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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Privacy-preserving E-ticketing Systems for Public Transport Based on RFID/NFC Technologies

Gudymenko, Ivan 20 April 2015 (has links)
Pervasive digitization of human environment has dramatically changed our everyday lives. New technologies which have become an integral part of our daily routine have deeply affected our perception of the surrounding world and have opened qualitatively new opportunities. In an urban environment, the influence of such changes is especially tangible and acute. For example, ubiquitous computing (also commonly referred to as UbiComp) is a pure vision no more and has transformed the digital world dramatically. Pervasive use of smartphones, integration of processing power into various artefacts as well as the overall miniaturization of computing devices can already be witnessed on a daily basis even by laypersons. In particular, transport being an integral part of any urban ecosystem have been affected by these changes. Consequently, public transport systems have undergone transformation as well and are currently dynamically evolving. In many cities around the world, the concept of the so-called electronic ticketing (e-ticketing) is being extensively used for issuing travel permissions which may eventually result in conventional paper-based tickets being completely phased out already in the nearest future. Opal Card in Sydney, Oyster Card in London, Touch & Travel in Germany and many more are all the examples of how well the e-ticketing has been accepted both by customers and public transport companies. Despite numerous benefits provided by such e-ticketing systems for public transport, serious privacy concern arise. The main reason lies in the fact that using these systems may imply the dramatic multiplication of digital traces left by individuals, also beyond the transport scope. Unfortunately, there has been little effort so far to explicitly tackle this issue. There is still not enough motivation and public pressure imposed on industry to invest into privacy. In academia, the majority of solutions targeted at this problem quite often limit the real-world pertinence of the resultant privacy-preserving concepts due to the fact that inherent advantages of e-ticketing systems for public transport cannot be fully leveraged. This thesis is aimed at solving the aforementioned problem by providing a privacy-preserving framework which can be used for developing e-ticketing systems for public transport with privacy protection integrated from the outset. At the same time, the advantages of e-ticketing such as fine-grained billing, flexible pricing schemes, and transparent use (which are often the main drivers for public to roll out such systems) can be retained.
12

Bokdjungeln - Framtidens bibliotek

Fergusson, Christopher, Karlsson, Daniel, Zuta, Festim January 2007 (has links)
Sveriges barnbibliotek tappar besökare. Allt runt omkring oss förändras, men barnbiblioteken ser likadana ut. Vi vill i detta examensarbete ändra hur barn och ungdomar ser på biblioteket, så att de känner sig mer hemma i biblioteksmiljön och som följd av detta möjligtvis ökar barnens läslust. I stort vill vi göra biblioteket mer attraktivt och tilltalande för barnen. Vi har i tidigare projekt uppmärksammat att många barn och unga har intresse för teknik och detta valde vi att dra nytta av i Bokdjungeln. Vi har med hjälp av barn i åldern nio till tolv utvecklat två prototyper som vi kallar Bokbläddraren och Sagoslottet. / The children libraries in Sweden are losing visitors. Everything around us is changing but the children’s library stays the same. Our aim with this master’s thesis was to make kids from nine to twelve to visit the library more often and hopefully develop a higher interest of borrowing and reading books. Our goal is to make the library more attractive and appealing for children. We have seen a common interest of electronics and high-tech stuff among children during our former projects and field studies and we decided to use this to make the environment for children more appealing. We will do this thru two prototypes that we have developed. We call them The Storytellingtent and The Bookbrowser.
13

Mobility is the Message : Experiments with Mobile Media Sharing

Rost, Mattias January 2013 (has links)
This thesis explores new mobile media sharing applications by building, deploying, and studying their use. While we share media in many different ways both on the web and on mobile phones, there are few ways of sharing media with people physically near us. Studied were three designed and built systems: Push!Music, Columbus, and Portrait Catalog, as well as a fourth commercially available system – Foursquare. This thesis offers four contributions: First, it explores the design space of co-present media sharing of four test systems. Second, through user studies of these systems it reports on how these come to be used. Third, it explores new ways of conducting trials as the technical mobile landscape has changed. Last, we look at how the technical solutions demonstrate different lines of thinking from how similar solutions might look today. Through a Human-Computer Interaction methodology of design, build, and study, we look at systems through the eyes of embodied interaction and examine how the systems come to be in use. Using Goffman’s understanding of social order, we see how these mobile media sharing systems allow people to actively present themselves through these media. In turn, using McLuhan’s way of understanding media, we reflect on how these new systems enable a new type of medium distinct from the web centric media, and how this relates directly to mobility. While media sharing is something that takes place everywhere in western society, it is still tied to the way media is shared through computers. Although often mobile, they do not consider the mobile settings. The systems in this thesis treat mobility as an opportunity for design. It is still left to see how this mobile media sharing will come to present itself in people’s everyday life, and when it does, how we will come to understand it and how it will transform society as a medium distinct from those before. This thesis gives a glimpse at what this future will look like. / <p>At the  time of doctoral defense, the following paper was unpublished and had a status as follows: Paper 4: Submitted.</p> / Mobile Life Centre
14

Simplifying the programming of intelligent environments

Holloway, Seth Michael 16 June 2011 (has links)
In the future, computers will be virtually everywhere: carried by everyone and integrated into the environment. The increased computation and communication capabilities will enable intelligent environments that react to occupants through automated decision-making. Devices (sensors and actuators) are the key to making intelligent environments a reality. We believe that devices must be made more approachable for average users. Existing approaches to application development for intelligent environments require detailed knowledge about devices and their low-leveling programming interfaces, which greatly limits the number of potential users. Instead of limiting users, we must enable everyone to program the devices around them. Intelligent environments will not be commonplace until average people can set up and manage the hardware and software necessary for their personalized applications. In simplifying the programming of intelligent environments, we first made sensors and actuators accessible to average programmers then extended our work to end-users. We term the former contribution Sensor Enablement for Average Programmers (SEAP); the latter work is Sensor Enablement for End-Users (SEEU). In our experience, devices’ disparate, niche programming languages and communication protocols presented great difficulty in developing intelligent environments. To ease the development effort for average programmers, we abstracted and standardized complex sensor and actuator interactions, allowing users to instead think in terms of well-understood web applications. Users have said that SEAP is easy-to-use and exciting. But what about average people, end-users? We found that end-users are incredibly interested in intelligent environments. By engaging end-users we can create intelligent environments even faster and allow domain experts to tailor their environment. This dissertation’s second contribution, Sensor Enablement for End-Users (SEEU) provides a visual programming interface that allows users to create personalized automated behaviors given available devices and data. We performed several user studies to uncover people’s desires for intelligent environments and determine the best interface for managing an intelligent environment. SEEU combines an intuitive interface with the power and flexibility of SEAP. SEEU is a usable end-user programming framework that allows average people to create useful applications for their intelligent environments. With SEEU and SEAP, we simplified the development of intelligent environments, reducing barriers to adoption of emerging sensing and actuation technologies. We demonstrated the feasability with a series of user studies. / text
15

Computation as Strange Material : Excursions into Critical Accidents

Lagerkvist, Love January 2021 (has links)
Waking up in a world where everyone carries a miniature supercomputer, interaction designers find themselves in their forerunners dreams. Faced with the reality of planetary-scale we have to confront the task of articulating approaches responsive this accidental ubiquity of computation. This thesis attempts such a formulation by defining computation as a strange material, a plasticity shaped equally by its technical properties and the mode of production by which is its continuously re-produced. The definition is applied through a methodology of excursions — participatory explorations into two seemingly disparate sites of computation, connected in they ways they manifest a labor of care. First, we visit the social infrastructures that constitute the Linux kernel, examining strangle entanglements of programming and care in the world's largest design process. This is followed by a tour into the thorny lands of artificial intelligence, situated in the smart replies of LinkedIn. Here, we investigate the fluctuating border between the artificial and the human with participants performing AI, formulating new Turing tests in the process. These excursions afford an understanding of computation as fundamentally re-produced through interaction, a strange kind of affective work the understanding of which is crucial if we ambition to disarm the critical accidents of our present future.
16

The Design and Evaluation of Ambient Displays in a Hospital Environment

Koelemeijer, Dorien January 2016 (has links)
Hospital environments are ranked as one of the most stressful contemporary work environments for their employees, and this especially concerns nurses (Nejati et al. 2016). One of the core problems comprises the notion that the current technology adopted in hospitals does not support the mobile nature of medical work and the complex work environment, in which people and information are distributed (Bardram 2003). The employment of inadequate technology and the strenuous access to information results in a decrease in efficiency regarding the fulfilment of medical tasks, and puts a strain on the attention of the medical personnel. This thesis proposes a solution to the aforementioned problems through the design of ambient displays, that inform the medical personnel with the health statuses of patients whilst requiring minimal allocation of attention. The ambient displays concede a hierarchy of information, where the most essential information encompasses an overview of patients’ vital signs. Data regarding the vital signs are measured by biometric sensors and are embodied by shape-changing interfaces, of which the ambient displays consist. User-authentication permits the medical personnel to access a deeper layer within the hierarchy of information, entailing clinical data such as patient EMRs, after gesture-based interaction with the ambient display. The additional clinical information is retrieved on the user’s PDA, and can subsequently be viewed in more detail, or modified at any place within the hospital.In this thesis, prototypes of shape-changing interfaces were designed and evaluated in a hospital environment. The evaluation was focused on the interaction design and user-experience of the shape-changing interface, the capabilities of the ambient displays to inform users through peripheral awareness, as well as the remote communication between patient and healthcare professional through biometric data. The evaluations indicated that the required attention allocated for the acquisition of information from the shape-changing interface was minimal. The interaction with the ambient display, as well as with the PDA when accessing additional clinical data, was deemed intuitive, yet comprised a short learning curve. Furthermore, the evaluations in situ pointed out that for optimised communication through the ambient displays, an overview of the health statuses of approximately eight patients should be displayed, and placed in the corridors of the hospital ward.

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