000 Informatik, Wissen, Systeme
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Dieser Beitrag beschäftigt sich mit den Herausforderungen eine Anforderungsanalyse im hoch technologischen Umfeld der IT-Security durchzuführen, bei dem keine der üblichen ethnografischen Methoden wie teilnehmende Beobachtung u.a. möglich waren. Im Umfeld von IT-Sicherheitsexperten besteht grundsätzlich Skepsis bzgl. möglicher Datenerfassungen, die Sicherheitsbelange des eigenen IT-Sicherheits-Betriebes (ITS) betreffen. Diese muss vor allem in der Anforderungsanalyse beachtet werden. Welche Methode könnte hierbei also zum Einsatz kommen? Im Rahmen des Beitrages möchten wir unser Vorgehen und die gewonnen Erkenntnisse im Rahmen eines ZIM-Koop-Projektes des BMWi vorstellen und anhand eines Frameworks inkl. der Sample-Visualisierung der gewonnenen Daten zur Experience-Sample-Methode erläutern.
„Da haste den Salat“
(2015)
Allein in Deutschland landen jedes Jahr 11 Millionen Tonnen Lebensmittel auf dem Müll, obwohl sie noch zum Verzehr geeignet wären: allein 61% davon aus privaten Haushalten. Gleichzeitig wächst durch die voranschreitende Urbanisierung der Wunsch nach mehr sozialer Vernetzung. Was können wir gegen diese Entwicklung tun? Wie bringt man Menschen dazu, bewusster mit Nahrungsmitteln umzugehen und welche Rolle können soziale Netzwerke dabei spielen? Im Dialog mit Nutzern entstand mittels Personas und Szenarien „neighborSWAP“: Eine App als lokales Einkaufsnetzwerk. Sie ermöglicht kollaboratives Einkaufen und das Teilen übriggebliebener Mahlzeiten, ungenutzter Lebensmittel oder selbst angebauter Waren über eine Sharing-Funktion. Gleichzeitig inspiriert sie den Nutzer zu einer abwechslungsreichen und bewussten Ernährung.
The role of libraries changed tremendously in the digital age. Search engine technology and full text availability now define the standards for information research. Libraries as knowledge providers have to face the challenges of the new technologies. Our poster contribution takes the example of Augmented Reality (AR) to show a way to use the potential of digital technology for library services. AR offers new possibilities to contextualize library data. Hence the transfer of knowledge can be enriched by virtual information and visualization. In our poster we introduce the project mylibrARy and the status quo of the conceptual process of designing a library AR-app. mylibrARy is a cooperation project between the University of Applied Sciences in Potsdam, a public library in Berlin and metaio GmbH. By providing mobile access to enriched library data the institution is able to stay in touch with users or even generate new users with a high affinity for digital technology. According to the result of our first of four user studies especially the integration of social media and social reading functions plays a crucial role in reaching that aim. Beside the connection to the local library knowledge organization system in the app we plan to integrate further features for the semantic contextualization such as the Wikipedia categories.
In this paper we present a case study for an interactive surface, an explanatory tangible multitouch system in an exhibition context. The system is used as an expressive representation of the complex concept of Micro Smart Grids (MSGs) and their influence on our future energy infrastructure. We built the experience upon research on integrating tangibles into playful and exploratory learning environments. Beyond the well-researched learning experience with tangibles, we developed the system to stimulate and foster discussions on the subject of MSGs. Besides the technology behind the system we will discuss limitations and advantages of combining tangible and multitouch technologies. To conclude we present reflections on the design and interaction concepts that were embedded into the system.
Context-aware information is widely available in various ways and is becoming more and more important for enhancing retrieval performance and recommendation results. A primary challenge is not only recommending or retrieving the most relevant items and content, but defining them ad hoc. Other relevant issues include personalizing and adapting the information and the way it is displayed to the user’s current situation and interests. Ubiquitous computing provides new means for capturing user feedback on items and offers information. This year we are particularly interested in contributions investigating how context can influence decision making in contexts such as health, finance, food, education etc. and how systems can exploit context to assert positive behavioral change.
This paper presents an exploratory study conducted to understand how audio-visual prompts are understood by people on an emotional level as a first step towards the more challenging task of designing emotionally aligned prompts for persons with cognitive disabilities such as Alzheimer’s disease and related dementias (ADRD). Persons with ADRD often need assistance from a caregiver to complete daily living activities such as washing hands, making food, or getting dressed. Artificially intelligent systems have been developed that can assist in such situations. This paper presents a set of prompt videos of a virtual human ‘Rachel’, wherein she expressively communicates prompts at each step of a simple hand washing task, with various human-like emotions and behaviors. A user study was conducted for 30 such videos with respect to three basic and important dimensions of emotional experience: evaluation, potency, and activity. The results show that, while people generally agree on the evaluation (valence: good/bad) of a prompt, consensus about power and activity is not as socially homogeneous. Our long term aim is to enhance such systems by delivering automated prompts that are emotionally aligned with individuals in order to help with prompt adherence and with long-term adoption.
This paper introduces an approach for visualizing large spatial time series data sets on mobile devices. The HeatTile system (Meier et al. 2014) is used and extended with a progressive loading approach, the stream approach. By combining those two approaches, this study aimed to overcome the performance and bandwidth limitations inherent to mobile devices. This chapter focuses on the technological advantages of the presented approach in a performance comparison with other common approaches. Furthermore, an animated time series visualization is introduced, as well as an interface designed specifically for the presented method in order to emphasize the advantages of the approach. To further highlight the possible applications of the method, two real-world use cases are presented.
Exploring vibrotactile feedback on the body and foot for the purpose of pedestrian navigation
(2015)
In this paper, we present an evaluation of vibrotactile onbody feedback for the purpose of pedestrian navigation. For this specific task, many researchers already provide different approaches such as vibrating belts, wristbands or shoes. Still, there are issues left that have to be considered, such as which body position is most suitable, what kind of vibration patterns are easy to interpret, and how applicable are vibrotactile feedback systems in real scenarios. To find answers, we reconstructed prototypes commonly found in literature and continued to further evaluate different foot-related designs. On the one hand, we learned that vibrotactile feedback at the foot reduces visual attention and thus also potentially reduces stress. However, on the other hand, we found that urban space can be very diverse, and ambiguous and therefore a vibrotactile system cannot completely replace common path finding systems for pedestrians. Rather, we envision such a system to be applied complementary as an assistive technology.
Affect control processes
(2015)
This paper describes a novel method for building affectively intelligent human-interactive agents. The method is based on a key sociological insight that has been developed and extensively verified over the last twenty years, but has yet to make an impact in artificial intelligence. The insight is that resource bounded humans will, by default, act to maintain affective consistency. Humans have culturally shared fundamental affective sentiments about identities, behaviours, and objects, and they act so that the transient affective sentiments created during interactions confirm the fundamental sentiments. Humans seek and create situations that confirm or are consistent with, and avoid and suppress situations that disconfirm or are inconsistent with, their culturally shared affective sentiments. This “affect control principle” has been shown to be a powerful predictor of human behaviour. In this paper, we present a probabilistic and decision-theoretic generalisation of this principle, and we demonstrate how it can be leveraged to build affectively intelligent artificial agents. The new model, called BayesAct, can maintain multiple hypotheses about sentiments simultaneously as a probability distribution, and can make use of an explicit utility function to make value-directed action choices. This allows the model to generate affectively intelligent interactions with people by learning about their identity, predicting their behaviours using the affect control principle, and taking actions that are simultaneously goal-directed and affect-sensitive. We demonstrate this generalisation with a set of simulations. We then show how our model can be used as an emotional “plug-in” for artificially intelligent systems that interact with humans in two different settings: an exam practice assistant (tutor) and an assistive device for persons with a cognitive disability.