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Communications of the ACM

101 - 110 of 371 for bentley

Many-screen viewing: evaluating an olympics companion application

The trend of users integrating second screen behaviours in their viewing habits, and practitioners' interest in designing systems to support them has evolved a strong research agenda. In this paper we extend these ideas to explore many-screen interaction, investigating how users, gathered around the television with multiple second screen devices, share, control and coordinate their interactions. We report on a formative evaluation into behaviours with a many-screen prototype app for watching sport programming. The Olympics Second Screen application allows users to watch, share and control highlight programmes in a collocated group. We discuss our findings through recommendations to designers and HCI practitioners. Our results suggest the importance of supporting parallel viewing between collocated viewers, and sharing and queuing of programming between devices. Additionally, results highlight the significance of the television in a viewing ecology, and user awareness of control and interaction.


MyChannel: exploring city-based multimedia news presentations on the living room TV

We see the television as a primary device to connect view-ers with the information and people that matter most in their lives. Televisions, as central places where the family gath-ers, provide a unique location to elevate news and social updates that can connect family and friends across a dis-tance. Through creating the MyChannel service, a TV-based personalized news program, we have explored the types of content that work best in this format. We have also gained a detailed understanding of how television content can inspire feelings of connection and communication with friends and family at a distance through an 8-day in-home field evaluation. We describe the system and findings from our studies and close with a discussion on the future of per-sonalized television news.


The turn to practice in HCI: towards a research agenda

This paper argues that a new paradigm for HCI research, which we label the 'practice' perspective, has been emerging in recent years. This stands in contrast to the prevailing mainstream HCI paradigm, which we term the 'interaction' perspective. The 'practice turn', as it has been dubbed in the social sciences, provides a conceptual frame to organize a variety of issues emerging in more recent HCI research. While this approach has been present in certain strands of HCI research for some time, it has not been articulated fully to date. In this paper, we provide a short account of the main tenets of this perspective, and then show how it can illuminate some of the recent debates within HCI. Our argument is one which does not seek to replace extant HCI theories, but rather to provide an alternative, complementary theoretical lens which may illuminate the present confusion among both researchers and practitioners as to the direction of HCI. The paper articulates a set of issues which can help direct HCI research programs, as well as highlighting the potential contribution of the HCI field to this practice approach itself, in terms of a more nuanced understanding of emerging practices.


Together alone: motivations for live-tweeting a television series

In this paper, we explore motivations for live-tweeting across a season of a television show. Using the third season of Downton Abbey as a case study, we followed 2,234 live-tweeters from the show's premiere episode to its finale, finding that nearly a third of users returned each week to tweet. Semi-structured interviews with 11 diverse live-tweeters revealed that the decision to live-tweet is dependent upon a variety of personal considerations and social conventions forming around this emerging TV viewing practice. This includes the desire to feel connected to a larger community that is interested in the show. Participants actively sought to protect the user experience of others by following good live-tweeting "etiquette", including limiting their number of posts and censoring content that might spoil the show for others. Over time, live-tweeting helped users build and maintain a network of fellow Downton Abbey viewers with shared interests.


Understanding 'tingle' in opera performances

With HCI venturing more into designing for the cultural and entertainment domain, researchers are engaging with experimental designs, and technical interventions to understand how to best consider new technologies for this domain. This paper focuses on audience experience. It presents approaches as to how the HCI community can better support audiences' encounters with deeply engaging peak experiences that are intense, memorable and personally engaging experiences in live performances. We do this by studying tingle experiences encountered during opera performances. Besides contributing to advancing experience design, this work adds to current understanding of liveness, offers ideas about the role of digital technologies to support live performances, and general insights towards designing for audience experiences.


Health Mashups: Presenting Statistical Patterns between Wellbeing Data and Context in Natural Language to Promote Behavior Change

People now have access to many sources of data about their health and wellbeing. Yet, most people cannot wade through all of this data to answer basic questions about their long-term wellbeing: Do I gain weight when I have busy days? Do I walk more when I work in the city? Do I sleep better on nights after I work out?

We built the Health Mashups system to identify connections that are significant over time between weight, sleep, step count, calendar data, location, weather, pain, food intake, and mood. These significant observations are displayed in a mobile application using natural language, for example, “You are happier on days when you sleep more.” We performed a pilot study, made improvements to the system, and then conducted a 90-day trial with 60 diverse participants, learning that interactions between wellbeing and context are highly individual and that our system supported an increased self-understanding that lead to focused behavior changes.


One-man-band: a touch screen interface for producing live multi-camera sports broadcasts

Generating live broadcasts of sporting events requires a coordinated crew of camera operators, directors, and technical personnel to control and switch between multiple cameras to tell the evolving story of a game. In this paper, we present an unimodal interface concept that allows one person to cover live sporting action by controlling multiple cameras and and determining which view to broadcast. The interface exploits the structure of sports broadcasts which typically switch between a zoomed out game-camera view (which records the strategic team-level play), and a zoomed in iso-camera view (which captures the animated adversarial relations between opposing players). The operator simultaneously controls multiple pan-tilt-zoom cameras by pointing at a location on the touch screen, and selects which camera to broadcast using one or two points of contact. The image from the selected camera is superimposed on top of a wide-angle view captured from a context-camera which provides the operator with periphery information (which is useful for ensuring good framing while controlling the camera). We show that by unifying directorial and camera operation functions, we can achieve comparable broadcast quality to a multi-person crew, while reducing cost, logistical, and communication complexities.


On the efficiency of multiple range query processing in multidimensional data structures

Multidimensional data are commonly utilized in many application areas like electronic shopping, cartography and many others. These data structures support various types of queries, e.g. point or range query. The range query retrieves all tuples of a multidimensional space matched by a query rectangle. Processing range queries in a multidimensional data structure has some performance issues, especially in the case of a higher space dimension or a lower query selectivity. As result, these data are often stored in an array or one-dimensional index like B-tree and range queries are processed with a sequence scan. Many real world queries can be transformed to a multiple range query: the query including more than one query rectangle. In this article, we aim our effort to processing of this type of the range query. First, we show an algorithm processing a sequence of range queries. Second, we introduce a special type of the multiple range query, the Cartesian range query. We show optimality of these algorithms from the IO and CPU costs point of view and we compare their performance with current methods. Although we introduce these algorithms for the R-tree, we show that these algorithms are appropriate for all multidimensional data structures with nested regions.


Informing future design via large-scale research methods and big data

With the launch of 'app stores' on several mobile platforms and the great uptake of smartphones among the general population, researchers have begun utilising these distribution channels to deploy research software to large numbers of users. Previous Research In The Large workshops have sought to establish base-line practice in this area. We have seen the use of app stores as being successful as a methodology for gathering large amounts of data, leading to design implications, but we have yet to explore the full potential for this data's use and interpretation. How is it possible to leverage the practices of large-scale research, beyond the current approaches, to more directly inform future designs? We propose that the time is right to re-energise discussions on large-scale research, looking further than the basic methodological issues and assessing the potential for informing the design of new mobile software.


How to develop financial applications with game features in e-banking?

As for Gamification, it is about business software with game characteristics, understanding the software development process will improve the practices, and will more than likely, improve the business itself (make it more efficient, effective, and less costly and mainly collect a positive influence from the customers). This study aims to develop a framework that provides the mechanisms to ensure that the software will have game characteristic and that clients will recognize it as Gamification. Our results show that the five-step framework proposal applied to the Gamification project management on this study, the Spiral development model, and the group discussion results into a positive effect on customers and e-business. The spiral development methodology used for the development of this application showed to be the appropriated for this type of project. The tests with discussion-groups proved to be a key "tool" to identify and adapt the game characteristics that has led to the improvement of customer perception of socialness, usefulness ease of use, enjoyment and ease of use that probed to have a strong positive impact on the intention to use the game.