The Strathprints institutional repository (https://strathprints.strath.ac.uk) is a digital archive of University of Strathclyde research outputs. It has been developed to disseminate open access research outputs, expose data about those outputs, and enable the management and persistent access to Strathclyde's intellectual output.
In this paper we present HotCity, a service that demonstrates how collecting and mining the interactions that users make with the urban environment through social networks, can help tourists better plan activities, through sharing the collectively generated social context of a smart, connected city, as a background layer to mapped POI. The data for our service stems from the collection and analysis of 1-month worth of collected human-physical environment interactions (i.e., Foursquare check-ins) data for Oulu, a medium-sized city in Finland, where our service is deployed in ubiquitous public displays. Our analysis demonstrates that a good model of the city's dynamics can be built despite the low popularity of Foursquare amongst locals. Our findings from the field-based trial of the HotCity service yield several useful insights and important contributions. We found that the method of using a heatmap as an intermediate layer of environmental context does not negatively affect the experience of users at the cognitive level, compared with a more traditional map and POI type of interface, where temporal aspects of context are not present. In the concluding sections, we discuss how this cloud-based service can also be used in a variety of ubiquitous computing platforms.
In smart spaces with connected smart lighting, there is an opportunity to deliver smartphone notifications using peripheral light, along with using standard smartphone modalities such as sound, vibration and LEDs, in order to help a user perceive them without constantly monitoring their mobile device. In this paper, we examine the effectiveness of on-device and extra-device modalities through smart lighting. We address a gap in literature by establishing a foundation that explains the role of modalities with which a notification is delivered on a mobile device. For this purpose, we conducted two ecologically valid and carefully designed experiments in a controlled environment that simulates multitasking in a smart home environment, and demonstrate that modality preferences are dependent on the environment context, by analysing subjective user data through a machine learning approach. We derive a set of guidelines for choosing notification modalities and set future research directions.
Immersive virtual reality (VR) is a technology that can be effective for procedural skills training through game-based simulations such as serious games. The current study describes the instructional design, development, and evaluation of the FSCHOOL fire preparedness serious game in a cave automatic virtual environment (CAVE-VR) for elementary school teachers. The main game mechanics include a storytelling scenario, enhanced realism, freedom of movement, levels, and points corresponding to the learning mechanics of instruction, action, simulation, discovery, repetition, and imitation. The game was developed in Unity 3D with the help of the Fire Dynamics Simulator and a script to emulate and visualize fire propagation. The game featured three levels to respond to school fire safety regulations and was evaluated by elementary school teachers (N = 33) in Greece. A comparative quantitative study was conducted with experimental and control groups. The results indicate that the VR serious game is appropriate for training, providing challenge, enjoyment, and mastery.
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