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The biggest trend in museum exhibit design today is the creative incorporation of technology. Digital Technologies and the Museum Experience: Handheld Guides and Other Media explores the potential of mobile technologies (cell phones, digital cameras, MP3 players, PDAs) for visitor interaction and learning in museums, drawing on established practice to identify guidelines for future implementations.
This book constitutes the refereed proceedings of the 9th International Conference on Ubiquitous Computing, UbiComp 2007. It covers all current issues in ubiquitous, pervasive and handheld computing systems and their applications, including tools and techniques for designing, implementing, and evaluating ubiquitous computing systems; mobile, wireless, and ad hoc networking infrastructures for ubiquitous computing; privacy, security, and trust in ubiquitous and pervasive systems.
An in depth review of social ergonomics- also known as organizational ergonomics- this book discusses the optimization of sociotechnical systems, including their organizational structures, policies, and processes. The relevant topics include communication, crew resource management, work design, design of working times, teamwork, participatory design, community ergonomics, cooperative work, new work paradigms, organizational culture, virtual organizations, telework, and quality management.
This book constitutes the refereed proceedings of the 5th International Conference on Pervasive Computing, PERVASIVE 2007, held in Toronto, Canada in May 2007. The 21 revised full papers are organized in topical sections on reaching out, context and its application, security and privacy, understanding use, sensing, as well as finding and positioning.
One of the most significant and obvious examples of how mobile communication influences our understanding of time and space is how we coordinate with one another. Mobile communication enables us to call specific individuals, not general places. Regardless of location, we are able to make contact with almost anyone, almost anywhere. This advancement has changed, and continues to change, human interaction. Now, instead of agreeing on a particular time well beforehand, we can iteratively work out the most convenient time and place to meet at the last possible moment--on the way to the meeting or once we arrive at the destination.In their early days, mobile devices were primarily used for variou...
Ubiquitous computing is coming of age. In the few short years of the lifetime of this conference, we have seen major changes in our emerging research community. When the conference started in 1999, as Handheld and Ubiquitous Computing, the field was still in its formative stage. In 2002, we see the Ubicomp conference (the name was shortened last year) emerging as an established player attracting research submissions of very high quality from all over the world. Virtually all major research centers and universities now have research programs broadly in the field of ubiquitous computing. Whether we choose to call it ubiquitous, pervasive, invisible, disappearing, embodied, or some other varian...
How communication technologies meant to empower people with speech disorders—to give voice to the voiceless—are still subject to disempowering structural inequalities. Mobile technologies are often hailed as a way to “give voice to the voiceless.” Behind the praise, though, are beliefs about technology as a gateway to opportunity and voice as a metaphor for agency and self-representation. In Giving Voice, Meryl Alper explores these assumptions by looking closely at one such case—the use of the Apple iPad and mobile app Proloquo2Go, which converts icons and text into synthetic speech, by children with disabilities (including autism and cerebral palsy) and their families. She finds t...
This book constitutes the refereed proceedings of the 4th International Conference on Pervasive Computing, PERVASIVE 2006, held in Dublin, Ireland, in May 2006. The 24 revised full papers presented here are organized in topical sections on activity recognition, location, sensors, sensor processing and platforms, toolkits and gaming, security, pointing, interaction and displays, and smart homes, and beyond.
For most of us, clicking “like” on social media has become fairly routine. For a Marine, clicking “like” from the battlefield lets his social network know he’s alive. This is the first time in the history of modern warfare that US troops have direct, instantaneous connection to civilian life back home. Lisa Ellen Silvestri’s Friended at the Front documents the revolutionary change in the way we communicate across fronts. Social media, Silvestri contends, changes what it's like to be at war. Based on in-person interviews and online fieldwork with US Marines, Friended at the Front explores the new media habits, attitudes, and behaviors of troops on the ground in Iraq and Afghanista...