62 research outputs found
Why Tangibility Matters: A Design Case Study of At-Risk Children Learning to Read and Spell
CHI 2017, May 06 - 11, 2017, Denver, CO, US
DeepPrivacy: A Generative Adversarial Network for Face Anonymization
We propose a novel architecture which is able to automatically anonymize
faces in images while retaining the original data distribution. We ensure total
anonymization of all faces in an image by generating images exclusively on
privacy-safe information. Our model is based on a conditional generative
adversarial network, generating images considering the original pose and image
background. The conditional information enables us to generate highly realistic
faces with a seamless transition between the generated face and the existing
background. Furthermore, we introduce a diverse dataset of human faces,
including unconventional poses, occluded faces, and a vast variability in
backgrounds. Finally, we present experimental results reflecting the capability
of our model to anonymize images while preserving the data distribution, making
the data suitable for further training of deep learning models. As far as we
know, no other solution has been proposed that guarantees the anonymization of
faces while generating realistic images.Comment: Accepted to ISVC 201
A co-regulatory approach to stay safe online: reporting inappropriate content with the MediaKids mobile app
Removal as a Method: A Fourth Wave HCI Approach to Understanding the Experience of Self-Tracking
This paper offers first-steps guidance towards the development of a methodology that embodies theoretical proposals for a fourth-wave, 'entanglement' approach to HCI. We propose the removal of technologies and the documenting of their absence as a method. Removal disrupts habitual relationships with our everyday technologies, revealing otherwise hidden knowledges. Removal as a method exemplifies that "you don't know what you've got till it's gone". We apply removal to the case of menstrual cycle tracking in two ways: literally through two autoethnographies, and hypothetically through semi-structured interviews. We show how this method especially facilitates emotional, embodied and cultural knowledge of the lived experience of self-tracking and we unpack some opportunities, implications and limitations in its use. Finally, we present how this method might be adopted by others and propose cases in which removal as a method might be applicable to study of a wider range of technologies beyond self-tracking
User values of smart home energy management system : sensory ethnography in VSD empirical investigation
AbstractUbiquitous computing continues to transform our lives, including our homes and leisure activities. Smart home energy management system (SHEMS) are one example of such a technology. It connects homes to a smart grid and may increase the use of renewable energy by directing the demand to off-peak hours and reducing the overall energy demand. User values of such a technology may be critical in the acquisition, adoption and assimilation of the technology. This research fills the gap of understanding user values of SHEMS users. We studied new, potential and experienced users of SHEMS and their values. Sensory ethnography interview method was applied in the value sensitive design empirical investigation to elicit key user values of SHEMS in 28 families. The users relate to SHEMS values such as economic gains, environmental sustainability, comfort and security. Some SHEMS users’ values such as stimulation, creativity, and autonomy, can be in conflict with the values of other family members, and with those which are currently built in the SHEMS technologies. The recognized values of SHEMS stakeholders act as an input for the design of smart grid and smart home services and products. In addition, the research contributes to the theory-building of smart home technology user research.Abstract
Ubiquitous computing continues to transform our lives, including our homes and leisure activities. Smart home energy management system (SHEMS) are one example of such a technology. It connects homes to a smart grid and may increase the use of renewable energy by directing the demand to off-peak hours and reducing the overall energy demand. User values of such a technology may be critical in the acquisition, adoption and assimilation of the technology. This research fills the gap of understanding user values of SHEMS users. We studied new, potential and experienced users of SHEMS and their values. Sensory ethnography interview method was applied in the value sensitive design empirical investigation to elicit key user values of SHEMS in 28 families. The users relate to SHEMS values such as economic gains, environmental sustainability, comfort and security. Some SHEMS users’ values such as stimulation, creativity, and autonomy, can be in conflict with the values of other family members, and with those which are currently built in the SHEMS technologies. The recognized values of SHEMS stakeholders act as an input for the design of smart grid and smart home services and products. In addition, the research contributes to the theory-building of smart home technology user research
Co-designing Cards on Social Issues for Creating Educational Games
This paper presents a participatory methodology to design cards on social issues with the purpose to democratise knowledge among co-designers on the learning content of educational games. Situated on the topic of everyday sexism, the methodology has been developed through an iterative process involving two collaborative workshops, two iterations of card design and a feedback survey. Extracting findings from the workshops and the feedback gathered on the co- designed cards, this paper presents insights that could be used to inform similar studies using cards to inspire and foster reflection on social issues
Investigating the interaction between personalities and the benefit of gamification
Many studies have confirmed the benefit of gamification on learners’ motivation. However, gamification may also demotivate some learners, or learners may focus on the gamification elements instead of the learning content. Some researchers have recommended building learner models that can be used to adapt gamification elements based on learners’ personalities. Building such a model requires a strong understanding of the relationship between gamification and personality. Existing empirical work has focused on measuring knowledge gain and learner preference. These findings may not be reliable because the analyses are based on learners who complete the study and because they rely on self-report from learners. This preliminary study explores a different approach by allowing learners to drop out at any time and then uses the number of students left as a proxy for motivation and engagement. Survival analysis is used to analyse the data. The results confirm the benefits of gamification and provide some pointers to how this varies with personality
Social media, rituals, and long-distance family relationship maintenance: a mixed-methods systematic review
For families with limited opportunities for face-to-face interaction, social media can be a vital communication medium to help shape the family identity, maintain bonds, and accomplish shared tasks. This mixed-methods systematic review of quantitative, qualitative, and mixed-method empirical studies published between 1997 and 2019, uses a convergent data-based framework to explore how long-distance families engage in family practices using various modes of social media. Fifty-one papers were synthesised into four domains: (1) doing family in a social media environment, (2) performing family through stories and rituals, (3) the nature of online communication practices, and (4) privacy, conflict, and the quality of family relationships. Given the value of patterned routines to families, research into the role of family kinkeepers is suggested. Finally, families use chat (messages) extensively for both assuring behaviour and conflict resolution so further investigation of the impact of this asynchronous mode is recommended
Anaphylaxis in Elderly Patients-Data From the European Anaphylaxis Registry
Background: Elicitors and symptoms of anaphylaxis are age dependent. However, little is known about typical features of anaphylaxis in patients aged 65 years or more.
Methods: The data from the Network for Online Registration of Anaphylaxis (NORA) considering patients aged ≥65 (elderly) in comparison to data from adults (18–64 years) regarding elicitors, symptoms, comorbidities, and treatment measures were analyzed.
Results: We identified 1,123 elderly anaphylactic patients. Insect venoms were the most frequent elicitor in this group (p < 0.001), followed by drugs like analgesics and antibiotics. Food allergens elicited less frequently anaphylaxis (p < 0.001). Skin symptoms occurred less frequently in elderly patients (77%, p < 0.001). The clinical symptoms were more severe in the elderly (51% experiencing grade III/IV reactions), in particular when skin symptoms (p < 0.001) were absent. Most strikingly, a loss of consciousness (33%, p < 0.001) and preexisting cardiovascular comorbidity (59%, p < 0.001) were more prevalent in the elderly. Finally, adrenaline was used in 30% of the elderly (vs. 26% in the comparator group, p < 0.001) and hospitalization was more often required (60 vs. 50%, p < 0.001).
Discussion and Conclusion: Anaphylaxis in the elderly is often caused by insect venoms and drugs. These patients suffer more often from cardiovascular symptoms, receive more frequently adrenaline and require more often hospitalization. The data indicate that anaphylaxis in the elderly tends to be more frequently life threatening and patients require intensified medical intervention. The data support the need to recognize anaphylaxis in this patient group, which is prone to be at a higher risk for a fatal outcome
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