Information and Communication Technologies (ICTs) affect the environment in various ways. Their energy consumption is growing exponentially, with and without the use of ‘green’ energy. Increasing environmental awareness within information science has led to discussions on sustainable development. ‘Green Computing’ has been introduced: the study and practice of environmentally sus- tainable computing. This can be defined as ‘designing, manufacturing, using, and disposing of com- puters, servers, and associated subsystems - such as monitors, printers, storage devices, and net- working and communications systems - efficiently and effectively with minimal or no impact on the en- vironment’. Nevertheless, the data deluge makes it not only necessary to pay attention to the hard- and software dimensions of ICTs but also to the value of the data stored. We explore the possibilities to use information and archival science to reduce the amount of stored data. In reducing this amount of stored data, it’s possible to curb unnecessary power consumption. The objectives of this paper are to develop a model (and test its viablility) to [1] increase awareness in organizations for the environ- mental aspects of data storage, [2] reduce the amount of stored data, and [3] reduce power consump- tion for data storage. This model integrates the theories of Green Computing, Information Value Chain (IVC) and Archival Retention Levels (ARLs). We call this combination ‘Green Archiving’. Our explora- tory research was a combination of desk research, qualitative interviews with information technology and information management experts, a focus group, and two exploratory case studies. This paper is the result of the first stage of a research project that is aimed at developing low power ICTs that will automatically appraise, select, preserve or permanently delete data based on their value. Such an ICT will automatically reduce storage capacity and curb power consumption used for data storage. At the same time, data disposal will reduce overload caused by storing the same data in different for- mats, it will lower costs and it reduces the potential for liability.
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Post-partum hemorrhaging is a medical emergency that occurs during childbirth and, in extreme cases, can be life-threatening. It is the number one cause of maternal mortality worldwide. High-quality training of medical staff can contribute to early diagnosis and work towards preventing escalation towards more serious cases. Healthcare education uses manikin-based simulators to train obstetricians for various childbirth scenarios before training on real patients. However, these medical simulators lack certain key features portraying important symptoms and are incapable of communicating with the trainees. The authors present a digital embodiment agent that can improve the current state of the art by providing a specification of the requirements as well as an extensive design and development approach. This digital embodiment allows educators to respond and role-play as the patient in real time and can easily be integrated with existing training procedures. This research was performed in collaboration with medical experts, making a new contribution to medical training by bringing digital humans and the representation of affective interfaces to the field of healthcare.
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Technology designed to sense behavior, often neglects to directly incorporate subjective input from (elderly) users. This paper presents experiences in deploying technology that considers the elderly user and their subjective input as a way to enrich sensor data systems and empower the user. For this purpose, the paper draws on: (1) Observations of shortcomings in terms of capturing objective data from sensors as experienced in long-term deploymentt in the homes of older adults; (2) The design and evaluation of a wide range of applications especially designed to enable older adults to give subjective input on how they are doing, including an interactive television quiz, a talking picture frame and a tangible mood board, and (3) The development and field study of one application, the ‘Mood button’ in particular, that was tested in real-world sensing settings to work with a commercial sensing system. In doing this, this work aims to contribute towards successful sensing deployments and tools that give more control to the (elderly) end-user.
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In general, people are poorly protected against cyberthreats, with the main reason being user behaviour. For the study described in this paper, a ques-tionnaire was developed in order to understand how people’s knowledge of and attitude towards both cyberthreats and cyber security controls affect in-tention to adopt cybersecure behaviour. The study divides attitude into a cog-nitive and an affective component. Although only the cognitive component of attitude is usually studied, the results from a questionnaire of 300 respond-ents show that both the affective and cognitive components of attitude have a clearly positive, albeit varying, influence on behavioural intention, with the affective component having an even greater effect on attitude than the cog-nitive aspect. No correlation was found between knowledge and behavioural intention. The results indicate that attitude is an important factor to include when developing behavioural interventions, but also that different kinds of attitude should be addressed differently in interventions.
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Obsessive-compulsive disorder (OCD) is a psychiatric disorder affecting 2% to 3% of world population. Patients having this disorder engage in repetitive and discomforting behaviors usually linked to controlling or cleaning. The potential of technical solutions trying to support both patients and therapists has been to a limited extent explored with some encouraging results. However, the use of a mobile phone application has not yet been explored. We present a study of a distributed application, partly running on mobile phone and partly on a website, with four patients suffering from OCD and their therapist. Our qualitative evaluation yields encouraging conclusions for practitioners and developers of such applications.
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The design of health game rewards for preadolescents Videogames are a promising strategy for child health interventions, but their impact can vary depending on the game mechanics used. This study investigated achievement-based ‘rewards’ and their design among preadolescents (8-12 years) to assess their effect and explain how they work. In a 2 (game reward achievement system: social vs. personal) x 2 (game reward context: in-game vs. out-game) between-subjects design, 178 children were randomly assigned to one of four conditions. Findings indicated that a ‘personal’ achievement system (showing one’s own high scores) led to more attention and less frustration than a ‘social’ achievement system (showing also high scores of others) which, in turn, increased children’s motivation to make healthy food choices. Furthermore, ‘out’-game rewards (tangible stickers allocated outside the game environment) were liked more than ‘in’-game rewards (virtual stickers allocated in the game environment), leading to greater satisfaction and, in turn, a higher motivation to make healthy food choices.
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In today's world, understanding different viewpoints is key for societal cohesion and progress. Robots have the potential to provide aid in discussing tough topics like ethnicity and gender. However, comparably to humans, the appearance of a robot can trigger inherent prejudices. This study delves into the interplay between robot appearance and decision-making in ethical dilemmas. Employing a Furhat robot that can change faces in an instant, we looked at how robot appearance affects decision-making and the perception of the robot itself. Pairs of participants were invited to discuss a dilemma presented by a robot, covering sensitive topics of ethnicity or gender. The robot either adopted a first-person or third-person perspective and altered its appearance accordingly. Following the explanation, participants were encouraged to discuss their choice of action in the dilemma situation. We did not find significant influences of robot appearance or dilemma topic on perceived anthropomorphism, animacy, likeability, or intelligence of the robot, partly in line with previous research. However, several participants hearing the dilemma from a first-person perspective changed their opinion because of the robot's appearance. Future work can expand with different measures such as engagement, in order to shed light on the intricate dynamics of human-robot interaction, emphasizing the need for thoughtful consideration in designing robot appearances to promote unbiased engagement in discussions of societal significance
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Within Human Activity Recognition (HAR), there is an insurmountable gap between the range of activities performed in life and those that can be captured in an annotated sensor dataset used in training. Failure to properly handle unseen activities seriously undermines any HAR classifier's reliability. Additionally within HAR, not all classes are equally dissimilar, some significantly overlap or encompass other sub-activities. Based on these observations, we arrange activity classes into a structured hierarchy. From there, we propose Hi-OSCAR: a Hierarchical Open-set Classifier for Activity Recognition, that can identify known activities at state-of-the-art accuracy while simultaneously rejecting unknown activities. This not only enables open-set classification, but also allows for unknown classes to be localized to the nearest internal node, providing insight beyond a binary “known/unknown” classification. To facilitate this and future open-set HAR research, we collected a new dataset: NFI_FARED. NFI_FARED contains data from multiple subjects performing nineteen activities from a range of contexts, including daily living, commuting, and rapid movements, which is fully public and available for download.
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Although empathy is an essential aspect of co-design, the design community lacks a systematic overview of the key dimensions and elements that foster empathy in design. This paper introduces an empathic formation compass, based on a comparison of existing relevant frameworks. Empathic formation is defined here as the formative process of becoming an empathic design professional who knows which attitude, skills and knowledge are applicable in a co-design process. The empathic formation compass provides designers with a vocabulary that helps them understand what kind of key dimensions and elements influence empathic formation in co-design and how that informs designers’ role and design decisions. In addition, the empathic formation compass aims to support reflection and to evaluate co-design projects beyond the mere reliance on methods. In this way, empathic design can be made into a conscious activity in which designers regulate and include their own feelings and experiences (first-person perspective), and decrease empathic bias. We identify four important intersecting dimensions that empathy is comprised of in design and describe their dynamic relations. The first two opposing dimensions are denoted by empathy and differentiate between cognitive design processes and affective design experiences, and between self-and other orientation. The other two dimensions are defined by design research and differentiate between an expert and a participatory mindset, and research-and design-led techniques. The empathic formation compass strengthens and enriches our earlier work on mixed perspectives with these specific dimensions and describes the factors that foster empathy in design from a more contextual position. We expect the empathic formation compass—combined with the mixed perspectives framework—to enhance future research by bringing about a deeper understanding of designers’ empathic and collaborative design practice.
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Background: There is increasing interest in the role that technology can play in improving the vitality of knowledge workers. A promising and widely adopted strategy to attain this goal is to reduce sedentary behavior (SB) and increase physical activity (PA). In this paper, we review the state-of-the-art SB and PA interventions using technology in the office environment. By scoping the existing landscape, we identified current gaps and underexplored possibilities. We discuss opportunities for future development and research on SB and PA interventions using technology. Methods: A systematic search was conducted in the Association for Computing Machinery digital library, the interdisciplinary library Scopus, and the Institute of Electrical and Electronics Engineers Xplore Digital Library to locate peer-reviewed scientific articles detailing SB and PA technology interventions in office environments between 2009 and 2019. Results: The initial search identified 1130 articles, of which 45 studies were included in the analysis. Our scoping review focused on the technologies supporting the interventions, which were coded using a grounded approach. Conclusion: Our findings showed that current SB and PA interventions using technology provide limited possibilities for physically active ways of working as opposed to the common strategy of prompting breaks. Interventions are also often offered as additional systems or services, rather than integrated into existing office infrastructures. With this work, we have mapped different types of interventions and provide an increased understanding of the opportunities for future multidisciplinary development and research of technologies to address sedentary behavior and physical activity in the office context
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