This video presents BiebBeep, an interactive touchscreen system that has been developed with the aim to support information and social services for the New Library in Almere, The Netherlands. The constantly updated information displayed on the interactive screen concerns not only the library itself, but also features happenings in the local area. The system's distinctive feature is that people can add information to the screen themselves, such as tweets, photos, local and cultural news announcements, so that the library and its visitors can inform and connect with each other. Over the course of almost one year, several studies were conducted, including focus group, interview- and observation-based studies that have motivated the functionality, and particularly the user-generated and localized content the system supports. Consequently, the services and functionality the system offers are aimed towards supporting Library 2.0, the next generation library.
MULTIFILE
This paper presents the design and long-term study of BiebBeep, a large interactive touchscreen that has been developed with the aim to augment the information and social function of a library. BiebBeep displays user-generated and context-relevant content, such as information about local events and book trailers. The system’s distinctive feature is that people can add information to the screen themselves, such as tweets and Flickr photos, so that the library and its visitors can inform and connect with each other. For more than a year, the BiebBeep system has been iterated and studied in the library. The research approach presented is an exemplar of the study of a public screen in situ for long-term to best meet the demands for its actual use in present and future.
DOCUMENT
In the last decade, organizations have re-engineered their business processes and started using standard software solutions. Integration of structured data in relational databases has improved documentation of business transactions and increased data quality. But almost 90% of the information cannot be integrated in relational data bases. This amount of ‘unstructured’ information is exploding within the Enterprise 2.0. The use of social media tools to enhance collaboration, creates corporate blogs, wikis, forums, and other types of unstructured information. Structured and unstructured information are records, meant and used as evidence for policies, decisions, products, actions and transactions. Most stakeholders are making increasing demands for the trustworthiness of records for accountability reasons. In this age of evolving social media use, organizational chains, inter-organizational data warehouses and cloud computing, it is crucial for the Enterprise 2.0. that its policies, decisions, products, actions and transactions can be reliably reconstructed in context. Digital Archiving is a necessity for the Enterprise 2.0.: the reconstruction of the past depends on records and their meta data. Blogs, wikis, forums, etc., used for collaboration within the business processes of the organization, need to be documented for reconstruction in the future. Digital Archiving is a combination of three mechanisms: enterprise records management, organizational memory and records auditing. These mechanisms ensure that a digitized organization as the Enterprise 2.0. has a documented understanding of its past. In that way, it improves organizational accountability.
DOCUMENT
Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.