There is growing research interest in exploring how biometric data is and can be shared across online social networks. However, most existing tools for sharing biometric data lock researchers into vendor-specific solutions that cannot be easily adapted to the specific researchers' requirements, users' needs and ethical considerations.To mitigate this, we investigate the requirements for open source researcher-oriented biometric data sharing systems. Requirements were captured using: first-hand insights from two prototype deployments, a systematic review of the literature, and interviews with HCI researchers who have built such tools. The requirements thus captured were implemented in the BioShare system and insights from implementing these requirements are presented. BioShare allows users both to share data but also receive inputs from remote viewers of the data in real-time. Concurrently it provides logging capabilities for researchers to analyze system interactions.
Preprint submitted to Int. J. Human-Computer Studies March 31, 2017 directions within the sporting context.
A number of studies in the literature have looked into the use of real-time biometric data to improve one's own physiological performance and wellbeing. However, there is limited research that looks into the effects that sharing biometric data with others could have on one's social network. Following a period of research on existing mobile applications and prototype testing, we developed a system, HeartLink, which collects real-time personal biometric data such as heart rate and broadcasts this data online. Insights gained on designing systems to broadcast real-time biometric data are presented. In this paper we also report emerging results from testing HeartLink in a pilot study and a user study that were conducted during sport events. The results showed that sharing heart rate data does influence the relationship of the persons involved and that the degree of influence seems related to the tie strength prior to visualizing the data. [17,20,22], self-representation [14,26] and the social connectedness that is created across friends [1,14,28]. Autonomous data collection and sharingWhile the vast majority of these applications depend on the user to manually input the data being shared with friends [3,9,13], some recent applications are able to autonomously collect and transmit data on behalf of the user in real-time. This data is then used for sharing with friends or to interface with other passive or active datasets with minimal or no intervention from the user [12]. Mueller et al.'s research [12], for example, involved two joggers jogging at the same time in different places and communicating together via speech and ambient sound. To increase the social experience, each jogger heard the sound of the other jogger as if the other jogger was present. The spatial direction of the sound was depended on the heart rate of each jogger. Similar research applications used real-time GPS data for communicating the participants' locations as in the case of Comob [23] or Miluzzo's CenceMe [11] application. CenceMe looked into the effects of broadcasting data from sensor-enabled mobile phones to social networks like Facebook and MySpace. Using the sensors, activities such as walking, standing, dancing or talking were automatically identified and shared over the individual's social network in addition to randomly taken photos. In all of the three abovementioned studies [11,12,23], the results showed that sharing of personal information could be helpful in creating engagement. They also generate curiosity and an urge to know more about what social network members are doing.
Young people are constantly targeted by online advertisements. This systematic literature review aims to identify the principal factors that influence young people's attitude towards online advertising. It seeks to understand if the influence of online advertising is dependent on gender and age differences in young people. The methodology involves the systematic review of empirical studies published from 1994 to 2020 and identifies the factors that impact young people's attitude towards online advertising. The review commences with a scoping study and follows the PRISMA structure, which includes identifying studies, screening and evaluation, the analysis and synthesis of studies, and the presentation of the final studies. This work reveals two main observations from a thematic content analysis of the appraised studies. The first relates to the principal factors influencing young people's attitude towards advertising. These factors comprise informativeness, entertainment, irritation, credibility, personalisation, and interactivity. In general, studies show that when informativeness, entertainment, credibility and interactivity are present, the more positive the attitude towards advertising is, while irritation fosters an unfavourable attitude. Studies provide a dichotomous stand on personalisation. The second relates to young people's age and gender. Our review notes that earlier studies lack focus on audiences predominantly between 10 and 15 years.
Many studies have shown that crowd-support, such as cheering during sport events, can have a positive impact on athletes' performance. However, up until recently this support was only possible if the supporters and the athletes were geographically co-located. Can cheering be done remotely and would this be effective? In this paper we investigate the effect and possibilities of live remote cheering on co-located athletes and online supporting crowds that have a weak social tie and no social tie with the athlete. We recruit 140 online spectators and 5 athletes for an ad-hoc 5km road race. Results indicate that crowds socially closer to the athletes are significantly more engaged in the support. The athletes were excited by live remote cheering from friendsourced spectators and cheering from unknown crowdsourced participants indicating that remote friends and outsourced spectators could be an important source of support.
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