervention produced an increase of sustainable transport choices of 14 and contributed to raise participants environmental awareness particularly regarding the	design health urban mobiledevice
doi.acm.org%2F10.1145%2F2494091.2494128.html	2013	Inferring social ties in pervasive networks an on campus comparative study	 	WiFi base stations are increasingly deployed in both public spaces and private companies and the increase in their density poses a significant threat to the privacy of users Prior studies have shown that it is possible to infer the social ties between users from their co location traces but they lack one important component the comparison of the inference accuracy between an internal attacker e g a curious application running on the device and a realistic external eavesdropper e g a network of sniffing stations in the same field trial We experimentally show that such an eavesdropper can infer the type of social ties between mobile users better than an internal attacker	network urban privacy locationbased dataanalysis application mobiledevice fieldstudy
doi.acm.org%2F10.1145%2F2494091.2494130.html	2013	Systematic evaluation of social behaviour modelling with a single accelerometer	 	We describe our ongoing research on systematically analysing what types of socially related attributes and behaviours can be estimated automatically in highly social and crowded situations This is a challenging task because obtaining the true labels for social behaviours or attributes in practice is non trivial Here individuals hang a sensing device around their neck that records their acceleration during a social event We then devise models to estimate their social behaviour or attributes based on these measurements and systematically evaluate the feasibility of such a set up Since we only use a single triaxial accelerometer per person our results are surprisingly accurate and suggest that further socially relevant information could also be extracted Our systematic evaluations provide a deeper understanding of how to better model socially relevant information in the future	crowd task sensing mobiledevice evaluation
doi.acm.org%2F10.1145%2F2494091.2494132.html	2013	Visualization of dimension measurement using a consumer grade tablet camera audio sensor	 	We present a dimension measurement visualization technique using a consumer tablet device A user is able to control the position and size of a virtual dimension image and confirm the specified dimension on the camera view The system utilizes speaker and microphone sensor as distance detector to extract information needed for correct sizing of the visualized measurement Our technique does not require the use of a physical marker or a view of the ground We implemented a module that could cope with a noisy environment We also implemented a guide mark module that enables use of the system when multiple objects are presented in the camera view	video mobiledevice sensing
doi.acm.org%2F10.1145%2F2494091.2494135.html	2013	Vasque a privacy preserving casual communication system based on a circular mirror metaphor	 	An always on video communication system can increase the opportunity for casual communication between remotely connected users but privacy concerns prohibit the wide usage of such a system To address this problem we propose a new system for remote communication which has wide angle lens that faces the ceiling and which allows an always on connection while protecting the privacy of unintended users and keeping the background scenery naturally out of the line of sight Furthermore a circular mirror metaphor allows both local and remote users to participate in the conversation as if they were at the same roundtable	video privacy
doi.acm.org%2F10.1145%2F2494091.2494137.html	2013	Using wearable sensor badges to improve scholastic performance	 	An experiment using wearable sensor badges showed that there was a strong correlation between students physical behaviors and their scholastic performance For example students whose bodily movements were in harmony with those of their classmates during class and students with more face to face interaction during break times had better scholastic performance These results indicate that it may be possible to improve scholastic performance by changing student behaviors as measured using wearable sensor badges	wearablecomputing
doi.acm.org%2F10.1145%2F2494091.2494139.html	2013	BlueView a perception assistant system for the visually impaired	 	In this paper we present a perception assistant system named BlueView Aim of the system is to assist visually impaired people in improving their perception of points of interest POIs in the nearby surrounding The system allows users to perceive POIs and accurately locate them with an audio prompting approach BlueView contains two components Viewer device and Beacon point Viewer device is a Bluetooth enabled mobile phone Beacon point is a Bluetooth tag with a speaker Using a within subject design six participants i e blind people were involved in the experiment with the system Preliminary results suggest that BlueView effectively assist users in perceiving and locating POIs in both single and multi user scenarios	video locationbased audio mobiledevice network design
doi.acm.org%2F10.1145%2F2494091.2494140.html	2013	Compressed signal representation for inertial sensor signals	 	We present and evaluate a method to generate a compressed representation of multi dimensional inertial sensor signals using a piecewise linear approximation The representation can be computed on small sensor nodes and thus allows for a reduction of the amount of data that needs to be transmitted to the main processing node On an existing gesture database we present the compression rate that is reached and evaluate the quality of the representation in terms of the accuracy reached for gesture classification We compare the results to our baseline system using a simpler approach for data reduction	evaluation sensing gestureinteraction dataanalysis
doi.acm.org%2F10.1145%2F2494091.2494141.html	2013	Towards context oriented programming in wireless sensor networks	 	We present our ongoing work towards applying the context oriented programming COP paradigm to wireless sensor networks WSNs Context as a representation of the environment where the system operates plays a key role in WSN applications which must often adapt their operation depending on environmental conditions We argue that promoting a notion of context as a first class citizen in WSN programming facilitates the design and implementation of context dependent functionality To this end we conceive a context oriented programming model expressly tailored to WSNs coupled with dedicated language constructs Unlike the existing literature on COP we embed the latter within low level C like languages that do not rely on resource intensive features such as dynamic memory management To make our design concrete we describe a context oriented extension of nesC a widely used WSN programming language and report on a preliminary assessment of our design	network sensing application citizen design
doi.acm.org%2F10.1145%2F2494091.2494143.html	2013	Activity recognition and nutrition monitoring in every day situations with a textile capacitive neckband	 	We build on previous work 5 that demonstrated in simple isolated experiments how head and neck related events e g swallowing head motion can be detected using an unobtrusive textile capacitive sensor integrated in a collar like neckband We have now developed a 2nd generation that allows long term recording in real life environments in conjunction with a low power Bluetooth enabled smart phone It allows the system to move from the detection of individual swallows which is too unreliable for practical applications to an analysis of the statistical distribution of swallow frequency Such an analysis allows the detection of nutrition events such as having lunch or breakfast It also allows us to see the general level of activity and distinguish between just being absolutely quiet no motion and sleeping The neckband can be useful in a variety of applications such as cognitive disease monitoring and elderly care	sensing energy network mobiledevice application statistics
doi.acm.org%2F10.1145%2F2494091.2494144.html	2013	Virtual uniforms using sound frequencies for grouping individuals	 	In this paper we present the concept of grouping individuals and detecting their proximity by emitting receiving inaudible tones using their mobile phones The inspiration stems from uniforms metaphor of different colors that groups subjects based on the roles occupations or teams The goal is to get an insight into the social context and social interaction patterns	mobiledevice socialinteraction
doi.acm.org%2F10.1145%2F2494091.2494145.html	2013	FaceLog capturing user s everyday face using mobile devices	 	Lifelogging services are emerging as promising mobile applications pursuing to build a user s autobiographical memories To date initial attempts of lifelogging services have been proposed capturing what I see hear meet and visit These empirical and environmental contexts surrounding contexts may help a user reminisce about the past On the other hand we focus on an important key feature of lifelogging which has been unexplored so far i e appearance context The appearance context is about one s facial expression body image gaze posture gesture etc Appearance monitoring in a fine grained and momentary manner enables total recall of a user i e not only what the user perceives but also how the user is perceived by others In this poster we propose FaceLog a face logging service which automatically and opportunistically captures user s everyday face	systems mobiledevice application gestureinteraction
doi.acm.org%2F10.1145%2F2494091.2494146.html	2013	Prophet what app you wish to use next	 	A variety of applications app installed on smart phones do greatly enrich our lives but make it more difficult to organize our screens and folders Predicting apps that will be in use next can benefit users a lot In this poster we propose some light weighted Bayesian methods to predict the next app based on the app usage history The evaluation on Mobile Data Challenge MDC dataset gives very encouraging results In addition we suggest a natural way to integrate the app prediction features to the user interface Users would find it convenient to access the predicted apps with simple touches	application mobiledevice dataanalysis evaluation touch
doi.acm.org%2F10.1145%2F2494091.2494147.html	2013	MPower gain back your android battery life 	 	Nowadays mobile devices are becoming more flexible and rich in functionalities As already presented in 6 those devices are highly influenced by constraints mainly regarding power management In fact mobile batteries are limited in time and there are no efficient methods able to manage power consumption Even knowing the device Time To Live TTL is currently left to the user experience In this paper we presented MPower a system able to predict the mobile device TTL providing also the user with suggestions on the optimal device configuration w r t the desired TTL This allows the user to manage the available power resources according to his her needs avoiding power wasting	mobiledevice energy dataanalysis
doi.acm.org%2F10.1145%2F2494091.2494148.html	2013	Gesture interaction for wall sized touchscreen display	 	In order to improve the user experience in a large touchscreen this research introduces gesture interaction into wall sized touchscreen According to the distance between user and display we create two interaction modes for touch and body gesture respectively Challenges encountered and prospects for further improvement are also investigated	touch gestureinteraction
doi.acm.org%2F10.1145%2F2494091.2494149.html	2013	Antonius a mobile search engine for the physical world	 	We introduce Antonius a wearable system that is able to detect real world objects based on their visual appearance Users can search for objects and be directed to their current location on a 3D map Our formative evaluation indicates that 3D representation is preferred to 2D maps to show an object s location and that both stationary and mobile systems would be beneficial depending on the scenario	wearablecomputing video locationbased urban evaluation mobiledevice design
doi.acm.org%2F10.1145%2F2494091.2494151.html	2013	Inch scale interactive displays for social object annotation	 	This paper offers an HCI perspective on ubiquitous annotation with a focus on social object annotation It suggests that user experience issues with static display visual markers and radio frequency tags are due to a lack of up to date information about the related object or service To provide that information it proposes small situated displays that can encourage engagement and support interaction with dynamic user generated content services The paper describes a platform for research into small pervasive displays in the context of social object annotation and briefly discusses the relevance of the research for the wider field	video network systems
doi.acm.org%2F10.1145%2F2494091.2494153.html	2013	Numerical modeling of image discriminability for home storage and organization system on a smart device	 	In Home storage and organization system on a smart device thumbnail pictures Tag Image of daily use objects are often used Discriminability of Tag Image is important to realize superior usability In this paper we have tried to construct a numerical model of Tag Image s discriminabillity The proposed model is based on simple linear regression from popular image features and their statistics In addition web based data input system has also been developed to collect training data efficiently Consequently the input system has acquired a substantial number of data and a numerical model has been constructed The constructed model has substantially good but not perfect performance	homesetting mobiledevice usability statistics web dataanalysis
doi.acm.org%2F10.1145%2F2494091.2494154.html	2013	Designing generation Y interaction by eliciting interaction qualities	 	With more and more products becoming digital mobile and networked paying attention to the qualities of interactions with these products should have is also getting more relevant While interaction qualities have been addressed in a number of scientific studies little attention is being paid to their implementation into a real life everyday context This paper describes the development of a novel office phone YPhone which demonstrates the application of a specific set of interaction qualities into the context of office work	mobiledevice application
doi.acm.org%2F10.1145%2F2494091.2494155.html	2013	Constructing trip routes with user preference from location check in data	 	This paper presents a novel trip route construction using location check in data Given a set of preference lists of locations from users we aim to coordinate their preferred locations to visit and construct a route which not only satisfying user preferences as many as possible but also being popular and reasonable We formulate such preferred route construction as an optimization problem We solve it efficiently and effectively by devising some greedy methods Experiments on Gowalla large scale check in data show the promising effectiveness and efficiency of our methods	locationbased
doi.acm.org%2F10.1145%2F2494091.2494156.html	2013	An exploration with online complex activity recognition using cellphone accelerometer	 	We investigate the problem of online detection of complex activities such as cooking lunch work at desk i e recognizing them while the activities are being performed using parts of the sensor data In contrast to prior work where complex activity recognition is performed offline with the observation of the activity available for its entire duration and utilizing deeply instrumented environments we focus on online activity detection using only accelerometer data from a single body worn smartphone device We present window based algorithms for online detection that effectively perform different tradeoffs between classification accuracy and detection latency We present results of our exploration using a longitudinally extensive and clearly annotated cellphone accelerometer data trace that captures the true life complex activity behavior of five subjects	sensing activityrecognition mobiledevice systems dataanalysis
doi.acm.org%2F10.1145%2F2494091.2494157.html	2013	SpiroVest an e textile based wearable spirometer with posture change adaptability	 	Daily continuous spirometry is expected to detect lung disease initial symptoms that occur in daily contexts Current medical spirometers are insufficient for such usage because they force uncomfortable conditions for users such as pinching their noses with a clip and holding a mouthpiece in their mouths To solve this issue we propose an e textile based wearable spirometer called SpiroVest that estimates lung behavior from torso girth movements It does not require any uncomfortable conditions that interfere with daily activity In addition our wearable spirometer is able to estimate accurate respiratory volume against variety of postures by a simple and posture independent error reduction mechanism	wearablecomputing
doi.acm.org%2F10.1145%2F2494091.2494158.html	2013	E textile pressure sensor based on conductive fiber and its structure	 	This paper proposes a novel e textile based pressure sensor Textile is a common material in our life used in such items as sheets seats and clothing If these items are equipped with sensor functions they can invisibly assist humans without significant lifestyle changes Our sensor is suitable for mass production and durable in daily hard use cases The sensor is woven with common weaving machines with a special manner and its material is a common low cost conductive fiber that does not use special and costly materials such as optical fiber The sensor mechanism is supported by the textile structure thus our sensor has durability for frictional force and scratch occurring sometime in daily context In this paper we also introduce two example usages of our textile sensor a bed size body pressure sensor for anti pressure ulcer treatment and a wearable foot pressure sensor for walk and skill analyses	sensing wearablecomputing walk
doi.acm.org%2F10.1145%2F2494091.2494159.html	2013	Optical bow position speed and contact point detection	 	Sensor technologies for musical instruments enable musicians to capture playing parameters while playing and augment their instruments for enhanced musical expression A further step into this direction is the following optical contact free bowing sensing technique for string instruments In string instrument playing the combination of bowing speed position bow pressure and bow to string contact point and angle are the basic factors of the right hand sound production To measure these parameters we developed an optical contactless sensor system to complete existing pressure measurement systems It consists of emitters infrared IR or colored light emitting diodes LEDs on the bow and IR or color receivers on the violin The precision of the measurement data obtained with this setup is sufficient to investigate the main parameters of bowing and sound production	sensing
doi.acm.org%2F10.1145%2F2494091.2494160.html	2013	Towards a micro blog platform for sensing and easing adolescent psychological pressures	 	Adolescent mental health cannot be ignored and psychological pressure is one of the prominent problems of current teenagers Micro blog as the most important information exchange and broadcast tool in the current society is becoming an important channel for teenagers information acquisition inter interaction self expression emotion release due to its unique equality freedom fragmentation individuality characteristics This poster envisions a micro blog platform aiming to 1 sense psychological pressures through teenagers tweets and 2 assist teenagers to release their stress through micro blog A method for timely detecting psychological pressures from teenagers tweets is particularly described Our preliminary experimental results on real data demonstrate the validity of the approach We also discuss ways to assist teenagers to release their pressures through micro blog at the end of the poster	health socialinteraction systems sensing socialnetwork
doi.acm.org%2F10.1145%2F2494091.2494162.html	2013	Applying mobile and internet of things technologies in managing parking spaces for people with disabilities	 	Parking in public areas is one of the major problems faced in modern urban environments This is more so the case for citizens with disabilities who have a limited number of spaces allocated for their exclusive use which are often not enough to meet demand and are sometimes illegitimately occupied A smart city system that combines mobile and machine to machine communications has been designed aiming to alleviate the above issue The system uses sensors to acquire disabled parking spot availability information which is disseminated to registered users in real time Utilising such information users can drive directly towards spots currently available or even reserve one of them Upon arrival legitimate users are able to verify themselves through a simple text message a special device or a smart phone application User verification enables more efficient monitoring of these precious parking spots	urban citizen mobiledevice design sensing application
doi.acm.org%2F10.1145%2F2494091.2494163.html	2013	PriCal dynamic privacy adaptation of collaborative calendar displays	 	Office wall calendars often contain only entries considered public which reduces their utility for scheduling meetings or gaining an overview of one s schedule PriCal is a collaborative calendar display that dynamically adapts to present persons and their privacy preferences We outline our current prototype consisting of a calendar agent for display adaptation a mobile app for managing individual calendars and privacy settings and a system for detecting present persons and identifying registered users	privacy mobiledevice
doi.acm.org%2F10.1145%2F2494091.2494164.html	2013	MatkaHupi a persuasive mobile application for sustainable mobility	 	With the advances in smartphone technologies sustainable mobility has become an active research topic in the field of ubiquitous computing We present a persuasive mobile application that automatically tracks the transportation modes and CO2 emissions of the trips of the user and utilizes this information to present a set of actionable mobility challenges to the user A longitudinal pilot experiment with the system showed that subjects perceived the concept of challenges as positive with constructive findings to inform further development of the application especially related to personalized challenges	mobiledevice ubiquitouscomputing application
doi.acm.org%2F10.1145%2F2494091.2494165.html	2013	Annotate me supporting active reading using real time document image retrieval on mobile devices	 	We present a novel system to support active reading Utilizing a mobile device the user can add digital annotations to physical documents like papers and posters We present first prototype implementations of the mobile phone interface with and without server support Server support let s you share annotations with your friends We discuss findings from an initial user evaluation and present an improved prototype We believe annotating paper using document image retrieval is a promising technology for active reading support	mobiledevice systems evaluation
doi.acm.org%2F10.1145%2F2494091.2494166.html	2013	A task management system using future prediction based on personal lifelogs and plans	 	People who are busy generally have to manage a great variety of tasks But sometimes they fall behind in minor tasks and gradually even without them noticing a huge backlog piles up far beyond the person s capacity to complete them well and on time We proposed a task management system that predicts a user s future state on the basis of the user s lifelog and plans using a simple linear regression model We implemented the system using a smartphone and estimated its usefulness with a user test As a result the users of our system saw their future diaries and tried to alter their current daily activities	task dataanalysis mobiledevice
doi.acm.org%2F10.1145%2F2494091.2494168.html	2013	Device recognition for intuitive interaction with the web of things	 	Supporting human users when interacting with smart devices is important to drive the successful adoption of the Internet of Things in people s homes and at their workplaces In this poster contribution we present a system that helps users control Web enabled smart things in their environment Our approach involves a handheld interaction device that recognizes smart things in its view using state of the art visual object recognition techniques It then augments the camera feed with appropriate interaction primitives such as knobs or buttons for control and can also display measured values for instance when recognizing a sensor The interaction primitives are generated from user interface descriptions that are embedded in the Web representations of the smart things Our prototype implementation achieves frame rates that allow for interactive use of the system by human users and indeed proved to facilitate the interaction with smart things in a demonstration testbed in our research group	mobiledevice internet homesetting web video sensing
doi.acm.org%2F10.1145%2F2494091.2494169.html	2013	Embedded semantic metadata to support device interaction in smart environments	 	Facilitating the interaction of human users and machines with smart devices is important to drive the successful adoption of the Internet of Things in people s homes and at their workplaces In this poster contribution we present an approach to support users controlling smart devices in their environment To do this we propose to embed semantic metadata in the representations of smart things By means of this metadata and a semantic reasoning service our system enables users to specify a desirable state of their smart environment and produces a machine readable description that details which steps are necessary to reach this state where each step corresponds to a Web request to a smart device A client application that could for instance run on the user s smartphone can distill the necessary steps required to reach the user s goal state from this description and execute them to modify the smart environment on behalf of the user	mobiledevice internet homesetting systems smartspace web application
doi.acm.org%2F10.1145%2F2494091.2494170.html	2013	Consumer experience modeling and enrichment using RFID	 	Nowadays brick and mortar retailers face a strong competition with online commerce Instant feedback product comparison or recommendations are relevant advantages of online commerce over traditional physical retailers Ubiquitous Computing technologies such as Radio Frequency Identification RFID can help to bring the benefits of online commerce to brick and mortar stores We have been using RFID EPC Gen2 to identify and track garments in fitting rooms and point of sales in a real store in Barcelona Spain In this work we present the initial results of a real customer model analysis using RFID data We demonstrate how by analyzing basket and fitting room information we can extract differentiated patterns in the customers behavior This model is intended to be used as part of an in store recommender system and stock information Future work includes improvement of data collection and customer identification	feedback recommend ubiquitouscomputing rfid dataanalysis
doi.acm.org%2F10.1145%2F2494091.2494171.html	2013	Ubiquitous support for midwives to leverage daily activities	 	In this paper we present preliminary outcomes concerning the design of a support system for midwives in the Netherlands to carry out daily activities The purpose of our design is to make the workflow of mid wives more efficient Our user studies confirm that the current workflows of midwives to support pregnant women lack efficiency The most obvious barrier is the lack of an integrated IT system to provide daily care to pregnant women Based on the findings we propose some solutions that may help midwives to perform their daily tasks more efficiently	design task
doi.acm.org%2F10.1145%2F2494091.2494173.html	2013	Supporting blind navigation using depth sensing and sonification	 	We present a system designed to help blind people navigate around obstacles Our system perceives the environment in front of the user using a depth camera a Microsoft Kinect The system identifies nearby structures from the depth map and uses sonification to convey obstacle information to the user The system has undergone a formative evaluation involving eight blind folded participants and one blind participant We found that our system can be learned within minutes and that participants can successfully navigate through an obstacle course with few collisions	navigationsystem video urban evaluation
doi.acm.org%2F10.1145%2F2494091.2494174.html	2013	Ti Photograph a tele immersive photograph system for distributed parents and children	 	With the social development the demand of a natural remote communication platform for distributed families has greatly emerged This work presents a Tele Immersive Photograph system TI Photograph which allows children and their remote parents to take pictures together in a virtual space with interactive behaviors First we propose a robust video object cutout method to segment the video of the child and the remote parent from their background surroundings Second we introduce a user behavioral intention driven video composition method to adaptively merge the segmented videos of the users into a same shared background customized by natural gesture interaction Then we create an illusion that the child and the parent are immersed in the same environment Experimental results demonstrate that the visual appearance in a shared interactive environment provides closer and efficient communication between remote family members	systems photograph children video gestureinteraction homesetting
doi.acm.org%2F10.1145%2F2494091.2494175.html	2013	PDR based adaptation for user progress in interactive navigation system	 	Recently indoor pedestrian navigation systems have attracted attentions of people We have been developing an interactive pedestrian navigation system and found that the navigation system could not provide enough sense of reassurance for a user according to our preliminary experiment In this study we propose a method to improve the user s sense of reassurance by notifying user s level of achievement sensed by their smart phone sensors and conduct the experiment in the Osaka underground city According to the questionnaire survey that we conducted after the experiment people who chose affirmative opinions on a sense of reassurance increased by 45 due to the proposed method	locationbased pedestrian navigationsystem sensing mobiledevice qualitativemethods
doi.acm.org%2F10.1145%2F2494091.2494176.html	2013	Inferring social contextual behavior from bluetooth traces	 	Context aware computing is increasingly paid much attention especially makes the people s social contextual behavior very crucial for user centric dynamic behavior inference At present extensive work has focused on detecting specific places inferred by static radio signals like GPS GSM and WiFi and recognizing mobility modes inferred by embedded sensor components like accelerometer This paper proposes a distinct feature based classification approach and context restraint based majority vote rule to infer social contextual behavior in dynamic surroundings Experimental results indicate that our proposed method can achieve high accuracy for inferring social contextual behavior through the real life Bluetooth traces	contextawareness network mobiledevice sensing dataanalysis
doi.acm.org%2F10.1145%2F2494091.2494177.html	2013	Visualizing web mash ups for in situ vision based mobile AR applications	 	Augmented reality applications are gaining popularity due to increased capabilities of modern mobile devices Creating AR content however is tedious and traditionally done on desktop environments by professionals with extensive knowledge and or even programming skills required In this demo we demonstrate a complete mobile approach for creating vision based AR in both indoor and outdoor environment Using hyperlinks Web mashups are built to dynamically augment the physical world by normal users without programing skills	augmentedreality application mobiledevice locationbased web physicalcomputing
doi.acm.org%2F10.1145%2F2494091.2494178.html	2013	Wearable audio feedback system for gait rehabilitation in subjects with Parkinson s disease	 	Parkinson s disease PD is a degenerative neurological disorder associated with movement impairments Recent studies have shown that auxiliary cueing in the form of video audio or haptic feedback can improve the gait performance in PD patients We have developed a new platform to support gait rehabilitation in PD patients based on a wearable system able to produce real time feedback to the user in a comfortable and effective way Using a set of custom wearable inertial sensors with advanced on board processing capabilities our application employs a smartphone to analyze in real time the patient s gait and to return an appropriate real time audio bio feedback ABF message to the user to correct and improve gait performance The main advantages of the system are mobility and unobtrusiveness it can be comfortably worn and carried by the patient with no range restrictions giving the possibility to monitor and rehabilitate the patient in real life scenarios both indoors and outdoors	video audio haptic systems wearablecomputing feedback sensing application mobiledevice design locationbased
doi.acm.org%2F10.1145%2F2494091.2494179.html	2013	My reading life towards utilizing eyetracking on unmodified tablets and phones	 	As reading is an integral part of our knowledge lives we should know more about our reading activities This paper introduces a reading application for smart phone and tablets that aims at giving user more quantified information about their reading habits We present our work towards building an open library for eye tracking on unmodified tablets and smart phones to support some of the applications advanced functionality We implemented already several eye tracking algorithms from previous work unfortunately all seem not to be robust enough for our application case We give an overview about our challenges and potential solutions	application mobiledevice systems
doi.acm.org%2F10.1145%2F2494091.2494180.html	2013	Dungeons 38 swimmers designing an interactive exergame for swimming	 	We propose Dungeons 38 Swimmers an interactive audio and motion based exergame for swimming As the first of its kind we explore its design considerations and opportunities stemming from swimming We gamify the four different stroke types with an auditory feedback For minimal interference we develop a single sensor based wearable prototype detecting the strokes and stroke types in real time We conduct a pilot deployment to study initial user experiences	audio hci game feedback sensing wearablecomputing
doi.acm.org%2F10.1145%2F2494091.2494181.html	2013	iFridge an intelligent fridge for food management based on RFID technology	 	It is a tedious task to search and locate a specific food from a massive number of foods arbitrarily placed in a fridge In this paper we develop iFridge an intelligent system which allows the user to effectively manage and accurately locate the foods stored inside the fridge By leveraging the RFID technology iFridge is able to automatically collect the food information perceive the user s activities and locate the specified foods We develop a smart application cooking recipe recommendation by sensing the user s daily eating habits Moreover by specifying those foods with roughly known locations as anchor nodes we are able to locate the specified food by using cluster analysis	task locationbased food rfid application recommend sensing
doi.acm.org%2F10.1145%2F2494091.2494182.html	2013	homeBLOX making home automation usable	 	Home automation aims to increase convenience of residential living The homeBLOX system uses a process driven execution model to enable complex automation tasks with heterogeneous devices while providing a user interface that abstracts from lower level complexity Complex automation tasks are created as sequences consisting of events and actions linked to physical and virtual devices which are translated into BPEL code for execution We outline the key concepts architecture and prototype of our system	homesetting task mobiledevice
doi.acm.org%2F10.1145%2F2494091.2494183.html	2013	EverCopter continuous and adaptive over the air sensing with detachable wired flying objects	 	The paper proposes EverCopter which provides continuous and adaptive over the air sensing with detachable wired flying objects While a major advantage of sensing systems with battery operated MAVs is a wide sensing coverage sensing time is limited due to its limited amount of energy We propose dynamically rechargeable flying objects called EverCopter EverCopter achieves both long sensing time and wide sensing coverage by the following two characteristics First multiple EverCopters can be tied in a row by power supply cables Since the root EverCopter in a row is connected to DC power supply on the ground each EverCopter can fly without battery This makes their sensing time forever unless the power supply on the ground fails Second the leaf EverCopter can detach itself from the row in order to enjoy wider sensing coverage An EverCopter while it is detached runs with its own battery supplied energy When the remaining energy becomes low it flies back to the row to recharge the battery	naturalenvironment sensing energy
doi.acm.org%2F10.1145%2F2494091.2494184.html	2013	Point 38 control interaction in smart environments you only click twice	 	This work presents a system that makes use of the Microsoft Kinect to enable Point 38 Click interaction for the control of appliances in smart environments A backend server determines through collision detection which device the user is pointing at and sends the respective control interface to the user s smartphone Any commands the user issues are then sent back to the server which in turn controls the appliance New devices can either be registered manually or using markers such as QR codes to identify them and get their position at the same time The video demonstrates the interaction concept and our technical implementation	smartspace systems mobiledevice video
doi.acm.org%2F10.1145%2F2494091.2494185.html	2013	Reality editor programming smarter objects	 	The Reality Editor is a system that supports editing the behavior and interfaces of socalled smarter objects i e objects or devices that have an embedded processor and communication capability Using augmented reality techniques the Reality Editor maps graphical elements directly on top of the tangible interfaces found on physical objects such as push buttons or knobs The Reality Editor allows flexible reprogramming of the interfaces and behavior of the objects as well as defining relationships between smarter objects in order to easily create new functionalities This paper describes the different functionalities of the Reality Editor and presents several examples	mobiledevice augmentedreality urban physicalcomputing
doi.acm.org%2F10.1145%2F2494091.2494187.html	2013	FRAGWRAP fragrance encapsulated and projected soap bubble for scent mapping	 	This paper proposes FRAGWRAP which maps scent to real objects in real time To achieve this purpose we leverage fragrance encapsulated soap bubble with projection mapping technique Since human olfaction is known as combined utilization of his her eyes and nose we encapsulate fragrance into bubble soap to stimulate the nose and also project 3D image of the fragrance to the bubble soap in real time In this video we present our first prototype which automatically inserts fragrance into a soap bubble and also projects images to the moving bubble All system is activated by speech recognition	urban video speech
doi.acm.org%2F10.1145%2F2494091.2494233.html	2013	Study of a monopulse system with RFID antennas for applications oriented to retail industry	 	Radio Frequency Identification RFID allows the identification and location of items using passive electronic labels However current RFID techniques do not locate objects precisely The monopulse system allows to locate objects with higher accuracy using a combination of Radio Frequency RF beams In this work we present a two antenna monopulse system implementation using RFID technologies By combining RF beams we obtained a focused beam We also investigated the multipath effect in this work Our results show a monopulse system using RFID technologies with an accuracy of 84 It can be applied in the retail industry for applications such as fitting rooms inventory customers location and others	rfid locationbased dataanalysis network application
doi.acm.org%2F10.1145%2F2494091.2495968.html	2013	Atelier of smart garments and accessories	 	Wearable computing represented an important paradigm shift in engineering and computer science At the present time wearable computing is undergoing a new paradigm shift the wearable systems that used to be transportable devices are actually weaving itself into the fabric of everyday life as predicted by Weiser Indeed the current trend of wearable computing is integrating the technology directly in the garments without introducing new body worn systems Clothes shoes eye glasses bracelets and watches are becoming smarter seamlessly embedding more and more powerful computational resources and communication possibilities The change has already begun and this workshop aims to bring together researchers from the academia and the industry in order to establish a multidisciplinary community interested in discovering and exploring the challenges and opportunities coming from this natural evolution of wearable computing	wearablecomputing mobiledevice dataanalysis energy socialnetwork
doi.acm.org%2F10.1145%2F2494091.2495969.html	2013	Smart garments the issue of usability and aesthetics	 	In this position paper important issues to consider for the development of smart garments are addressed A special emphasis is placed on usability and its evaluation in a user centered design approach Different factors influencing the outcomes of usability tests are discussed The effect of design aesthetics as a very important influencing factor in usability tests is addressed in detail and its potential influence on the outcomes of usability evaluations of smart garments is discussed The paper concludes with recommendations for the development of usable and enjoyable smart garments	usability evaluation design recommend
doi.acm.org%2F10.1145%2F2494091.2495970.html	2013	Illumee aesthetic light bracelet as a wearable information display for everyday life	 	We present our vision of a wearable light display integrated into a piece of jewellery an aesthetic bracelet As a piece of jewellery the display is discreetly integrated into some accessoire that is worn anyway and therefore integrates excellently into everyday life The bracelet can be used for various daily reminder tasks like intake of medication It can also be used to present feedback on a person s health behaviour e g their daily physical activity We briefly describe our concept and present a number of research questions that need to be investigated	wearablecomputing task feedback health
doi.acm.org%2F10.1145%2F2494091.2495971.html	2013	State of the art and perspectives on the fabrication of functional contact lenses	 	Functional multi purpose contact lenses have recently attracted attention as suitable means to exploit the characteristics of eyes to diagnose diseases and for drug delivery In this paper we provide insights into the design and fabrication of specific prototype contact lenses suitable for wearers with dry eye conditions The main objective is to integrate a combined system which constitutes a biosensor for hydration monitoring and a saline solution delivery system embedded on flexible polymer based substrates We discuss the state of art and current research progress in smart contact lenses and provide initial hints of the proposed solution and identify specific challenges	design
doi.acm.org%2F10.1145%2F2494091.2495972.html	2013	WagTag a dog collar accessory for monitoring canine activity levels	 	Technological advancements are leading to the emergence of wearable computing devices as a major consumer category Several companies have developed or are developing wearable accessories to monitor human activity But the health and wellness applications associated with these accessories can also benefit non humans and wearable computing accessories with such apps are now emerging for the pet market In this paper we describe WagTag an accessory that can be attached to a dog collar to track a dog s activities and the intensity of these activities The activity information is visually displayed on the device while more detailed information can be uploaded to a computer via a Bluetooth connection We describe key design issues and goals associated with the development of this device especially with respect to aesthetics durability and functionality and also describe WagTag s prototype activity recognition models	wearablecomputing mobiledevice activityrecognition health application video network design
doi.acm.org%2F10.1145%2F2494091.2495973.html	2013	Wearable accessories for cycling tracking memories in urban spaces	 	The paper presents a wearable system distributed in the garments and on the bicycle that enables the user to manage memories in order to change the human environment affective interaction The goal is to exploit wearable technologies in order to create a new form of interaction with urban spaces	wearablecomputing urban
doi.acm.org%2F10.1145%2F2494091.2495974.html	2013	Designing a desirable smart bracelet for older adults	 	In this paper we present the design process of a smart bracelet that aims at enhancing the life of elderly people The bracelet acts as a personal assistant during the user s everyday life monitoring the health status and alerting him or her about abnormal conditions reminding medications and facilitating the everyday life in many outdoor and indoor activities	design health locationbased
doi.acm.org%2F10.1145%2F2494091.2495975.html	2013	2nd workshop on recent advances in behavior prediction and pro active pervasive computing	 	The 2nd Workshop on recent advances in behavior prediction and pro active pervasive computing focuses on contributions that target recent challenges of context prediction and on applications of context prediction The main challenges are a lack of benchmarks and common data sets as well as a lack of development frameworks and that the main focus of context prediction still remains location prediction Since context prediction is a key requirement to enable proactive applications the workshop aims to intensify the discussion about the state and direction of context prediction research and to facilitate collaboration among research groups focusing on context prediction	dataanalysis ubiquitouscomputing contextawareness application framework locationbased
doi.acm.org%2F10.1145%2F2494091.2495976.html	2013	Collective suffix tree based models for location prediction	 	Models developed for the prediction of location where a specific individual will be present at a future time are typically implemented using a one model per user approach which cannot be employed for inferring collective or social behaviours involving other individuals In this paper we propose an alternative that allows for inference though a collaborative mechanism which does not require the profiling of individual users This alternative utilises a suffix tree as its core underlying data structure where predictions are computed over an aggregate record of behaviours of all users We evaluate the performance of our model on the Nokia Mobile Data Collection Campaign data set and find that the collective approach performs well compared to individual user models We also find that the commonly used Hit and Miss score on its own does not provide sufficient indication of prediction accuracy and that employing additional metrics using the mean error may be preferable	dataanalysis locationbased evaluation mobiledevice
doi.acm.org%2F10.1145%2F2494091.2495977.html	2013	Synthesizing daily life logs through gaming and simulation	 	In the recent years there has been a growing interest in the design and implementation of smart homes and smart buildings in general The evaluation of approaches in this area typically requires massive datasets of measurements from deployed sensors in real prototypes While a few datasets obtained by real smart homes are freely available they are not sufficient for comparing different approaches and techniques in a variety of configurations In this work we propose a smart home dataset generation strategy based on a simulated environment populated with virtual autonomous agents sensors and devices which allow to customize and reproduce a smart space using a series of useful parameters The simulation is based on declarative process models for modeling habits performed by agents an action theory for realizing low level atomic actions and a 3D virtual execution environment We show how different configurations generate a variety of sensory logs that can be used as input to a state of the art activity recognition technique in order to evaluate its performance under parametrized scenarios as well as provide guidelines for actually building real smart homes	homesetting evaluation sensing simulation mobiledevice smartspace activityrecognition design
doi.acm.org%2F10.1145%2F2494091.2495978.html	2013	Learning and user adaptation in location forecasting	 	In this paper we propose a learning mechanism adapting user location forecasting to behavior changes over time Our model is able to predict for up to 94 weeks with 43 of accuracy	locationbased health dataanalysis
doi.acm.org%2F10.1145%2F2494091.2495979.html	2013	On the stability of context prediction	 	Context prediction is a key technique for proactive environments adapting to user s needs To prevent wrong predictions is one key factor to achieve a high user acceptance A wrong prediction could be caused by faulty or disturbed sensor data With the triumph of the Smartphone a wide range of context sources has become ubiquitous Often context prediction approaches today do not utilize these multiple context sources to cope with faulty or disturbed sensor data We propose and evaluate an approach that uses multiple context sources and exploits the correlations between context sources of one user to get a more fault tolerant prediction	contextawareness dataanalysis sensing mobiledevice evaluation
doi.acm.org%2F10.1145%2F2494091.2495980.html	2013	Wait time prediction how to avoid waiting in lines 	 	One of the challenges of organizations providing services to the public is the effective resource allocation Many service providers such as hospitals city halls or department of motor vehicles suffer from a service demand which is unevenly distributed over the day In this work we evaluate techniques for predicting the service demand We use the wait time dataset collected from the websites of California Department of Motor Vehicles DMV We extract patterns of the service demand in form of wait time during each hour of a day and each day of a week This information is used to train multiple machine learning models in order to predict the future wait time at DMV offices	systems car evaluation dataanalysis
doi.acm.org%2F10.1145%2F2494091.2495981.html	2013	HASC IPSC indoor pedestrian sensing corpus with a balance of gender and age for indoor positioning and floor plan generation researches	 	Up till now the majority of researches related to location estimation and floor plan creation have used different kinds of data and there has simply been no technique to compare the relative advantages and disadvantages We collected indoor pedestrian sensing data of 100 people with a balance of gender and age The data is part of the HASC corpus free to use for research purposes	locationbased pedestrian sensing
doi.acm.org%2F10.1145%2F2494091.2495982.html	2013	Labeling method for acceleration data using an execution sequence of activities	 	In the area of activity recognition many systems using accelerometers have been proposed Common method for activity recognition requires raw data labeled with ground truth to learn the model To obtain ground truth a wearer records his her activities during data logging through video camera or handwritten memo However referring a video takes long time and taking a memo interrupts natural activity We propose a labeling method for activity recognition using an execution sequence of activities The execution sequence includes activities in performed order does not include time stamps and is made based on his her memory Our proposed method partitions and classifies unlabeled data into segments and clusters and assigns a cluster to each segment then assign labels according to the best matching assignment of clusters with the user recorded activities The proposed method gave a precision of 0 812 for data including seven kinds of activities We also confirmed that recognition accuracy with training data labeled with our proposal gave a recall of 0 871 which is equivalent to that with ground truth	activityrecognition sensing video dataanalysis
doi.acm.org%2F10.1145%2F2494091.2495983.html	2013	Evaluation function of sensor position for activity recognition considering wearability	 	In the wearable computing environment a computer provides many kinds of services by using the values from wearable sensors to recognize the user s movements or situations In the research on activity recognition accelerometers are attached on the user s body such as wrists waist and feet Though researches on best sensor placement for context aware systems has been released thus far they do not use enough number of sensors to really decide the best sensor placement When using these context aware systems in our daily life we also need to consider the discomfort that the user gets from attaching the sensors The sensor might get in the user s way or feel uncomfortable for the user however as far as we know the sensor s wearability is not taken into consideration in these researches This paper proposes an evaluation function that scores sensor placement considering both recognition accuracy and sensor wearability with twenty sensors on the user s body and thirty kinds of exercises including aerobic exercise weight training and yoga Then we experimentally evaluated sensor placement resulted in high degree of accuracy achieved without feeling stressful	wearablecomputing systems activityrecognition sensing contextawareness evaluation dataanalysis
doi.acm.org%2F10.1145%2F2494091.2495984.html	2013	Improving fault tolerance of wearable wearable sensor based activity recognition techniques	 	Existing wearable sensor based activity recognition techniques lack fault tolerance in the case of sensors data loss such as communication disconnection and sensor failure Compensating for missing data is one method to improve robustness and can be done by three levels in activity recognition raw data level feature value level and classifier level Our study proposes a method to compensate for the missing sensor data using an ARAR algorithm and compares this method with a previous method for compensating for the feature value using kernel regression in the feature value level The ARAR algorithm method predicts future data from existing sequence data We conducted some experiments to verify the usefulness of the proposed methods Specifically the prediction performance was evaluated by applying the ARAR algorithm to compensate for one to five successive windows As a result of our test data the F measure rate was 73 4 in the case of sensor data loss The ARAR algorithm compensation for one and two successive windows increased the F measure to 76 8 Overall the ARAR algorithm method effectively compensates for instantaneous communication disconnection On the other hand the kernel regression method is especially compensates for burst communication disconnection Therefore we need to change the compensation method depending on sensor error patterns Thus we improved robustness of the activity recognition system by compensating for sensor data loss	wearablecomputing activityrecognition sensing systems dataanalysis evaluation
doi.acm.org%2F10.1145%2F2494091.2495985.html	2013	Pointing gesture recognition using compressed sensing for training data reduction	 	In this paper we investigate training data reduction for the pointing gesture recognition with compressed sensing The pointing gesture is one of activities during pointing and calling that is carried out by workers to keep occupational safety and correctness Compressed sensing is used for gesture recognition and considered the impacts of the gesture duration difference among user However the different force among users may affect to the recognition As a result of the experiment F measure is improved 0 18 compared with the DTW even only the data obtained from others is used Moreover we found that the user dependency varies for each subject Therefore we tested to recognize the pointing gestures of all subjects by using the training data of only specific users The test showed that the recognition model with training data from 4 specific subjects provided the same accuracy as the one from 11 subjects This result suggested the feasibility of reduction for subjects who need to acquire the training data	dataanalysis gestureinteraction sensing
doi.acm.org%2F10.1145%2F2494091.2495986.html	2013	Parameter exploration for response time reduction in accelerometer based activity recognition	 	In activity recognition techniques existing wearable sensors have a problem performing the recognition process Because existing wearable sensors perform recognition process by dividing sensor data into partial sequences there is lag between the changes in action and the output of the recognition result Therefore we focused on the point activities change and have proposed a method to reduce the response time of the activity recognition technique However parameters such as window size immediately after the activity changing point and the activity changing point detection in the proposed method have not been studied well Thus in this paper we conducted experiments using the HASC Corpus which contains large scale data of human activity We report results of examining various parameters in the proposed method and features of the proposed method revealed by comparison with a conventional method To give a concrete example for IIR band pass filter bank to be used for activity changing point detection we clarified the frequency and the appropriate number of filters In addition we clarified the relationship between identification accuracy and the size of a special window that is set after activity changing point detection The proposed method reduced the response time to the 2035ms on average from 2773ms the of average of the conventional method In addition the proposed method can reduce the amount of calculation achieve both high recognition accuracy and short response time and output the recognition results in consistent times to reduce the jitter of response time	activityrecognition wearablecomputing sensing dataanalysis
doi.acm.org%2F10.1145%2F2494091.2495987.html	2013	Detecting wi fi base station behavior inappropriate for positioning method in participatory sensing logs	 	Recently mobile base stations are getting increased which is considered harmful for the Wi Fi positioning methods In this paper three approaches for detecting Wi Fi base station behaviors inappropriate for Wi Fi signature sampling are introduced and their performance evaluations are presented First approach is for outdoor environment using GPS or Wi Fi second for indoor environment using Wi Fi and accelerometers and last for the first contact stations using the Bayesian estimation method Bayesian estimation is fine for stationary stations but much severe for mobile stations	mobiledevice network evaluation locationbased sensing
doi.acm.org%2F10.1145%2F2494091.2495988.html	2013	Automatic correction of annotation boundaries in activity datasets by class separation maximization	 	t is challenging to precisely identify the boundary of activities in order to annotate the activity datasets required to train activity recognition systems This is the case for experts as well as non experts who may be recruited for crowd sourcing paradigms to reduce the annotation effort or speed up the process by distributing the task over multiple annotators We present a method to automatically adjust annotation boundaries presuming a correct annotation label but imprecise boundaries otherwise known as label jitter The approach maximizes the Fukunaga Class Separability applied to time series Evaluations on a standard benchmark dataset showed statistically significant improvements from the initial jittery annotations	activityrecognition crowd task evaluation statistics
doi.acm.org%2F10.1145%2F2494091.2495989.html	2013	Monitor and understand pilgrims data collection using smartphones and wearable devices	 	Each year millions of people visit the sacred sites in Makkah and Madinah Even though the Hajj pilgrimage is one of the biggest annual events in the world with many of the pilgrims reporting it as a life changing experience quite a little is done to objectively monitor the pilgrims and to understand from the crowd and from the individual point of view what makes this event so special We present a data collection phase of 8 days of pilgrimage in April 2013 with 41 pilgrims carrying Android smartphones and 10 pilgrims wearing two physiological sensors namely chest belts and wrist worn devices We describe the data recording itself and emphasize the problems raised and the challenges faced during the study We provide the best practices for performing solid and efficient user studies in such a difficult environment and give first insights towards measuring important aspects of the Hajj pilgrimage such as recognition of activities and stages analysis of group behavior detection of stressful situations and health monitoring of pilgrims in general	crowd dataanalysis mobiledevice sensing health
doi.acm.org%2F10.1145%2F2494091.2495990.html	2013	Parallel distributed and differential processing system for human activity sensing flows	 	In this paper we propose a parallel distributed processing system for data analytic project including human activity sensing flows which manages dependency among data and analytic programs and re execute updated programs and dependent programs for updated data programs In the system a data analyzer can specify the dependency and parts for requiring distributed parallel processing using Hadoop Streaming and they can be processed only for updated and the dependent part with flexibly selecting parallel or sequential execution on the fly The specification can also specify repeated execution of a single program with different data while their dependencies are checked separately at execution We describe the mathematical model the system design the usage and the experimental result applying to the essential process in human activity sensing	activityrecognition sensing mathematical
doi.acm.org%2F10.1145%2F2494091.2495991.html	2013	Sharing training data among different activity classes	 	We propose a new activity recognition system for the daily activity by using a generative discriminative hybrid model that can learn an activity classification model with small quantities of training data by sharing training data among different activity classes Many existing activity recognition studies employ a supervised machine learning approach and thus require an end user s labeled training data this approach places a large burden on the user In this study we assume that a user wears sensors accelerometers on several parts of the body such as the wrist waist and thigh and by sharing sensor data obtained from only selected accelerometers e g only waist and thigh sensors among two different activity classes based on a sensor data similarity measure the quantities of training data can be increased For further reduction of the burden on the user we also adopt semi supervised approach to train the classifier in our study	activityrecognition dataanalysis sensing
doi.acm.org%2F10.1145%2F2494091.2495992.html	2013	Chairs summary proposal for international workshop on human activity sensing corpus and its application hasca2013 	 	Recent advancement of technology enables installations of small sized accelerometers or gyroscopes on various kinds of wearable portable information devices By using such wearable sensors these devices can estimate its posture or status However most of current devices only utilize these sensors for simple orientation and gesture recognition More deep understandings and recognition of human activity through these sensors will enable the next generation human oriented computing To enable the real world application by these kinds of wearable sensors a large scale human activity sensing corpus might play an important role Additionally we have now a lot of high performance mobile devices in real world such as smart phones It is a great challenge to utilize such an enormous number of wearable sensors to collect a large scale activity corpus In recent years there are several ongoing projects which are collecting human activities In this workshop we are planning to share these experiences of current research on the human activity corpus and its applications among the researchers and the practitioners and to have a deep discussion for future of activity sensing	sensing wearablecomputing mobiledevice gestureinteraction activityrecognition application
doi.acm.org%2F10.1145%2F2494091.2495993.html	2013	Human interfaces for civic and urban engagement HiCUE 13	 	How should citizens and communities interact with and in their city Leveraging urban resources for civic purposes such as citizen participation and community engagement has been gaining interest in HCI Essentially citizens can be empowered to be heard and engage the city better through the use of modern technology Examples of these technologies are mobile phones public displays sensor networks digital art installations or any other type of urban technology This workshop seeks to investigate the progress in creating public human interfaces for interactive urban engagement We wish to discuss issues such as citizen participation in public life and decision making informing citizens and civic engagement in all its various forms	citizen socialnetwork urban mobiledevice publicdisplay sensing
doi.acm.org%2F10.1145%2F2494091.2495994.html	2013	Engaging in island life big data micro data domestic analytics and smart islands	 	This paper reports upon an engagement based study that was carried out on the Isle of Tiree the Inner Hebrides Scotland The purpose of the study was to examine the use of a tabletop projection system as a mechanism to allow some of the islands inhabitants to initially discuss their understanding of data data needs and to further explicate the ways in which communities or researchers might use such systems to engage with communities in a participatory civic manner	socialnetwork hci
doi.acm.org%2F10.1145%2F2494091.2495995.html	2013	Digital soapboxes towards an interaction design agenda for situated civic innovation	 	We argue that there are at least two significant issues for interaction designers to consider when creating the next generation of human interfaces for civic and urban engagement 1 The disconnect between citizens participating in either digital or physical realms has resulted in a neglect of the hybrid role that public place and situated technology can play in contributing to civic innovation 2 Under the veneer of many social media tools hardly any meaningful strategies or approaches are found that go beyond awareness raising and allow citizens to do more than clicking a Like button We call for an agenda to design the next generation of digital soapboxes that contributes towards a new form of polity helping citizens not only to have a voice but also to appropriate their city in order to take action for change	design urban citizen socialnetwork speech
doi.acm.org%2F10.1145%2F2494091.2495996.html	2013	A mobile brain sensing system for recommending third places	 	Newly available EEG headsets allow us to sense mental states which could be useful in understanding how our brains are affected by the surrounding environments In this paper we present a novel recommendation approach that is based on mental states analysis Mobile EEG headsets are used to detect mental states at different places to understand how they stimulate our brain signals By analyzing EEG data we could classify places according to the mental state signature then we could build a map to guide and recommend therapeutical third places to people that lessen brain fatigue and mental rejuvenation	sensing recommend mobiledevice urban
doi.acm.org%2F10.1145%2F2494091.2495997.html	2013	Mobile observatory an exploratory study of mobile air quality monitoring application	 	We present i Mobile Observatory i a mobile air quality monitoring application that provides evaluation of air quality of the city of Zurich Switzerland As i Mobile Observatory i utilizes air quality data gathered by sensors mounted on around 10 trams in Zurich it is able to provide neighborhood level air quality information within the city In this paper we introduce a mobile air quality monitoring application i Mobile Observatory i Also we describe a user study with 10 participants and show our preliminary results in hopes of yielding insights toward improving civic and urban engagement on air quality	mobiledevice naturalenvironment application evaluation sensing urban
doi.acm.org%2F10.1145%2F2494091.2495998.html	2013	Reinforcing co located communication practices through interactive public displays	 	In recent years the steady emergence of digital communication especially social media has increased the placelessness of inter person communication practices i e lessening the need to reside co located in order to communicate When these communication practices carry over to co located settings they introduce redundancy and potentially even harm the co located context since use of personal technologies tends to isolate users from their surroundings In this position paper we want to raise awareness on how interactive public displays could alleviate this redundancy and potential isolation We present a model of reinforcing co located communications and illustrate it through example use cases	socialnetwork locationbased publicdisplay
doi.acm.org%2F10.1145%2F2494091.2495999.html	2013	Geovisual interfaces to find suitable urban regions for citizens a user centered requirement study	 	Geographic retrieval and visualization systems are essential to satisfy user s spatial information needs However the end users spatial information need is much more diverse and demanding in complex decision making scenarios such as Persons moving to a new area need information about which place meets their individual demands To analyze such requirements we conducted a study with 18 users of different age group knowledge and expertise In this paper we report the study methods results analysis and insights to build an end user friendly geospatial decision support system	locationbased video spatial design
doi.acm.org%2F10.1145%2F2494091.2496000.html	2013	A mobile phone based exploratory citizen sensing environment	 	Coping with ill structured problems in a city involves continuous opportunistic and multi perspective processes which existing pervasive technologies for citizen participation cannot easily support Based on two preliminary case studies we propose Scene Memo a mobile phone based exploratory citizen sensing environment that uses dynamically shared tags to provide social cues and scaffold participants	ubiquitouscomputing citizen mobiledevice sensing
doi.acm.org%2F10.1145%2F2494091.2496001.html	2013	Zone based indoor mobile air pollution monitoring	 	Pollution is one of the main problems that humans are suffering from Moreover air pollution is one of the hardest to escape Although human spend most of their time indoor most of the previous pollution monitoring studies focused on outdoor air monitoring In this paper we present a new framework for zone based indoor mobile pollution sensing Users carry portable pollution sensors along with NFC enabled phones to detect zone i e tag proximity in a building NFC here assists in aggregating sensor data for further processing Our system has been deployed and evaluated through a preliminary user study	naturalenvironment locationbased framework mobiledevice sensing evaluation
doi.acm.org%2F10.1145%2F2494091.2496002.html	2013	Accessibility for people who are blind in public transportation systems	 	In order to support access for people who are blind to modes of transportation in the city it is necessary to design technological tools that allow them to carry out activities safely autonomously and functionally In this context three mobile orientation and mobility support systems were designed for people who are blind to aid in their effective navigation using various modes of transportation in the city of Santiago Chile This work presents the most significant implications of the use of these systems	design mobiledevice navigationsystem
doi.acm.org%2F10.1145%2F2494091.2496003.html	2013	Designing for smart cities connecting and binding citizens to urban spaces through a new wearable interactive system	 	In this paper we present a wearable interactive system that has the aim to strengthen the bond between individuals and urban spaces leveraging the personal memories of the citizens	wearablecomputing urban citizen
doi.acm.org%2F10.1145%2F2494091.2496004.html	2013	Tending a virtual garden exploring connectivity between cities	 	This paper introduces a new experience driven design concept to public spaces such as bus stops to strengthen connections between cities and their citizens With the prototype described here we are provoking inquiry into whether the technology that is a bus stop with high tech augmentations can engender civic engagement and more interconnected cities Our preliminary user studies showed that people while waiting for the bus do not interact with each other and as such are alone together Our concept is to connect people in the city and also between two different cities by utilizing their waiting time Virtual Garden creates the experience of being connected by providing users with the possibility to grow a collaborative garden using a smartphone and natural gestures as the control interaction Lo fi prototypes were used to gather user feedback which informed the design of the Virtual Garden	design urban citizen mobiledevice gestureinteraction feedback
doi.acm.org%2F10.1145%2F2494091.2496005.html	2013	PeTRE workshop on pervasive technologies in retail environments	 	The main goal of this workshop is to explore how pervasive technologies can be integrated into today s brick and mortar retail environments to enhance the overall retail experience Therefore we want to bring together researchers and industry partners to explore not only customer orientated technologies and services but also how those technologies can be used to increase the effectiveness and productivity and with that enhance the retailers profits	ubiquitouscomputing systems
doi.acm.org%2F10.1145%2F2494091.2496006.html	2013	Wi Fi fingerprinting through active learning using smartphones	 	Indoor positioning is one of the key components enabling retail related services such as location based product recommendations or in store navigation In the recent years active research has shown that indoor positioning systems based on Wi Fi fingerprints can achieve a high positioning accuracy However the main barrier of broad adoption is the labor intensive process of collecting labeled fingerprints In this work we propose an approach for reducing the amount of labeled data instances required for training a Wi Fi fingerprint model The reduction of the labeling effort is achieved by leveraging dead reckoning and an active learning based approach for selecting data instances for labeling We demonstrate through experiments that we can construct a Wi Fi fingerprint database with significantly less labels while achieving a high positioning accuracy	locationbased systems recommend navigationsystem network
doi.acm.org%2F10.1145%2F2494091.2496007.html	2013	ProFi design and evaluation of a product finder in a supermarket scenario	 	This paper presents the design and evaluation of ProFi a PROduct FInding assistant in a supermarket scenario We explore the idea of micro navigation in supermarkets and aim at enhancing visual search processes in front of a shelf In order to assess the concept a prototype is built combining visual recognition techniques with an Augmented Reality interface Two AR patterns circle and spotlight are designed to highlight target products The prototype is formally evaluated in a controlled environment Quantitative and qualitative data is collected to evaluate the usability and user preference The results show that ProFi significantly improves the users product finding performance especially when using the circle pattern and that ProFi is well accepted by users	evaluation design navigationsystem video augmentedreality usability
doi.acm.org%2F10.1145%2F2494091.2496008.html	2013	TrackLab an innovative system for location sensing customer flow analysis and persuasive information presentation	 	TrackLab is a new tool for measurement recognition and analysis of spatial behavior Although a number of software packages have been developed which can for instance acquire tracking data or analyze that data there is currently no one system which supports the entire workflow TrackLab supports import from a wide variety of input formats both real time and offline Furthermore a plug in module is being developed which gives tracking data from a group of up to ten people on the basis of video images that is with no need for tags or similar Once the location data is in the TrackLab software it can be visualized in a variety of ways and a statistical analysis report is generated The analysis variables are based on established parameters for quantification of behavior based on location The analysis helps you to gain insight into the spatial behavior of customers For real time applications of the system the analysis variables can be used to control external software for example presentation of information on a display when a person has followed a particular path through the shop	spatial software video locationbased statistics application
doi.acm.org%2F10.1145%2F2494091.2496009.html	2013	Towards the counter free store requirements for mobile sales assistants	 	Ubiquitous assistants in retail environments can be useful not only for customers but also for salespersons by supporting their work Providing product and customer information anywhere in the store is the first step on realizing the vision of the counter free store To ensure both usefulness and acceptance of ubiquitous sales assistants this paper describes in a first step user requirements towards mobile assistants generated in two focus groups with customers and salespersons We present the identified requirements e g aspects of sales processes spatial situations tool mediated cooperation and information transparency and discuss how ubiquitous technology should support the high situatedness of the sales situation	mobiledevice qualitativemethods spatial
doi.acm.org%2F10.1145%2F2494091.2496010.html	2013	Augmented reality based advertising strategies for paper leaflets	 	While shopping websites provide rich customer support through their adaptiveness static paper based leaflets are still one of the most important advertising mechanisms for retailers even in todays digital world With their physical qualities they create a higher emotional connection and with that more positive memories for brands and retailers In this paper we investigate two concepts for Augmented Reality advertising for such leaflets to bridge the digital divide One of them is following a Guerrilla marketing approach which allows users to easily compare products of different retailers The second concept investigates different strategies for visualizing cross selling recommendations inside the leaflets We report on initial user feedback and discuss ideas for future work in the field of Augmented Reality advertising	augmentedreality video recommend feedback
doi.acm.org%2F10.1145%2F2494091.2496011.html	2013	STORE VIEW pervasive RFID 38 indoor navigation based retail inventory management	 	Today s retail consumers general behavior consists of doing the research for products preferably online while purchasing them offline Users would like to access stores inventories before going to the shop This paper first identifies the challenges that need to be addressed to navigate within a store and its inventory anytime and anywhere without being physically there Then it analyzes the existing approaches for inventory management based on Radio Frequency Identification RFID And finally it proposes a solution based on robots We believe that this proposal is an important contribution to fill the gap between online and offline worlds in the context of retail	navigationsystem rfid robot
doi.acm.org%2F10.1145%2F2494091.2496012.html	2013	Healthy shopping a longitudinal study of a mobile app to encourage a balanced diet	 	An imbalanced diet is the primary cause of the majority of non communicable diseases In particular obesity rates are increasing in both the developed and developing world and this disease has been described as a pandemic by the World Health Organization Many governments provide dietary guidelines for example recommended weekly amounts of different food types but the increasing incidence of obesity shows that these campaigns have not been successful We developed a mobile app that shows supermarket shoppers the nutritional balance of their shopping trolley A two month study demonstrated that the app led to significant changes in participants shopping habits and an improvement in the nutritional balance of their diets	health recommend food mobiledevice
doi.acm.org%2F10.1145%2F2494091.2496013.html	2013	Enriching shopping experiences with pervasive displays and smart things	 	Brick and Mortar stores have been facing unrelenting competition from online retailers An enhanced shopping experience is often perceived as a decisive factor in regaining market share aiming at novel multi channel online and offline sales strategies Technologies aimed at this goal promote interaction personalization and reaction measurement based on Internet of Things and networked display technologies There exist however a plethora of standards and application platforms which constitute a considerable barrier for integrators both in terms of time and man power This paper proposes an integrated approach for cost effective development of innovative in shop experience applications leveraging the Internet of Things HTML5 and Pervasive Display Networks	internet application systems energy
doi.acm.org%2F10.1145%2F2494091.2496014.html	2013	A plugin framework to control electronic shelf labels	 	Nowadays more and more electronic displays are integrated into modern supermarkets in order to display advertisement or to act as price tags referred to as electronic shelf labels ESL Due to the low power consumption wireless accessibility and appropriate resolution these displays represent an alternative to state of the art paper printed price labels Nevertheless there are several types of displays regarding size resolution and communication channel In this paper we present a framework to automatically generate display content for different display types Besides the connection to the displays the framework also includes the possibility to generate the content to be displayed based on application plugins The plugin approach facilitates both the integration of new display types and the creation of new applications We explain the prototypical implementation of several plugins as well as the application at an instrumented shopping environment	energy network framework application
doi.acm.org%2F10.1145%2F2494091.2496015.html	2013	Cricking customer product interaction in retail using pervasive technologies	 	The popularization of i eCommerce i has led to effective customer shopping experiences Pervasive computing could bring the benefits of eCommerce to brick and mortar stores merging both online and physical worlds into a unique system We define i crick i as the extension of the c lick and b rick concept by means of pervasive technologies In this paper we summarize our work in progress research on using pervasive Radio Frequency Identification RFID to sense human product interaction These i cricks i can be performed through diverse interfaces in the retail domain and automatically receive feedback in different manners We believe that integrating RFID and other pervasive technologies in retail stores is the next step to obtain comprehensive customer s user models and preferences Retail management improvement or personal and collaborative recommendations are envisioned to be successful applications of i cricking i	ubiquitouscomputing physicalcomputing rfid sensing feedback recommend application
doi.acm.org%2F10.1145%2F2494091.2496016.html	2013	Enhancing the shopping experience through RFID in an actual retail store	 	Radio Frequency Identification RFID offers an extraordinary opportunity to enhance the shopping experience of customers in a retail store There are two types of possible enhancements increasing the efficiency of traditional processes or offering new use cases at the store RFID offers a great opportunity in both cases RFID can be used to improve the availability of products reducing stock outs to streamline the check out process reducing the lines or to substitute the typical Electronic Article Surveillance EAS horse gates by hidden antennas freeing the entrance to the store from intimidating barriers Besides these operational improvements RFID can also be used to offer shoppers new and enticing functionalities such as a magic mirror to virtually try garments on or an interactive screen in the fitting room that displays information and offers functionalities related to the particular garments brought in by the customer This paper describes an actual installation in an apparel retail store in Barcelona and presents some of the initial conclusions after several months of operation with real customers	rfid
doi.acm.org%2F10.1145%2F2494091.2496017.html	2013	A supermarket stress map	 	People choose their favorite supermarket based on many factors including how the place is designed and organized Customers generally perceive their shopping experience in an aggregated way which leaves little room for supermarkets managers to understand what triggers negative feelings Moreover adapting the supermarket design to clients needs is crucial to retain current customers Accommodating facilities make shoppers feel pleased In this paper we show the design and initial deployment of a pervasive system that registers location stamped stress levels of supermarket customers during their shopping The system aims to discover stress hot spots in a supermarket which will help managers locate and solve design and store management deficiencies	design locationbased
doi.acm.org%2F10.1145%2F2494091.2496036.html	2013	Smartphone sensing for distributed swim stroke coaching and research	 	In this paper I argue that with the wide range of sensors and outputs on a current smartphone and existing sports targeted waterproofing commodity mobile hardware may allow even un coached amateur swimmers to access timely feedback on their stroke and to improve their swimming An early prototype of a swim sensing system demonstrates the potential of mobiles to sense aspects of the swimming stroke By using commodity hardware it is open to many potential learners who may in turn provide high quality data to feed back into the development of swim coaching techniques by sports researchers and practitioners	sensing mobiledevice hardware feedback
doi.acm.org%2F10.1145%2F2494091.2496037.html	2013	Combination and abstraction of sensors for mobile context awareness	 	In this paper we describe a context server application for mobile computing Its main objective is to assist developers to exploit context aware features in their applications This approach uses the extraction of new context information using a combination of sensors and proposes a sensing abstraction layer to avoid having to deal with specific hardware	systems application mobiledevice contextawareness sensing hardware
doi.acm.org%2F10.1145%2F2494091.2496038.html	2013	What s in the apps for context extending a sensor for studying app usage to informing context awareness	 	Mobile phones became multi purpose devices supporting their users with large variety of applications for various tasks Not only the number of available applications is increasing also the number of applications people are using on their devices is growing as well as the amount of time people spent on their smartphones daily is getting bigger In this workshop paper we briefly describe our past work on understanding mobile application usage We explain our research tool for measuring mobile application usage called i AppSensor i and discuss possibilities to exploit the information of mobile application usage to inform the reasoning about users contexts We contribute our source code to the workshop for a discussion and prototyping of use cases leveraging the information of which application a user is currently using	mobiledevice application task
doi.acm.org%2F10.1145%2F2494091.2496039.html	2013	User device and orientation independent human activity recognition on mobile phones challenges and a proposal	 	Smart phones equipped with a rich set of sensors are explored as alternative platforms for human activity recognition in the ubiquitous computing domain However there exist challenges that should be tackled before the successful acceptance of such systems by the masses In this paper we particularly focus on the challenges arising from the differences in user behavior and in the hardware To investigate the impact of these factors on the recognition accuracy we performed tests with 20 different users focusing on the recognition of basic locomotion activities using the accelerometer gyroscope and magnetic field sensors We investigated the effect of feature types to represent the raw data and the use of linear acceleration for user device and orientation independent activity recognition	mobiledevice sensing systems activityrecognition hardware dataanalysis
doi.acm.org%2F10.1145%2F2494091.2496040.html	2013	CrowdHelp application for improved emergency response through crowdsourced information	 	Emergency resources are often insufficient to satisfy fully the demands for professional help and supplies after a public disaster Furthermore in a mass casualty situation the emphasis shifts from ensuring the best possible outcome for each individual patient to ensuring the best possible outcome for the greatest number of patients In the past several years an ongoing movement among crisis management organizations is the incorporation of ubiquitous Web 2 0 tools into their practices for the improvement of their critical situations response In unison with this trend and the latest discoveries in crowdsourcing we have developed a system called CrowdHelp for real time patient assessment which uses mobile electronic triaging accomplished via crowdsourced and sensor detected information With the use of our system emergency management professionals receive most of the information they need for preparing themselves to perform a timely and accurate treatment of their patients even before dispatching a response team to the event	web crowd systems mobiledevice sensing
doi.acm.org%2F10.1145%2F2494091.2496041.html	2013	Evaluation of challenges in human subject studies in the wild using subjects personal smartphones	 	The experimental setting of Human Mobile Computer Interaction HCI studies is moving from the controlled laboratory to the user s daily life environments while employing the users own smartphones These studies are challenging for both new and expert researchers in human subject studies in the HCI field Within the last three years we conducted three different smartphone based user studies From these studies we have derived key challenges that we successfully overcame during their execution In this paper we present the outcomes and explain the adopted solutions for the challenges identified in the design development and execution and data analysis phases during the user studies Our goal is to give newcomers and junior researchers a practical view on our conducted studies and help practitioners to reflect on their own studies and possibly apply the proposed solutions	mobiledevice design
doi.acm.org%2F10.1145%2F2494091.2496042.html	2013	How AdkintunMobile measured the world	 	On this article we present the Adkintun Mobile Project using passive monitors to measure the Quality of Service of Chilean Mobile Internet Providers based on the metrics of antenna coverage and Internet connectivity We present the main ideas design decisions development issues and setbacks of the project Our contribution is to present to the readers the whole process of a project like this which is based in volunteering and political decisions	mobiledevice systems internet design
doi.acm.org%2F10.1145%2F2494091.2496043.html	2013	Ubiquitous mobile instrumentation	 	Mobile phones allow us to reach people anywhere at anytime In addition to the benefits for end users researchers and developers can also benefit from the powerful devices that participants carry on a daily basis Collectively mobile phones form a ubiquitous computer Ubiquitous Mobile Instrumentation UbiMI workshop focuses on using mobile devices as instruments to collect data and conduct mobile user studies to understand human behavior routines and gathering users context	mobiledevice energy ubiquitouscomputing health
doi.acm.org%2F10.1145%2F2494091.2497278.html	2013	1st workshop on human factors and activity recognition in healthcare wellness and assisted living recognise2interact	 	Context aware systems have the potential to revolutionize the way humans interact with information technology The first workshop on Human Factors and Activity Recognition in Healthcare Wellness and Assisted Living Recognise2Interact aims to enable researchers and practitioners from both Activity Recognition and Human Computer Interaction to interact and bridge the gap between these two fields The workshop will provide a comprehensive overview on current technological solutions that benefit from the synergy of activity recognition and human computer interaction with particular focus to Healthcare Wellness and Assisted living applications The workshop is supported by the iCareNet network	contextawareness activityrecognition health hci application
doi.acm.org%2F10.1145%2F2494091.2497281.html	2013	MyConverse recognising and visualising personal conversations using smartphones	 	MyConverse is a personal conversation recogniser and visualiser for smartphones MyConverse uses the smartphone s microphone to continuously recognise the user s conversations during daily life While it recognises pre trained speakers unknown speakers are detected and subsequently trained for future identification Based on the recognition MyConverse visualises user s social interactions on the smartphone An extensive system parameter evaluation has been done based on a freely available dataset Additionally MyConverse was tested in different real life environments and in a full day evaluation study The speaker recognition system reached an identification accuracy of 75 for 24 speakers in meeting room conditions In other daily life situations MyConverse reached accuracies from 60 to 84	mobiledevice socialinteraction evaluation dataanalysis
doi.acm.org%2F10.1145%2F2494091.2497283.html	2013	How lonely is your grandma detecting the visits to assisted living elderly from wireless sensor network data	 	Existing research on the recognition of Activities of Daily Living ADL from simple sensor networks assumes that only a single person is present in the home In reality the resident receives visits from family members or professional health care givers In such cases activity recognition must take into account the presence of multiple persons Here we investigate the problem of detecting multiple persons in a home environment equipped with a sensor network consisting of 13 binary sensors We collected data during more than one year in our living labs and used Hidden Markov Model HMM for a visitor detection A cross validation method was used to determine the best set of features from the binary data Using this set of features the detection rate is approximately 85	sensing homesetting health activityrecognition mathematical
doi.acm.org%2F10.1145%2F2494091.2497284.html	2013	When do you light a fire capturing tobacco use with situated wearable sensors	 	An important step towards assessing smoking behavior is to detect and log smoking episodes in an unobtrusive way Detailed information on an individual s consumption can then be used to highlight potential health risks and behavioral statistics to increase the smoker s awareness and might be applied in smoking cessation programs In this paper we present an evaluation of two different monitoring prototypes which detect a user s smoking behavior based on augmenting a lighter Both prototypes capture and record instances when the user smokes and are sufficiently robust and power efficient to allow deployments of several weeks A real world feasibility study with 11 frequently smoking participants investigates the deployment and adoption of the system hinting that smokers are generally unaware of their daily smoking patterns and tend to overestimate their consumption	health statistics evaluation energy
doi.acm.org%2F10.1145%2F2494091.2497311.html	2013	EatChaFood challenging technology design to slice food waste production	 	This paper presents work in progress of EatChaFood a prototype app designed to increase user knowledge of the currently available domestic supply and location of food with a view to reducing expired household food waste In order to reap the benefits that EatChaFood can provide we explore ways to overcome manual data entry as a barrier to use Our user study has to recognise the limitations of the prototype app and conduct an evaluation of the interaction design built into the app to promote behaviour change Innovations in the near future such as the automatic scanning of barcodes on food items or photo recognition will close the gap between perceived prototype usability and usefulness	design locationbased food homesetting evaluation photograph usability
doi.acm.org%2F10.1145%2F2494091.2497312.html	2013	Collective spaces and collected action towards reconnecting food consumers and nature	 	We present the concept of reconnecting food in this particular example coffee and consumers through design interventions in the High Street employing digital innovations based on concepts from the Internet of Things and pervasive public displays Two interventions carried out within the setting of J Atkinson 38 Co coffee and tea merchants in Lancaster City are discussed We document the research processes interaction design and their implementation in relation to notions of reconnecting products and consumers Future interventions within the setting are also presented in order to demonstrate the on going dialogue between researchers and retailers We show that through exploring reconnection through storytelling within a retail environment there is potential to tackle the issues raised in the paper and engage with retailers and consumers	food design internet publicdisplay
doi.acm.org%2F10.1145%2F2494091.2497313.html	2013	Understanding underutilisation methods for studying fruit and vegetable buying behaviours	 	This paper outlines research focused on understanding why people do or do not buy underutilised fruit and vegetables This will inform the design of future interventions to promote more sustainable food related behaviour A background to underutilised crops and food sustainability is provided This is followed by an overview of the proposed method for capturing the entire purchasing and consumption experience using wearable cameras	food wearablecomputing video
doi.acm.org%2F10.1145%2F2494091.2497314.html	2013	Wild food practices understanding the wider implications for design and HCI	 	Ethnographic studies in their many forms have played a major role in informing the design and development of a multitude of systems from pervasive games to ubiquitous systems that support market traders This paper presents an alternative response to the understanding of the practices of procurement and usage of wild food and the way that one might technologically intervene within these group practices in order to support an environmentally aware approach to such activities The initial findings of this study not only suggest that there are multiple points where technological intervention is possible but also demonstrate both the complexity and range of technological possibilities in regard to the act of foraging the culture of wild food and biodiversity	qualitativemethods design game food
doi.acm.org%2F10.1145%2F2494091.2497315.html	2013	Designing a smart phone app for sustainable cooking	 	This research is focusing upon the human computer interaction HCI evaluating the relationship between users and cooking appliances mediated by information communication technologies ICTs applications designed specifically to motivate energy saving User observation energy monitoring and semi structured interviews helped to understand user behaviours and its respective determinants Group discussions and large scale surveys were used to evaluate the acceptance of energy saving techniques and intervention methods This knowledge informed the development of a persuasive electronic energy saving intervention in the form of a mobile phone application which is being tested	hci evaluation informationsystem application design energy qualitativemethods mobiledevice
doi.acm.org%2F10.1145%2F2494091.2497316.html	2013	Green food technology UbiComp opportunities for reducing the environmental impacts of food	 	Everyday food and drink consumption makes up a significant proportion of global greenhouse gas emissions 16 of the total footprint for an average UK person 3 Digital technology offers much scope for helping to reduce this promoting reflection increasing transparency of product and supply chain impacts and so on but the greatest impacts are predicated on a deep understanding of the configuration of everyday practices This presents an interesting challenge for Ubicomp stemming from the deep social and cultural influences on what people purchase eat and throw away This workshop brings together participants from a diverse range of disciplines to develop an understanding of existing food consumption practices and reflect on how this domain can profit from novel Ubicomp technology and interaction designs	food design
doi.acm.org%2F10.1145%2F2494091.2497317.html	2013	On managed services lanes and their use in home networks	 	Home networks show an increasing level of heterogeneity regarding the devices connected network technologies used and services supported Heterogeneity inhibits quality assurance for new services such as online gaming energy management and health care This paper focuses on the role that the concept of Managed Services Lanes MSLs plays in Dutch smart city initiatives to solve these issues MSLs provide third party service providers quality guarantees without infringing network neutrality Our preliminary experiments with extending MSLs into the home network indicate that end users indeed have a better quality of experience for the supported Neighborhood TV service than without MSLs We also show that extension of MSLs into the home network requires advanced home networking monitoring technologies including dynamic home network traffic models Our research provides evidence that such models will be very different from the standard Internet models	homesetting mobiledevice systems game health internet
doi.acm.org%2F10.1145%2F2494091.2497318.html	2013	The digital bookshelf decorating with collections of digital books	 	We describe the Digital Bookshelf a projector and camera based system that similar to a physical bookshelf is designed to present a set of books for decorating and self expression purposes Digital books in the bookshelf are presented based on meta information e g by price rating and cover color to highlight adjacencies and to create a meaningful and aesthetic view The system makes use of research in serendipity and multivariate statistics to allow the user to browse along flexible paths of adjacent books in a large collection of books It allows the user to experience how subsets of books create different visual expressions and atmospheres when placed in the bookshelf	video design statistics
doi.acm.org%2F10.1145%2F2494091.2497319.html	2013	The smart home controller on your wrist	 	This paper addresses human home interaction mediated by everyday objects with a particular focus on wrist watches Everyday wrist worn devices are turned into flexible home access points by exploiting a modular architecture independent from the underlying home automation system and from the specific watch device provided that the necessary capabilities are available A first working prototype based on a cost effective consumer watch is presented and experimental results confirm the viability of the approach	homesetting mobiledevice network
doi.acm.org%2F10.1145%2F2494091.2497320.html	2013	Taking smart space users into the development loop an architecture for community based software development for smart spaces	 	Smart spaces need driver services to connect accessed hardware and orchestration services to realize scenarios There is a problem of scale in software development for smart spaces because it is done by few It is also problematic that those few decide about what is supported and developed We propose to provide users with tools for community based development of driver and orchestration services We analyze the requirements for a middleware framework to allow distributed development We present necessary extensions that promote community based development 1 a repository for interface definitions 2 App Store and App Manager and 3 multi dimensional ratings Finally we present how smart space software development can be facilitated using our Distributed Smart Space Orchestration System DS2OS	smartspace systems hardware design software socialnetwork middleware framework
doi.acm.org%2F10.1145%2F2494091.2497321.html	2013	homeBLOX introducing process driven home automation	 	Home automation promises more convenience for residential living We propose process driven home automation as an approach to reduce the difficulty of specifying automation tasks without restricting users in terms of customizability and complexity of supported scenarios Our graph based user interface abstracts from the complexity of process specification while created sequences are automatically translated into BPEL code for execution Our homeBLOX architecture extends a process engine with the capabilities to communicate with heterogeneous smart devices integrate virtual devices and support different home automation protocols We report on initial user tests with our automation interface and demonstrate the customizability and expressiveness of our system based on realized example use cases	homesetting task design mobiledevice network systems
doi.acm.org%2F10.1145%2F2494091.2497322.html	2013	Exploring the hidden impacts of HomeSys energy and emissions of home sensing and automation	 	Home sensing and automation systems are rarely discussed with reference to their direct energy demand much less other environmental impacts such as greenhouse gas GhG emissions arising from their manufacture and transport It is imperative that designers of such systems understand the impacts of the technologies they introduce particularly where intended to save energy and promote sustainability Using four case studies drawn from recent Ubicomp and HCI literature this reflective paper quantifies the direct energy and estimates the embodied emissions arising from specific installations of home sensing We contextualise this by comparing with typical impacts arising from existing ICT devices commonly found in the home and highlight a number of ways in which designers can reduce the impacts of the systems they introduce into the home	homesetting sensing design mobiledevice
doi.acm.org%2F10.1145%2F2494091.2497323.html	2013	Human localization at home using kinect	 	In this paper authors have presented a method to localize and detect human being from Kinect captured sequence of images The proposed method takes a sequence of gray G scale image and the corresponding depth D image as input The gray scale image and the depth information are captured using two different sensors within the same device Kinect and the processing are executed in the processor attached with Kinect The proposed method localizes the human by using their motion along x y direction and then considers all pixels connected with those pixels and over a 3D plane to accomplish the segmentation with an accuracy of 77 Experimental results demonstrate that our method is robust against existing method for human localization	sensing mobiledevice dataanalysis
doi.acm.org%2F10.1145%2F2494091.2497324.html	2013	Communities in the clouds support for high rise living	 	Research into domestic infrastructures has focused upon a user s understanding and control of in home networking technologies It has exposed a range of needs that have either lead to the creation of new tools and services or have triggered a fundamental re evaluation of the status quo We consider a class of domestic environment that has largely been neglected large scale communal living Urban high rises composed of hundreds of apartments and hundreds or thousands of occupants expose their residents to a set of problems which impose complex requirements upon supporting technologies We examine the requirements of high rise communities through a set of illustrative scenarios inspired by forums social media and literature We consider how commonly appropriated social media tools fail to address these requirements and we discuss the nature of the services required to better support high rise communities	homesetting systems evaluation urban socialnetwork design
doi.acm.org%2F10.1145%2F2494091.2497325.html	2013	Always beta cooperative design in the smart home	 	In Software development the always beta principle is used to successfully develop innovation based on early and continuous user feedback In this paper we discuss how this principle could be adapted to the special needs of designing for the Smart Home where we do not just take care of the software but also release hardware components In particular because of the materiality of the Smart Home one could not just make a beta version available on the web but an essential part of the development process is also to visit the beta users in their home to build trust to face the real world issues and provide assistance to make the Smart Home work for them After presenting our case study we will then discuss the challenges we faced and how we dealt with them	software feedback design homesetting hardware web
doi.acm.org%2F10.1145%2F2494091.2497326.html	2013	The furniture of ubiquitous computing	 	Although various ubicomp technologies have been proposed for home environments few people are enjoying such technologies in their daily life due to the lack of powerful software framework for building flexible applications for home We are developing simple and powerful ubicomp frameworks which can be used for building furniture embedded networked devices which fit to home environments Using our frameworks many devices can communicate with each other by exchanging data shared on the Web server using standard HTTP In this paper we describe the concepts and implementations of the frameworks and show how sparsely connected devices can cooperatively be used for various tasks needed in home environments	homesetting energy software framework application mobiledevice web systems task
doi.acm.org%2F10.1145%2F2494091.2497327.html	2013	Living a platform for assisted living applications	 	Assisted living systems aim at increasing the independence of persons facing challenges in performing their daily tasks either due to cognitive diseases or aging In addition many systems try to help their caregivers in providing effective care to them However in order to be useful assisted living systems must be easy to use for the affected persons as well as for their caregivers Furthermore to be cost effective the systems must be inexpensive In this paper we discuss our experiences from our assisted living system WebDA and based on the lessons learned we present the Living platform which strives to fulfill the mentioned goals The Living platform is built on top of low cost and widely available devices it provides a familiar TV based user interface to its users and enables remote monitoring and management through freely available on line services	task systems mobiledevice
doi.acm.org%2F10.1145%2F2494091.2497328.html	2013	Towards user identification in the home from appliance usage patterns	 	We explore the feasibility of identifying users from the unique patterns they exhibit when interacting with an individual electrical appliance in the home We evaluate the effectiveness of a supervised learning based approach for user identification from a dataset of appliance usage collected across five users and three kitchen appliances over a period of eight weeks Our results show that using appliance usage information alone provides a moderate average accuracy of 32 for group sizes of up to five users in the home However augmenting usage information with hints about user presence can improve accuracy by 15 20	homesetting evaluation dataanalysis
doi.acm.org%2F10.1145%2F2494091.2497329.html	2013	HomeSys 2013 workshop on design technology systems and applications for the home	 	HomeSys 2013 will be an inspiring interactive cross disciplinary workshop for anyone conducting research into technology in homes This includes anyone building novel systems applications or devices for the home or studying existing or novel technology use in domestic settings or anyone else with an interest in the intersection between technology and the home Attendance at the workshop will not be limited anyone may register and attend To ensure any interactive and enjoyable exchange of ideas during the workshop we have 4 contribution types Visionary Presentations Reflective Presentations Videos and Posters To encourage interactivity and discussion the workshop will have plenary sessions for visionary and reflective presentations in addition to posters and videos a keynote discussant led panels and a breakout session	homesetting application mobiledevice video
doi.acm.org%2F10.1145%2F2494091.2497331.html	2013	UbiHeld ubiquitous healthcare monitoring system for elderly and chronic patients	 	Once the person s identity is established the most important aspects of ubiquitous healthcare monitoring of elderly and chronic patients are location activity physiological and psychological parameters Since smartphones have become the most pervasive computing platform today it is only a logical extension to use the same in healthcare domain for bringing ubiquity Besides smartphone skeleton based activity detection and localization using depth sensor like Kinect make ubiquitous monitoring effective without compromising privacy to a large extent Finally sensing mental condition is made possible by analysis of the subject s social network feed This paper presents an end to end healthcare monitoring system code named UbiHeld Ubiquitous Healthcare for Elderly using the techniques mentioned above and an IoT Internet of Things based back end platform	health locationbased mobiledevice ubiquitouscomputing systems sensing privacy socialnetwork internet
doi.acm.org%2F10.1145%2F2494091.2497332.html	2013	Touch less interaction with medical images using hand 38 foot gestures	 	Sterility restrictions in surgical settings make touch less interaction an interesting solution for surgeons to interact directly with digital images The HCI community has already explored several methods for touch less interaction including those based on camera based gesture tracking and voice control In this paper we present a system for gesture based interaction with medical images based on a single wristband sensor and capacitive floor sensors allowing for hand and foot gesture input The first limited evaluation of the system showed an acceptable level of accuracy for 12 different hand 38 foot gestures also users found that our combined hand and foot based gestures are intuitive for providing input	touch socialnetwork video gestureinteraction speech sensing evaluation dataanalysis
doi.acm.org%2F10.1145%2F2494091.2497342.html	2013	An evaluation of method for encouraging participation	 	Much attention is being focused on participatory sensing in which real world data are collected using personal mobile devices as sensor nodes to sense various conditions of the world we live in In participatory sensing there is a problem in that the supply of data is insufficient if users are not motivated to participate in sensing services We previously proposed i Top of Worlds i a method for encouraging user participation by presenting rankings in multidimensional hierarchical sets In this paper we describe the development of a ranking system and a real world evaluation to confirm that Top of Worlds can encourage user participation	hci sensing mobiledevice systems evaluation
doi.acm.org%2F10.1145%2F2494091.2497343.html	2013	The price is right economic value of location sharing	 	The popularity of location based services such as Foursquare has made location sharing a common practice Commercial companies can use the shared location for marketing purposes and often motivate users to share using discounts or special offers We examine the reward users demand in such a scenario to try and estimate the value they ascribe to their own location information Our user study is conducted using a mobile phone application that randomly offers users hypothetical money coupons in exchange for publishing their location Responses by 25 participants to 481 such offers show that the willingness to share increases with coupon value yet varies greatly with the location being shared We use logistic regression to estimate the value above which most users will share their location and find it to be 8712 8 8712 5 4 10 4 7 for a user s home and work respectively This work contributes to the growing body of knowledge about the economic aspects of location based services	locationbased design mobiledevice application homesetting
doi.acm.org%2F10.1145%2F2494091.2497344.html	2013	Understanding customer malling behavior in an urban shopping mall using smartphones	 	This paper presents a novel customer malling behavior modeling framework for an urban shopping mall As an automated computing framework using smartphones it is designed to provide comprehensive understanding of customer behavior We prototype the framework in a real world urban shopping mall Development consists of three steps customer data collection customer trace extraction and behavior model analysis We extract customer traces from a collection of 701 hour sensor data from 195 in situ customers who installed our logging application at Android Market The practical behavior model is created from the real traces It has a multi level structure to provide the holistic understanding of customer behavior from physical movement to service semantics As far as we know it is the first work to understand complex customer malling behavior in offline shopping malls	framework urban mobiledevice design dataanalysis sensing application systems
doi.acm.org%2F10.1145%2F2494091.2497345.html	2013	Open source smartphone libraries for computational social science	 	The ubiquity of sensor rich and computationally powerful smartphones makes them an ideal platform for conducting social and behavioural research However building sensor data collection tools remains arduous and challenging it requires an understanding of the varying sensor programming interfaces as well as the research issues related to building sensor sampling systems To alleviate this problem and facilitate the development of social sensing and data collection applications we are developing a set of open source smartphone libraries to collect store and transfer and query sensor data Furthermore we have also developed a library that can trigger notifications based on time or sensor events to assist experience sampling methods This paper presents these libraries architecture initial feedback from developers using it and a sensing application that we built using them to study daily affect	sensing energy mobiledevice systems dataanalysis application qualitativemethods feedback
doi.acm.org%2F10.1145%2F2494091.2497346.html	2013	Speech stress assessment using physiological and psychological measures	 	The platform has been in use for the past 5 months and we have collected 13 complete samples after the initial iterative development procedure Preliminary results indicate that the proposed user friendly platform is an accurate and robust method to collect annotated speech under ecological settings that can be processed to obtain speech stress indicators The findings will be used primarily in the design of computer and mobile assisted voice coaching applications but the outreach extends to mobile emotion sensing for individuals and crowds	systems speech mobiledevice application sensing crowd
doi.acm.org%2F10.1145%2F2494091.2497347.html	2013	Robust voice activity detection for social sensing	 	The speech modality is a rich source of personal information As such speech detection is a fundamental function of many social sensing applications Simply the amount of speech present in our surroundings can give indications about our socialbility and communication patterns In this work we present and evaluate a speech detection approach utilizing dictionary learning and sparse signal representation Transforming the noisy audio data to the sparse representation with a dictionary learned from clean speech data we show that speech and non speech can be discriminated even in low signal to noise conditions with up to 92 accuracy In addition to an evaluation with simulated data we evaluate the algorithm on a real world data set recorded during firefighting missions We show that speech activity of firefighters can be detected with 85 accuracy when using a smartphone that was placed in the firefighting jacket	speech privacy sensing application evaluation audio dataanalysis simulation systems mobiledevice
doi.acm.org%2F10.1145%2F2494091.2497348.html	2013	2nd ACM international workshop on mobile systems for computational social science	 	Empty	
doi.acm.org%2F10.1145%2F2494091.2497349.html	2013	Gaussian process based predictive modeling for bus ridership	 	The dynamics of a city are characterized among others by the traveling patterns of its dwellers Accurate knowledge of human mobility patterns would have applications e g in urban design in the optimization of public transportation operating costs and in the improvement of public transportation services The present paper combines a large scale bus transportation dataset with publicly available data sources to predict bus usage We propose a Gaussian process based approach for modeling and predicting bus ridership To validate our approach we perform experiments on data collected from Lisbon Portugal The results demonstrate significant improvements in prediction accuracy compared to a probabilistic baseline predictor	mobiledevice application urban design publictransport systems dataanalysis
doi.acm.org%2F10.1145%2F2494091.2497350.html	2013	Characterizing social response to urban earthquakes using cell phone network data the 2012 oaxaca earthquake	 	The data generated by pervasive infrastructures and specially cell phone networks has been used in the past to improve responses to emergency events such as natural disasters or disease outbreaks However very little work has focused on analyzing the social response to an urban earthquake as it takes place In this paper we present a preliminary study of the social response using the information collected from a cell phone network during the 2012 Oaxaca earthquake in Mexico We focus our analysis on four urban environments located between 100 200km away from the epicenter of the earthquake The social response is analyzed using four different variables call volume call duration social activity and mobility Initial results indicate a social response characterized by an increase in the number of calls a decrease in call durations a moderate increase in the number of people contacted by highly connected citizens and a moderate increase in the mobility	mobiledevice urban locationbased citizen
doi.acm.org%2F10.1145%2F2494091.2497351.html	2013	Revisiting the generality of the rank based human mobility model	 	Location based social networks in addition to revealing users online social network also informs users actual movements in the offline physical world Due to this they have recently been used in large scale mobility and urban studies In this paper using a rigorous statistical methodology we have found that a rank distance distribution which in recent research has been suggested to be a universal mobility law across cultural demographic and national boundaries does not follow a power law distribution as originally claimed Using a large scale dataset obtained from Foursquare in Switzerland and New York City we have shown that place transitions can be better explained using a log normal and power law with exponential cutoff model Our study suggests that urban mobility patterns are more nuanced than previously reported and that goodness of fit tests need to be done in view of the generality of human mobility models	locationbased socialnetwork physicalcomputing mobiledevice urban statistics energy
doi.acm.org%2F10.1145%2F2494091.2497352.html	2013	Anomalous event detection on large scale GPS data from mobile phones using hidden markov model and cloud platform	 	Anomaly detection is an important issue in various research fields An uncommon trajectory or gathering of people in a specific area might correspond to a special event such as a festival traffic accident or natural disaster In this paper we aim to develop a system for detecting such anomalous events in grid based areas A framework based on a hidden Markov model is proposed to construct a pattern of spatio temporal movement of people in each grid during each time period The numbers of GPS points and unique users in each grid were used as features and evaluated We also introduced the use of local score to improve the accuracy of the event detection In addition we utilized Hadoop a cloud computing platform to accelerate the processing speed and allow the handling of large scale data We evaluated the system using a dataset of GPS trajectories of 1 5 million individual mobile phone users accumulated over a one year period which constitutes approximately 9 2 billion records	framework mathematical evaluation systems mobiledevice
doi.acm.org%2F10.1145%2F2494091.2497353.html	2013	Exploring relationship between taxi volume and flue gases concentrations	 	With the rapid increase in size and population of urban areas it becomes important to understand urban environmental influencers so that better informed decisions can be made for more sustainable urban environments Taxis represent one of the urban dynamics from which city planners can gain a better understanding of urban mobility as well as its relationship with other environmental elements In this work an analysis of the relationship between flue gases concentrations represented by nitrogen dioxide and taxi volume in Lisbon Portugal was carried out from which a strong correlation between the two was observed Based on four months of data we found that the flue gases concentrations varied with taxi volume and in particular taxi volume can be used to estimate the change in flue gases concentrations of the next hour	urban mobiledevice
doi.acm.org%2F10.1145%2F2494091.2497354.html	2013	Mining temporal patterns of transport behaviour for predicting future transport usage	 	information systems which are centred on the individual transport user Especially in dense urban cities where it is hard to oversee complex transport networks that are subject to frequent changes maintenance and construction works travellers want to be proactively notified about disruptions and traffic incidents relevant to their future behaviour In this paper we show how to mine characteristic patterns of the transport routines of urban bus riders for the design of novel travel information system that have the ability to understand forthcoming travel needs of individual users We leverage on travel histories collected from automated fare collection system AFC to extract features of personal transport usage and study their predictive power to forecast whether people access public transport services on a future day or not	informationsystem urban dataanalysis energy publictransport systems
doi.acm.org%2F10.1145%2F2494091.2497357.html	2013	PURBA 2013 workshop on pervasive urban applications	 	This is the proposal for the Third Workshop on Pervasive Urban Applications PURBA 2013 The workshop aims to build on the success of the previous workshops organized in conjunction with the Pervasive 2011 and 2012 to continue to disseminate the results of the latest research outcomes and developments of ubiquitous computing technologies in urban areas An IBM Best student award will be given at the workshop	urban application ubiquitouscomputing
doi.acm.org%2F10.1145%2F2494091.2497358.html	2013	SOFTec 2013 second workshop on computer mediated social offline interactions	 	In the age of online social networks instant messaging and email social offline interactions seem destined to become an anachronism as our use of electronic media increases the number of hours per day that we interact directly with others in the flesh declines Yet for all the power of synchronous and asynchronous remote communication virtual interactions are hardly an adequate substitute Recent studies show e g that users of online social networking sites feel lonelier than non users and that people who have regular social offline interactions on a weekly basis enjoy a significantly reduction in mortality Is there a way to have our cake and eat it too Can we design technology in such a way that its use comes not at the expense of social offline interaction but supports it The goal of this workshop is to examine how we can build technologies that promote offline interactions	socialnetwork socialinteraction energy design
doi.acm.org%2F10.1145%2F2494091.2497359.html	2013	A pervasive game to promote social offline interaction	 	Human relationships are migrating from the physical world to the virtual world Pervasive games can be a valuable and enjoyable method to bring people back to the physical world In this position paper we present a concept for a pervasive game which integrates some specific mechanisms aiming at promoting social offline interaction	physicalcomputing game socialinteraction
doi.acm.org%2F10.1145%2F2494091.2497360.html	2013	TrainRoulette promoting situated in train social interaction between passengers	 	Travelling by public transport is usually regarded as boring and uninteresting Refraining from talking to the stranger next to you may be due to limitations that are self imposed and further corroborated by social expectations and cultural norms that govern behaviour in public space Our design research into passenger interactions on board of urban commuter trains has informed the development of the i TrainRoulette i prototype a mobile app for situated real time chats between train passengers We study the impact of our design intervention on shaping perceptions of the train journey experience Moreover we are interested in the implications of such ICT mediated interactions within train journeys for stimulating social offline interactions and new forms of passenger engagement	publictransport urban design mobiledevice socialinteraction
doi.acm.org%2F10.1145%2F2494091.2497361.html	2013	Linking mobile learning and offline interaction a case study	 	The use of computer mediated learning has changed the way of learning To support the collaboration within small ad hoc learning communities a mobile learning application was enhanced to provide possibilities to share user generated content To link the mobile application with the social offline interaction between the learners the pedagogical scenario of a mobile application was enhanced to offer more possibilities for verbal communication between the learners Results of a pilot study indicate interferences between computer mediated and face to face communication which leads to a preference of one of the communication channels by the users	socialnetwork mobiledevice application socialinteraction design
doi.acm.org%2F10.1145%2F2494091.2497362.html	2013	Utilizing emerging technologies to promote more efficient face to face patient clinician communication	 	In literature there are different projects showing how new information and communications technology ICT systems can be used for enhancing communication between and among patients and clinicians over Internet Besides advantages these systems offer to both patients and clinicians there is also great concern that utilizing new technologies can limit and negatively influence patient clinician face to face communication This paper underlines these concerns and describes two projects in our research center that promote more effective offline patient clinician communication	internet
doi.acm.org%2F10.1145%2F2494091.2497363.html	2013	A new urban technoscape component the smart sup 2 sup poster	 	This paper presents the Smart2Poster concept based on a traditional visual communication tool enhanced by the integration of a proximity technology such as the Near Field Communication NFC The concept has been designed and prototyped to study a situated interaction modality bridging digital information and the surrounding physical world by means of familiar objects a poster a smartphone and or a TV screen Two different usage scenarios have driven the design and the implementation of one prototype born to enable offline mediated interactions among public administrations and citizens	video design physicalcomputing mobiledevice citizen
doi.acm.org%2F10.1145%2F2494091.2497365.html	2013	Exploring design opportunities for social intimacy through everyday objects and practices	 	This paper describes a design driven exploration of how social media services can be made tangible through everyday objects and practices The exploration was focused on the gaps and opportunities of how people experience intimacy in the social media context We refer to it as i social intimacy i	design socialnetwork systems
doi.acm.org%2F10.1145%2F2494091.2497388.html	2013	WoT 2013 fourth international workshop on the web of things	 	We propose a workshop on the topic of the Web of Things which is about extending the Internet of Things concept beyond the connection of things and considering issues like heterogeneity scalability and usability with respect to pervasive computing The goal of this initiative is to reuse the architectural principles that made the Web successful and apply them to smart devices thereby making real world objects first class citizens of the Web The approach taken by the Web of Things initiative is to look at the problems and research issues that emerge when considering the interaction of heterogeneous devices within composite applications Continuing the successful Web of Things workshop series this workshop aims at further exploring the use of technologies and principles at the core of the Web to provide methods for a seamless integration of physical devices In particular our goal is to foster discussion on systems towards a real time Web of Things and the discovery search and composition of services provided by Web enabled devices	web internet scalability usability ubiquitouscomputing mobiledevice citizen application systems
doi.acm.org%2F10.1145%2F2494091.2497583.html	2013	CoAP for the web of things from tiny resource constrained devices to the web browser	 	The Constrained Application Protocol CoAP is a new Web protocol standardized by the IETF It is not a mere compression of HTTP but a re design from scratch following the REST architectural style Thus its features are tailored for Internet of Things IoT applications and machine to machine M2M scenarios with highly resource constrained devices While this makes CoAP very interesting for the Web of Things WoT initiative it is still detached from the Web world of browsers and intuitive user interaction We present the first attempts to unite these two worlds so that everyday objects endowed with tiny low cost computing devices can become first class citizens of the Web Our Copper Cu project brings CoAP support to the Web browser and has been out in the wild since late 2010 Thus we were able to conduct a user study among industry and research developers who know both Web based CoAP and earlier proprietary protocols for networked embedded systems The result shows that industry developers and those with longer experience agree even more that Internet protocols and patterns from the Web ease application development for tiny resource constrained devices	application network web design internet mobiledevice citizen
doi.acm.org%2F10.1145%2F2494091.2497584.html	2013	Semantic metadata to support device interaction in smart environments	 	Facilitating the interaction of human users and machines with smart devices is important to drive the successful adoption of the Internet of Things in people s homes and at their workplaces In this paper we present a system that helps users control their smart environment by embedding semantic metadata in the representations of smart things The system enables users to specify a desirable state of their smart environment and produces a machine readable description that details which steps are necessary to reach this state where each step corresponds to a Web request to a smart device A client application that for instance runs on the user s smartphone then implements these steps to reconfigure the user s smart environment We report on our experiences when integrating semantic technologies with smart devices and on two use cases from the home and office automation domains that we implemented in our office space	mobiledevice internet homesetting smartspace web application
doi.acm.org%2F10.1145%2F2494091.2497585.html	2013	A RESTful and decentralised implementation of open objects	 	We show how to instantiate an existing framework for Open Objects to support a case study for the Internet of Things The resulting prototype illustrates the feasibility of the framework for a particular class of applications where physical objects with computational capabilities can collaborate in a decentralised manner The framework described forms an initial step towards End User Development on such complex distributed environments	framework internet application physicalcomputing
doi.acm.org%2F10.1145%2F2494091.2497586.html	2013	Temporally relaxed conditions for activation of services in the web of things	 	We present a language of temporal conditions for detecting concurrent events in embedded Web enabled devices and for triggering pervasive services on these systems Based on the assumption that evaluating conditions on distributed devices is relevant for providing robustness and to foster scalability and web real time we discuss the feasibility of in situ evaluation of the proposed conditions and conduct a performance study In a smart environments use case it is illustrated how the language can be used to state activation concerns of services on distributed Web resources Our proposed architecture integrates the language with the Web of Things to foster simplified development of applications that mash up Web enabled devices	web mobiledevice systems evaluation scalability smartspace application
doi.acm.org%2F10.1145%2F2494091.2497587.html	2013	Reconsidering the social web of things position paper	 	The notion of a Social Web of Things SWoT appears in recent works at the convergence of the Social Web and the Web of Things In our vision a third dimension is needed pro activeness We propose to extend and transform social networks by integrating autonomous and proactive things In this paper we discuss the evolution of the Web on several dimensions leading to our vision for the SWoT We discuss the challenges that need to be addressed a possible approach for addressing them and we illustrate the applicability of the SWoT through a motivating scenario	web socialnetwork application design
doi.acm.org%2F10.1145%2F2494091.2497588.html	2013	Thing broker a twitter for things	 	In the Web of Things standard web technologies and protocols are used to represent and communicate with physical and virtual things One challenge toward this vision is integrating things with different characteristics protocols interfaces and constraints while maintaining the simplicity and flexibility required for a variety of applications In this paper we present the Thing Broker a core platform for Web of Things that provides RESTFul interfaces to things using a Twitter based set of abstractions and communication model We present the key abstractions a reference implementation and explain how a typical WoT application can be created using Thing Broker We finish with a preliminary evaluation and draw some lessons from our experiences	web network systems socialnetwork application evaluation
doi.acm.org%2F10.1145%2F2494091.2497590.html	2013	Offering web of things connectivity to building networks	 	Building management systems BMS are nowadays present in new and renovated buildings relying on dedicated networks The presence of various building networks leads to problems of heterogeneity especially for developing BMS In this paper we propose to leverage on the Web of Things WoT framework using well known standard technologies of the Web like i HTTP i and i RESTful APIs i for standardizing the access to devices seen from an application point of view We present the implementation of two gateways using the WoT approach for exposing KNX and EnOcean device capabilities as Web services allowing a fast integration in existing and new management systems	web framework mobiledevice application systems
doi.acm.org%2F10.1145%2F2494091.2497591.html	2013	Toward interoperability in a web of things	 	In this position paper we explore the challenges and issues around interoperability in the web of things A key concern is how to increase interoperability while maintaining a high degree of innovation and exploration in the community To that end we propose a hub centric approach toward interoperability consisting of four levels or stages We are working to validate this approach in the context of a large scale IoT ecosystem project consisting of eight IoT hubs in different domains where a key requirement is hub to hub and hub application interoperability	socialnetwork application
doi.acm.org%2F10.1145%2F2494091.2497608.html	2013	Adaptive clustering for device free user positioning utilizing passive RFID	 	We made simulations and conducted experiments in an indoor room DFL scenario for validation	simulation locationbased design
doi.acm.org%2F10.1145%2F2494091.2497609.html	2013	Ambient intelligence sensing using array sensor device free radio based approach	 	In this paper we introduce a novel device free radio based activity recognition with localization method with various applications such as e Healthcare and security Our method uses the properties of the signal subspace which are estimated using signal eigenvectors of the covariance matrix obtained from an antenna array array sensor at the receiver side To classify human activities e g standing and moving and or positions we apply a machine learning method with support vector machines SVM We compare the classification accuracy of the proposed method with signal subspace features and received signal strength RSS We analyze the impact of antenna deployment on classification accuracy in non line of sight NLOS environments to prove the effectiveness of the proposed method In addition we compare our classification method with k Nearest Neighbor KNN The experimental results show that the proposed method with signal subspace features provides accuracy improvements over the RSS based method	mobiledevice network activityrecognition application health security sensing dataanalysis
doi.acm.org%2F10.1145%2F2494091.2497610.html	2013	Joint localization and activity recognition from ambient FM broadcast signals	 	Due to spatial diversity RF signals derived from a FM broadcast station differ when they arrive at the receivers placed in various locations Also the FM signals will be altered by the change of ambient environment Previous works focuse either the FM based localization or activity recognition In this study we propose to simultaneously classify and localize activities conducted in proximity of an FM receiver We conducted experiments and demonstrated that the location and activities of an individual can be distinguishable with a reasonable overall accuracy in a typical indoor environment from FM broadcast signals	spatial locationbased ambient activityrecognition dataanalysis
doi.acm.org%2F10.1145%2F2494091.2497611.html	2013	RF Based device free recognition of simultaneously conducted activities	 	We investigate the use of received RF signals for activity recognition in scenarios with multiple receive nodes and multiple simultaneously active individuals Our system features a short 0 5 second window over which features are calculated and we report on experiences in the choice of the neighbourhood size of the k nearest neighbour k NN classifier utilised In a case study with software defined radio nodes utilised in an active device free activity recognition DFAR system we observe a good recognition accuracy for the recognition of multiple simultaneously conducted activities with two and more receive devices This is the first study to distinguish this particular set of activities from users conducting them simultaneously For a single individual we repeat the experiment and report the recognition accuracy in scenarios where the recognition area per receive node is larger than 8sqm	activityrecognition design software network mobiledevice dataanalysis
doi.acm.org%2F10.1145%2F2494091.2497612.html	2013	New insights into wifi based device free localization	 	WiFi based device free localization is a main indoor localization technique that has attracted much attention recently Typically due to the complex wireless propagation in indoor environments WiFi based device free localization requires a construction of a fingerprint map that captures the signal strength characteristics when the human is standing at certain locations in the area of interest This fingerprint requires significant overhead in construction and thus has been one of the major drawbacks of WiFi based device free localization In this paper we leverage an automated tool for fingerprint constructions to study novel scenarios for WiFi based device free localization training and testing that are difficult to evaluate in a real environment In particular we examine the effect of changing the access points AP mounting location AP technology upgrade and outsider effect on the accuracy of the localization system Our analysis provides recommendations for better localization and provides insights for both researchers and practitioners	network mobiledevice locationbased urban design evaluation recommend
doi.acm.org%2F10.1145%2F2494091.2497613.html	2013	Device free indoor localization using ambient radio signals	 	This paper investigates feasibility of device free indoor localization using single passive receiver Instead of local wireless nodes sharing one frequency channel this work leverages multiple ambient FM radio stations Experimental results demonstrate feasibility of the proposed approach and highlight the role of frequency diversity for passive localization	mobiledevice locationbased network ambient
doi.acm.org%2F10.1145%2F2494091.2497616.html	2013	CoSDEO 2013 device free radio based recognition	 	From the submissions we observe that the field is evolving from the recognition of locations of subjects to the recognition of activities from subjects At the same time the systems presented have grown more complex compared to recent years Authors consider multiple subjects simultaneously multiple frequencies and multiple antennas or receive devices	locationbased mobiledevice
doi.acm.org%2F10.1145%2F2494091.2497617.html	2013	UbiComp for grassroots urban food growing communities	 	In this paper we argue that research into ubiquitous computing for sustainability must move its focus beyond designing for individual consumer behaviours Urban grassroots food growing communities offer opportunities to learn about the role of participation community citizenship and collective action where sustainability encompasses environmental social and economic factors We report on fieldwork at an urban community farm in east London and initial trial of the Talking Plants Sale prototype to support the values of the farm	ubiquitouscomputing design urban food socialnetwork citizen
doi.acm.org%2F10.1145%2F2494091.2499206.html	2013	Wordpress of objects addressing layman participation in a post industrial society	 	In this paper a perspective on layman participation in the design of everyday products is presented The development of digital fabrication technologies such as 3D printing enables an increasing involvement of the layman in appropriating the performance of objects to their own needs and desires The question is how professional designers as well as laymen deal with openness in product design An analogy is made with the content management system i Wordpress i to discuss how could be dealt with openness in a toolkit that addresses multiple skill levels of its users	design
doi.acm.org%2F10.1145%2F2494091.2499207.html	2013	From sketches to CAM models perceiving pockets and steps in single view wireframe sketches of polyhedral shapes	 	We propose the direct production of 3D CSG models from sketches as a way of relieving the user from having to input detailed 3D CAD models This shortens the CAD CAM process and simplifies it allowing non expert end users to produce their own designs Early detection of features in the 2D sketch is a critical step This paper discusses a general strategy for solving this problem and then describes our approach for detecting steps and pockets in a 2D line drawing obtained after vectorising the sketch captured by an input device	design mobiledevice
doi.acm.org%2F10.1145%2F2494091.2499208.html	2013	3D effects box for bridging 3D scan and 3D print	 	Empty	
doi.acm.org%2F10.1145%2F2494091.2499210.html	2013	Workshop on personal and pervasive fabrication PerFab 2013 	 	PerFab is a workshop for providing a forum to bring together researchers from various disciplines working in this area We intend to identify explore and contribute to the research challenges that will allow personal fabrication to be pervasive We will invite paper submissions to our workshop review the submissions with a peer review process and include the accepted papers in the ACM Digital Library The long term goal is to gather a community of researchers and establish this workshop as a leading forum for research dissemination in the area	socialnetwork
doi.acm.org%2F10.1145%2F2494091.2499211.html	2013	SenCity uncovering the hidden pulse of a city workshop 	 	Cities act as hubs designed to accommodate and support millions of inhabitants nomads and tourists that rely on the city s infrastructure to move around communicate and flourish as individuals and as a community This shapes the culture habits and pulse of a city creating an organic urban landscape often invisible to the naked eye but traceable digitally With the proliferation of sensing and pervasive technologies we should be able to tell the levels of crowdedness of the city its mood or how clean it is by sensing and visualising these aspects However this poses interesting research and design questions how would one design a device for tracking and visualising crowdedness on buses for example This workshop aims to explore the use of sensing technologies for visually resurfacing some of the hidden dynamics of the city by providing a collaborative and facilitated environment for applied research and creative exploration This complements other workshops in the urban or cities theme such as PURBA Pervasive Urban Applications that investigate urban environments from a theoretical perspective After initial discussions on a joint workshop the SenCity and PURBA organisers concluded that these workshops were complementary yet different enough to give participants the benefit of taking part in both gaining the theory from PURBA and collaboratively applying practical research and creative flair at the SenCity workshop to sense visualise and share the hidden pulse of Z 252 rich	design socialnetwork urban sensing ubiquitouscomputing mobiledevice video application
doi.acm.org%2F10.1145%2F2494091.2499212.html	2013	Towards healthier urban mobility	 	We propose combining ideas of self monitoring crowd sensing and persuasion towards a real time city atlas which induces urban dwellers to integrate higher levels of physical activities into their daily mobility needs and to guide their mobility behavior towards a higher degree of sustainability as well as a lower exposure to polluted air	crowd sensing urban health mobiledevice naturalenvironment
doi.acm.org%2F10.1145%2F2494091.2499213.html	2013	Sense of space mapping physiological emotion response in urban space	 	Urban spaces have a great impact on how people feel and behave There are number of factors that impact our emotional responses to a space In this paper we propose an objective way to measure people s emotional reactions in places by monitoring their physiological signals that are related to emotion By integrating wearable biosensors with mobile phones we can obtain geo annotated data relating to emotional states in relation to our spatial surroundings We are the able to visualize the emotional response data by creating an i emotional layer i over a geographical map This can then help us to understand how individuals emotionally perceive urban spaces and help us to illustrate the interdependency between emotions and environmental surroundings	urban wearablecomputing mobiledevice spatial video locationbased
doi.acm.org%2F10.1145%2F2494091.2499214.html	2013	The advantages of passive mobile positioning as a type of community sensing for analyzing space time behaviour of a citizen	 	Empty	
doi.acm.org%2F10.1145%2F2494091.2499215.html	2013	Creating smart information services for tourists by means of dynamic open data	 	This paper explores the creation of smart information services for tourists using dynamic open data Research is described which uses physical sensors at the Van Gogh Museum in Amsterdam to retrieve data about queueing time at that location This data is added to an open data framework called CitySDK and combined with other open data in the framework	systems sensing locationbased framework
doi.acm.org%2F10.1145%2F2494091.2499216.html	2013	Ubicomp 13 sencity workshop sensing festivals as cities	 	In order to sense the mood of a city we propose first looking at festivals In festivals such as Glastonbury or Burning Man we see temporary cities where the inhabitants are engaged afresh with their environment and each other Our position is that not only are there direct equivalences between larger festivals and cities but in festivals the phenomena are often exaggerated and the driving impulses often exploratory These characteristics well suit research into sensing and intervening in the urban experience To this end we have built a corpus of sensor and social media data around a 18 000 attendee music festival and are developing ways of analysing and communicating it	sensing urban socialnetwork
doi.acm.org%2F10.1145%2F2494091.2499217.html	2013	Rapid prototyping of semantic applications in smart spaces with a visual rule language	 	One of the major limitations of Ambient Intelligent systems today is the lack of semantic models in human behavior and the environment so that the system can recognize the specific activity being performed by the users and act accordingly In this context we address the general problem of knowledge representation in Smart Spaces In order to monitor and act over human behavior in intelligent environments we design a sufficiently simple and flexible visual language to be managed by non expert users thus facilitating the programming of the environment The prototype of the visual language serves to represent rules about human behavior to provide the Smart Space with more usability These rules can be mapped into SPARQL queries and rule subscriptions In addition we add support to represent imprecise and fuzzy knowledge The proposed general domain language can help managing resource allocation assisting people with special needs in remote monitoring and other domains	ambient health smartspace design video usability urban
doi.acm.org%2F10.1145%2F2494091.2499218.html	2013	From crowding detection to community fieldwork supporting sensing work in context	 	We describe our experiences with the prototype crowd sensing environments for supporting crowding detection and community fieldwork and discuss the need to support sensing work in context Sensing work is inseparable from the shifting observation modes in the overall inquiry process	crowd sensing socialnetwork
doi.acm.org%2F10.1145%2F2494091.2499219.html	2013	Informing the design of future transport information services with travel behaviour data	 	In order to increase the attractiveness of public transport systems information technology has great potential to add value to their usage In particular the availability of digital sources of behavioural transport data opens up new directions for the development of transport information services which are focused on the passengers engagement in public transport This will enable novel perceptions of transport services encompassing aspects of personal transport behaviour information related to the transport routines of individual travellers social transport behaviour information which creates an understanding of the collective transport usage of social groups and dimensions of quality of transport information which include novel measures of travel experiences such as overcrowding In this paper we introduce and discuss a design space of how behavioural transport data can shape more user centric transport information services in order to inform future research activities in this area	publictransport systems design
doi.acm.org%2F10.1145%2F2494091.2499220.html	2013	On the use of participatory sensing to better understand city dynamics	 	In this position paper we argue that certain types of social media systems such as Instagram and Foursquare can act as valuable source of sensing providing access to important characteristics of urban locations and urban social behavior We discuss some of our previous studies and present our thoughts about the future of this field based insights obtained from them	socialnetwork sensing urban locationbased
doi.acm.org%2F10.1145%2F2494091.2499221.html	2013	Geographical perspective in city sensing	 	In city sensing there are many methods for capturing people s movements and city crowdedness Each method has advantages and disadvantages This paper argues that geographical phenomenon like spatial segregation can have a major influence on the results in fixed sensing therefore a structured location choice is needed Mobile positioning as a new technology data collection method opens up great possibilities in city sensing	sensing locationbased spatial mobiledevice dataanalysis
doi.acm.org%2F10.1145%2F2494091.2499222.html	2013	Congestrian monitoring pedestrian traffic and congestion	 	We propose the development and deployment in the wild of a sensor network that will monitor pedestrian traffic rates and congestion Three types of sensor are envisaged fixed video cameras wearable pedometers and GPS devices The data captured data will facilitate applications such as route planning avoiding congested areas and warning the elderly and infirm of particularly congested areas Processing of rates of travel and destinations will enable different types of pedestrian to be identified and plotted dynamically such as tourists shoppers and individuals simply trying to get from A to B quickly Looking beyond the immediate empirical scope of this workshop we indicate how such a system could be deployed to take advantage of the benefits afforded by the Personal Smart Space of the EU FP7 PERSIST project and the Community Smart Space of the EU FP7 SOCIETIES project	sensing pedestrian video wearablecomputing mobiledevice application smartspace socialnetwork socialinteraction
doi.acm.org%2F10.1145%2F2494091.2499223.html	2013	A middleware framework for urban data management	 	The domain of inquiry of this research is the collection organization integration distribution and consumption of knowledge derived from urban open data and how it can be best offered to application cities stakeholders through a software middleware We argue that the extensive investigation proposed in this research will contribute to a growing body of knowledge about data integration and application in smart cities and offer opportunities to re think an integrated urban infrastructure	urban application software middleware
doi.acm.org%2F10.1145%2F2494091.2499224.html	2013	emoTicSpace when the built environments get emotional 	 	What happens if the buildings and urban environments around us can respond to the dynamic changes of the environment and the occupancy patterns How can a building express its excitement when it gets crowded with people What happens if the built environment can express its sick building syndrome which is caused by poor air quality If the urban space can feel the changes in the wind conditions can the space respond and adapt to the passing occupants How to design responsive and adaptive environments that are expressive informative and performative This research aims to hypothetically visualize how buildings and urban environments can respond to crowd sensed data such as movement air quality temperature light and wind through a kinetic organic interface embedded in the building or urban fabric	urban crowd naturalenvironment design video sensing
doi.acm.org%2F10.1145%2F2494091.2499225.html	2013	Using technology to reveal the politics of the built environment	 	In the UK the majority of people do not vote in local elections However electoral participation is vital to a democratic society This paper suggests that technology could be used to embed political information into the built environment so that people can easily see how resources are being used in their area and bring political discussion into cities towns and villages	socialinteraction
doi.acm.org%2F10.1145%2F2494091.2499226.html	2013	Living light lab exploring instant feedback in mediated urban space	 	In recent years locative media as an artistic approach towards exploring mediated urban spaces has been rising 1 At the same time gathering of environmental data through sensor networks grows rapidly Living Light Lab aims to facilitate on artistic and scientific approaches to feed invisible data back into the built environment with the aim to explore how we may visualize and display data in an abstract way The project currently is in its concept and prototyping stage therefore we will highlight the challenges we are facing Further we will report on an initial pilot study which took place at the UCL Building Projection Party in June 2013	locationbased urban sensing video
doi.acm.org%2F10.1145%2F2494091.2499568.html	2013	Wearable systems for industrial augmented reality applications	 	Augmented Reality AR is a successful application area of Wearable Computing especially for professional industrial settings in which mobility is an important factor With the proliferation of mobile technology in the workplace wearable computing research can offer a valuable contribution to the usability of mobile solutions such as the use of context information to inform devices and services of the current task and user situation relieve professionals of tedious and repetitive information entry tasks and increase worker safety in complex and hazardous environments Wearable AR systems in general are widely utilized in various domains including architecture military tourism navigation and entertainment Such diverse usages impose several challenges on researchers from both areas of Augmented Reality and Wearable Computing such as interaction activity and context recognition wearability design and modeling For the second Workshop on Wearable Systems for Industrial Augmented Reality Applications we have chosen the motto How to industrialize wearable AR We have invited researchers from the relevant disciplines to present novel works and discuss the applications of state of the art Wearable Computing research to Augmented Reality systems The workshop will provide an opportunity for directed discussion sessions to identify current issues research topics and solution approaches which lead to the proposal of future research directions	augmentedreality wearablecomputing mobiledevice usability contextawareness systems task navigationsystem design application
doi.acm.org%2F10.1145%2F2494091.2499569.html	2013	Towards a component based platform for industrial AR	 	The roll out of AR solutions in industrial environments goes beyond technical requirements and involves challenges regarding software deployment management and maintenance In this paper we present a lightweight runtime environment for AR applications using a component based management platform providing easy deployment updates and reuse of software components	augmentedreality software application systems
doi.acm.org%2F10.1145%2F2494091.2499570.html	2013	pARnorama 360 degree interactive video for augmented reality prototyping	 	Designing novel and meaningful interactions in the domain of Augmented Reality AR requires an efficient and appropriate methodology A user centered design process requires the construction and evaluation of several prototypes with increasing technical fidelity Although the main content of the application can already be conveyed with prerendered video one of the main interactions in AR the user selected viewpoint is only available in a very late stage We propose the use of panoramic 360 176 video for scenario based user evaluation where the user can select his point of view during playback Initial users report a high degree of immersion in the constructed scenario even for handheld AR	design augmentedreality evaluation application video mobiledevice
doi.acm.org%2F10.1145%2F2494091.2499571.html	2013	Evaluating customer expectance of mixed reality applications in order picking	 	The paper evaluates the triggering criteria for a successful implementation of Mixed Reality in order picking from the decision makers point of view Relevant criteria are derived with the use of semi structured interviews and analysed inductively and deductively The final set of parameters is then presented	evaluation qualitativemethods
doi.acm.org%2F10.1145%2F2494091.2499572.html	2013	Diffractive and holographic optics as optical combiners in head mounted displays	 	We review in this paper the various architectures that have been developed in industry to implement see through head mounted display HMD optics especially for the consumer electronics market We will focus our investigations on holographic and diffractive optics	augmentedreality
doi.acm.org%2F10.1145%2F2494091.2499573.html	2013	The bumpy road of bringing wearable augmented reality systems to market	 	Wearable Augmented Reality systems are still expensive niche products and not yet widespread Three main components need to be available for a successful market entry affordable and user friendly hardware reliably and easy to use software and SDKs and the necessary data structure for exact and informative augmentation This paper lists some lessons learned along the road to a wearable AR market	wearablecomputing augmentedreality hardware software
doi.acm.org%2F10.1145%2F2494091.2499574.html	2013	Decentralised approach for a reusable crowdsourcing platform utilising standard web servers	 	Crowdsourcing has gained increasing interest during the last years as means for solving complex tasks with the help of a flexible group of contributors The crowd can contribute with collecting data in the field completing map information or votes for ideas or products Even though the participation of large numbers of users with heterogeneous devices in crowdsourcing is a highly recurrent task generic infrastructures for crowdsourcing can be hardly found Especially the management of users mobile devices and contributed data has to be repetitively implemented in new projects To ease the development of crowdsourcing applications in this paper we propose a generic platform for crowdsourcing supporting diverse crowdsourcing scenarios the ability to handle large numbers of users and the involvement of heterogeneous mobile devices The evaluation is based on scalability and performance experiments in order to demonstrate the feasibility of our approach	crowd task urban mobiledevice systems design evaluation scalability
doi.acm.org%2F10.1145%2F2494091.2499575.html	2013	effSense energy efficient and cost effective data uploading in mobile crowdsensing	 	Energy consumption and mobile data cost are two key factors affecting users willingness to participate in crowdsensing tasks While i data plan i users are mostly concerned about the energy consumption i non data plan i users are more sensitive to data transmission cost incurred Traditional ways of data collection in mobile crowdsensing often go to two extremes either uploading the sensed data online in real time or fully offline after the whole sensing task is finished In this paper we propose effSense a novel energy efficient and cost effective data uploading framework leveraging the i delay tolerant i mechanisms Specifically effSense reduces the data cost of i non data plan users i by maximally offloading the data to Bluetooth WiFi gateways or data plan users encountered to relay the data to the server it reduces energy consumption of i data plan users i by uploading data in parallel with a call or using less energy demand networks e g Bluetooth By leveraging the prediction of critical events such as user s future calls or encounters effSense selects the optimal uploading scheme for both types of users Our evaluation with MIT Reality Mining and Nodobo datasets show that effSense can save 55 65 energy and 45 50 data cost for the two types of users respectively compared with the traditional uploading schemes	energy mobiledevice crowd task dataanalysis sensing framework network systems evaluation
doi.acm.org%2F10.1145%2F2494091.2499576.html	2013	On heterogeneity in mobile sensing applications aiming at representative data collection	 	Gathering representative data using mobile sensing to answer research questions is becoming increasingly popular driven by growing ubiquity and sensing capabilities of mobile devices However there are pitfalls along this path which introduce heterogeneity in the gathered data and which are rooted in the diversity of the involved device platforms hardware software versions and participants Thus we as a research community need to establish good practices and methodologies for addressing this issue in order to help ensure that e g scientific results and policy changes based on collective mobile sensed data are valid In this paper we aim to inform researchers and developers about mobile sensing data heterogeneity and ways to combat it We do so via distilling a vocabulary of underlying causes and via describing their effects on mobile sensing building on experiences from three projects within citizen science crowd awareness and trajectory tracking	mobiledevice sensing systems hardware software socialnetwork citizen crowd
doi.acm.org%2F10.1145%2F2494091.2499577.html	2013	Publish subscribe middleware for energy efficient mobile crowdsensing	 	In this paper we focus on mobile crowdsensing applications for community sensing where sensors and mobile devices jointly collect and share data of interest to observe and measure phenomena over a larger geographic area Such applications e g environmental monitoring or crowdsourced traffic monitoring involve numerous individuals that on the one hand continuously contribute sensed data to application servers and on the other hand consume the information of interest to observe a phenomenon typically in their close vicinity Energy efficient and context aware orchestration of the sensing process with data transmission from sensors through mobile devices into the cloud as well as from the cloud to mobile devices such that information of interest is served to users in real time is essential for such applications primarily due to battery limitations of both mobile devices and wearable sensors In addition the latency of data propagation represents their key quality measure from the user s perspective Publish subscribe middleware offers the mechanisms to deal with those challenges It enables selective real time acquisition and filtering of sensor data on mobile devices efficient continuous processing of large data volumes within the cloud and near real time delivery of notifications to mobile devices This paper presents our implementation of a publish subscribe middleware system which is tailored to the requirements of mobile and resource constrained environments with a goal to reduce the overall energy consumption in such environments and proposes a general architecture for mobile crowdsensing applications We demonstrate the usability of both the architecture and middleware through our application for air quality monitoring and discuss the energy footprint of the proposed solution	mobiledevice crowd application socialnetwork sensing locationbased systems energy contextawareness wearablecomputing middleware usability naturalenvironment
doi.acm.org%2F10.1145%2F2494091.2499578.html	2013	CrowdMeter an emulation platform for performance evaluation of crowd sensing applications	 	In this paper we introduce CrowdMeter an emulation platform for predicting performance of large scale crowd sensing applications CrowdMeter architecture follows natural decomposition of the application under evaluation and provides features for emulation of mobile devices and access network links It leverages virtualization and cloud based infrastructure as service resources to offer necessary scaling We instantiate CrowdMeter architecture using off the shelf components and public cloud resources and perform a preliminary evaluation of its emulation fidelity focused on the communication services The results confirm that CrowdMeter can successfully capture important aspects of real world performance of different wireless access links They also illustrate the ease of use and the scalability of the platform in terms of number of emulated mobile devices	crowd systems dataanalysis sensing application evaluation mobiledevice network scalability
doi.acm.org%2F10.1145%2F2494091.2499579.html	2013	Locating emergencies in a campus using wi fi access point association data	 	Despite much progress in emergency management effective techniques for real time tracking of emergency events are still lacking We envision a promising direction to achieve real time emergency tracking is through widely adopted smartphones In this paper we explore the first step in achieving this goal namely locating emergency in real time using smartphones Our main contribution is a novel approach that locates emergencies by analyzing AP access point association events collected from a campus Wi Fi network It is motivated by the observation that human behavior and mobility pattern are significantly altered in the face of emergency which is reflected in how their smartphones associate with the APs in the network More specifically our approach locates emergency by discovering APs with abnormal association patterns using Extreme Value Theory EVT Preliminary evaluation using real data collected from a university campus network demonstrates the effectiveness of our approach	mobiledevice locationbased network health evaluation dataanalysis
doi.acm.org%2F10.1145%2F2494091.2499582.html	2013	PUCAA 1st international workshop on pervasive urban crowdsensing architecture and applications	 	Driven by these trends PUCAA is an annual workshop that seeks to bring together researchers and practitioners working in the areas of urban and crowd driven sensing The workshop provides a forum for the researchers to discuss large innovative crowdsensing architectures systems and platforms and their experiences on developing crowdsensing applications impacting urban lifestyles in a variety of areas such as personal 38 public healthcare retail 38 commerce transportation public safety crowd management and utility services	urban crowd sensing systems application health
doi.acm.org%2F10.1145%2F2494091.2499623.html	2013	Green food through green food a human centered design approach to green food technology	 	 Real sustainability will only be possible by consuming less A ubiquitous computing path to i consume less i while improving health is to help us consume less processed food 60 70 of US UK diet in favor of whole food The paper shows both the rationales for this focus and identifies key design challenges interaction cycle expertise and politics	ubiquitouscomputing health food design
doi.acm.org%2F10.1145%2F2494091.2499624.html	2013	HomeFlow inferring device usage with network traces	 	Previous studies in home energy have taken a service oriented approach to disaggregating direct energy consumption With a particular focus on media and ICT services in the home our proposed platform builds upon this work by providing activity oriented data collected through home network monitoring This information will be used to build a profile of communication between devices This includes inter device communication within the confines of a home environment and also the use of external resources outside of the home This provides knowledge of device behaviour and enables profiling of device relationships Furthermore monitoring communication to locations outside of the home will enable us to estimate associated indirect energy costs These are incurred when a user consumes an externally provided service such as Video on Demand	homesetting systems energy dataanalysis mobiledevice locationbased video
doi.acm.org%2F10.1145%2F2494091.2499770.html	2013	Adaptive security and privacy management for the internet of things ASPI 2013 	 	The proposed workshop intends to bring together researchers and practitioners from relevant fields to present and disseminate the latest on going research focussing on adapting security privacy 38 management for the Internet of Things It aims to facilitate knowledge transfer and synergy bridge gaps between different research communities and groups to lay down foundation for common purposes and to help identify opportunities and challenges for interested researchers and technology and system developers	security privacy internet socialnetwork
doi.acm.org%2F10.1145%2F2494091.2499771.html	2013	BlueEye a system for proximity detection using bluetooth on mobile phones	 	Interesting applications of crowdsensing include measurement of crowdedness at public places and evaluating the extent of social interactions between people at large gatherings These require enabling the accurate estimation of proximity between two or more people Since mobile phones have emerged as the most ubiquitous sensing and computing platform carried by almost all people close to their body it is logical to use the same for proximity detection Further in order to motivate people to use such application it is necessary to estimate distances accurately using only short blocks of sampled signal strengths In this paper the authors present a mobile based proximity detection system codenamed BlueEye which is based on Bluetooth To achieve better distance estimates BlueEye proposes a new form of path loss model which takes into account the relative orientation of mobile phones The results show enhanced distance estimates when the separation between devices is less than 8 feet	application crowd evaluation socialinteraction mobiledevice sensing systems network
doi.acm.org%2F10.1145%2F2494091.2499772.html	2013	A model based back end for air quality data management	 	In this paper we present a hybrid model for real time query processing over data stream collected by mobile air quality sensors First we introduce a novel indexing scheme for representing air quality and use it for generating and evaluating a static model over a yearly dataset Then this model is combined with a dynamic nearest neighbor approach for real time updates and implemented into the Global Sensor Network GSN middleware with added support for model queries	mobiledevice naturalenvironment sensing evaluation middleware
doi.acm.org%2F10.1145%2F2494091.2499773.html	2013	Combining smart phone and infrastructure sensors to improve security in enterprise settings	 	There is an increasing trend among employees to bring in their own personal device to work thereby making the enterprise more vulnerable to security attacks such as data leakage from phones Additionally users are increasingly running phone apps in a mixed mode i e both for enterprise and personal commitments For example phone cameras and microphones are used to record business meetings often resulting in the case that both employers and employees become unaware of the existence of business data on the phone at a later point in time The lack of employer control over personal devices raises enterprise data leakage threats when an employee s phone is lost or stolen In this paper we describe a system that leverages sensors available on the phone as well as on the enterprise infrastructure to identify business data resident on the phone for further secure handling Office spaces have traditionally been instrumented with badge swipe readers cameras wifi access points etc that can be used to provide passive sensory data about employees For example badge swipes can be used provide approximate location information of an employee where as calendar entries provide information about their schedule and activities We propose a distributed architecture that leverages the context of the user for speculatively identifying enterprise data from personal data The basic idea is to understand whether a user is engaged in enterprise or personal work by inferring her context from a combination of phone and infrastructure sensors The contextual attributes in our system such as location can be sourced from a plurality of sensors on the phone as well as on the infrastructure We exploit this diversity and propose a cost optimized distributed rule execution framework that chooses the optimal set of predicates to sense on the phone as well as on the infrastructure to reduce sensing cost Furthermore the framework also chooses the appropriate site for rule evaluation either on the infrastructure or phone to optimize for network transfer cost incurred due to shipping of sensed predicates between the two sites Combined together the above two optimizations reduce the battery drain caused due to context inferencing on the phone	mobiledevice security video sensing network locationbased framework evaluation energy
doi.acm.org%2F10.1145%2F2494091.2499774.html	2013	FLEAD online frequency likelihood estimation anomaly detection for mobile sensing	 	With the rise of smartphone platforms adaptive sensing becomes an predominant key to overcome intricate constraints such as smartphone s capabilities and dynamic data One way to do this is estimating the event probability based on anomaly detection to invoke heavy processes such as switching on more sensors or retrieving information However most conventional anomaly detection methods are power hungry and computation consuming This paper proposes a new online anomaly detection algorithm by capturing the likelihood of frequency histogram given features extracted from a stream of measurements from sensors of multiple smartphones The algorithm then estimates the mixed density probability of anomalies By doing so the algorithm is lightweight and energy efficient which underpins large scale mobile sensing applications Experimental results run on Android phones are consistent with our theoretical analysis	mobiledevice systems sensing energy application
doi.acm.org%2F10.1145%2F2494091.2499775.html	2013	ConferenceSense monitoring of public events using phone sensors	 	We explore the use of a participatory sensing paradigm where data generated from individual smartphones is used to extract and understand collective properties of temporary public gatherings and events e g concerts 38 conferences We focus on the use of this paradigm at a technical conference and describe the design implementation and deployment of ConferenceSense an application that uses multiple sensor and human generated inputs from attendees smartphones to infer context such as the start time of a session or the degree of interaction during a tea break Based on data collected from multiple attendees at a 3 day conference we explore how ConferenceSense can be used for monitoring and collecting event statistics and describe challenges and open questions	hci sensing mobiledevice application dataanalysis statistics
doi.acm.org%2F10.1145%2F2494091.2499776.html	2013	A generic platform for ubiquitous and subjective data	 	In the context of the Internet of Things an increasing number of platforms like Xively or ThingSpeak are available to manage ubiquitous sensor data Strict data formats allow interoperability and informative visualizations supporting the development of custom user applications Yet these strict data formats as well as the common device centric approach limit the flexibility of these platforms there are no means to incorporate people and their subjective impressions about the collected data In order to build the Internet of Things and People and ultimately the Internet of Everything we aim at providing an extendable concept of data which allows to enrich existing data points with any kind of additional information This enables us to gain semantic and user specific context by attaching subjective data to objective values For this end we support data ranging from text based formats like JSON to images and video footage This paper provides an overview of our architecture including concept implementation details and present applications We distinguish our approach from several other systems and describe two sensing applications namely AirProbe and WideNoise that were implemented for our platform	internet systems sensing video application mobiledevice
doi.acm.org%2F10.1145%2F2494091.2499902.html	2013	Demo touch less interaction with medical images using hand 38 foot gestures	 	Empty	
doi.acm.org%2F10.1145%2F2494091.2499903.html	2013	MyConverse in action monitoring conversations using smartphones	 	This demo presents MyConverse a personal conversation recogniser and visualiser for Android smartphones It uses the smartphone s microphone to continuously recognise the user s conversations during his daily life autonomously on the smartphones MyConverse identifies known speakers in conversations Unknown speakers are detected and trained for further identification	mobiledevice
doi.acm.org%2F10.1145%2F2494091.2499905.html	2013	When do you light a fire capturing tobacco use with situated wearable sensors	 	This demo presents the design and implementation of two instrumented lighters that can be used to track a smokers personal consumption habits A Gas lighter and a USB lighter which have been outfitted with a micro controller storage unit and real time clock Both lighters store the day of time whenever they are used to light up a cigarette This information can later be retrieved by the user for personal consumption statistics like most common time of day of consumption total number of smoked cigarettes daily consumed cigarettes etc The presented prototypes allow the continous tracking of smoking behaviour over the course of several days	statistics
doi.acm.org%2F10.1145%2F2494091.2500248.html	2013	Sharing bubbles reflections on offline multi surface scenarios	 	The iPad is typically perceived as a personal device evoking the image of its owner tapping away silently submerged in their private digital bubble Here we portray iPads in a different light Face to face play in groups using connected and shared surfaces Applying the bubble metaphor to multi user cases we ask the following questions a How many people can be in one bubble together before it bursts b Can multiple bubbles be connected nested etc and what configurations are beneficial c What design qualities are helpful in keeping beneficial bubble configurations intact and together rather than bursting or floating away By contrasting user observations from two multi iPad scenarios we illustrate the usefulness of bubble dynamics as a lens for evaluating large offline social applications We hope to inspire discussion of future use cases evaluation methods and design recommendations	mobiledevice design evaluation application recommend
doi.acm.org%2F10.1145%2F2494091.2501083.html	2013	Evaluating impact of storage on smartphone energy efficiency	 	We present an experimental study of how storage techniques impact energy consumption in smartphones We design and implement a system that tracks I O activities of smartphones in real time and dynamically changes storage configuration by matching I O patterns in order to reduce energy consumption Our system is evaluated on the 20 most popular applications from Android Market and our results show that the optimal configurations save from 21 to 52 of battery life We believe that they highlight a new and interesting direction in which the topic of smartphone energy consumption can be further evaluated and expanded upon	energy mobiledevice design evaluation application
doi.acm.org%2F10.1145%2F2494091.2501084.html	2013	Digital naturalism interspecies performative tool making for embodied science	 	Digital Naturalism investigates the role that digital media can play in field Ethology While digital technology plays an increasingly larger role in the Ethologist s process its use tends to be limited to the experimentation and analysis stages My goal is to work with scientists to develop context dependent behavioral tools promoting novel interactions between animal man and environment The aim is to empower the early exploratory phases of their research as well as the later representation of their work I will test a methodology combining analytical tool making and interaction studies with modern ethology	
doi.acm.org%2F10.1145%2F2494091.2501085.html	2013	Measuring joint movement through garment integrated wearable sensing	 	Garment Integrated body sensing is an alternative approach to sense body movements in wearable sensing Textile integrated sensors have the potential to equip everyday clothes with smart capabilities making the detection of body movements accessible during normal life activities The practicality of this solution preserves variables directly related to the wearer s needs such as Comfort Perceptibility and Awareness that must be prioritized equally with Accuracy and Precision of the sensor data The central contribution of this approach is to improve the quality of the measured data while preserving user comfort	sensing wearablecomputing dataanalysis
doi.acm.org%2F10.1145%2F2494091.2501086.html	2013	Towards food waste interventions an exploratory approach	 	Sustainability is a significant topic in HCI and often framed in terms of energy consumption or sustainable food consumption However the sustainable issue of wasted food by consumers is a design arena yet to receive more attention To understand how the passage from food into waste occurs in everyday life and if how and where technology can intervene fieldwork in 17 households has been carried out The fieldwork and its implications afford inspirations and reveal stimuli where and how technology could potentially intervene Selected stimuli are explored with two technology probes and a community platform to inform design	energy food design homesetting socialnetwork systems
doi.acm.org%2F10.1145%2F2494091.2501087.html	2013	Understanding and augmenting a paper arrangement based method	 	I investigate the practices of affinity diagramming a method for qualitative data analysis and idea generation and the factors that lead HCI researchers and practitioners to usually perform it on paper rather than on digital devices Based on my findings I propose that Ubicomp technology can be used to create an implicit interaction system that allows users to preserve their preferred practices while offering the benefits of a digital system Initial prototypes have been built a more complete prototype system and evaluation of the solution remain to be completed	mobiledevice evaluation
doi.acm.org%2F10.1145%2F2494091.2501088.html	2013	Pervasive monitoring to support reflective learning	 	Reflection on daily work practices can support informal learning and continuous improvement of work practices This dissertation aims at supporting reflection by employing sensors and corresponding data visualizations to make employees ask the right questions about their work Two tools have been developed and initial studies have been conducted to evaluate the impact of psychophysiological sensors and proximity sensing for employees in the healthcare domain The main contribution of this work is the connection of reflective learning and wearable sensors with the goal to persuade employees to reflect The resulting tools will be evaluated in real work settings	sensing video evaluation health wearablecomputing
doi.acm.org%2F10.1145%2F2494091.2501089.html	2013	Practical food journaling	 	Logging dietary intake has been shown to be of benefit to individuals and health researchers but a practical and objective system for food logging remains elusive despite decades of research My thesis is that emerging wearable devices such as life logging cameras the ubiquity of sensors in mobile devices and new computational techniques such as human computation provide the foundation for a new class of food journaling systems that are lightweight and practical in everyday settings In this proposal I describe my research in understanding how to leverage this new landscape of mainstream ubiquitous computing towards automatic and semi automatic food journaling	health food wearablecomputing mobiledevice video sensing hci ubiquitouscomputing
doi.acm.org%2F10.1145%2F2494091.2501090.html	2013	Supporting self experimentation of behavior change strategies	 	Empowering individuals with tools and support that enables them to explore test and invent behavior change strategies and actualizing solutions to their uniquely personal needs throughout their everyday lives is likely to lead to more robust personalized and effective solutions This research aims to understand how tools that foster self experimentation of behavior change strategies for the creation of user driven solutions can support fulfillment and increased self control I am equipping end users with the capacity to construct sensor augmented responsive environments by developing deploying and evaluating a toolkit that provides integrated hardware and software coupled with motivational support pertaining to self efficacy	health sensing evaluation hardware software
doi.acm.org%2F10.1145%2F2494091.2501091.html	2013	Device free people counting and localization	 	We first present PC DfP an accurate and efficient RF based device free localization solution PC DfP adopts a stochastic fingerprinting approach to mitigate the error caused by the multipath and meanwhile minimize the system calibration overhead Second we present SCPL a RF based device free people counting and localization technique SCPL takes the calibration data collected with one person and the map information to accurately count people sequentially and localize them in parallel Finally we present Crowd an unsupervised speaker counting technique through audio inference with smartphones to estimate the number of people in social hotspot places	mobiledevice dataanalysis urban crowd audio
doi.acm.org%2F10.1145%2F2494091.2501092.html	2013	The UbiComp 2013 doctoral school	 	Empty	
doi.acm.org%2F10.1145%2F2494091.2502068.html	2013	Lab of things a platform for conducting studies with connected devices in multiple homes	 	Researchers who develop new home technologies using connected devices often want to conduct large scale field studies in homes to evaluate their technology but conducting such studies today is extremely challenging Inspired by the success of PlanetLab which enabled development and evaluation of global network services we are developing a shared infrastructure for home environments called Lab of Things Our goal is to substantially lower the barrier to developing and evaluating new technologies for the home environment	homesetting mobiledevice fieldstudy evaluation systems
