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Perceived Privacy Handling in an Amigo Extended Home Environment Application

by Abdullah Al Mahmud and Yeo Lee Chin. Final USI Project. Report: [PDF, 1M]

Perceived privacy i.e., how users perceive that their privacy is handled by the system, is one of the key issues for the user acceptance of current ambient intelligent environment applications. This project was carried out in the context of the Amigo project, a large IST funded project in which 15 European organizations work together on the development of interoperable software architectures and applications for intelligent ambient home environments. Within the Amigo project, one of the tasks is dedicated to gain insights into how perceived privacy should be handled in an ambient intelligent networked home environment. Our project consisted of designing and building a functional prototype in which the system adapted to changes in the context of the user and the user’s environment while accounting for the users control over their privacy.

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Pattern Recognition LEGO

I was really satisfied with what the master students have achieved last week. They have done
more than I expected during that “pattern recognition” week – in their hands the
LEGO can even do OCR and Speech Recognition. They consolidated their knowledge of
machine learning and neural networks that were learnt from previous weeks, and used these techniques for pattern recognition.

[youtube]http://www.youtube.com/watch?v=1P9uMcTBJUU[/youtube]

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UML in Action: Integrating Formal Methods in Industrial Design Education

Jun Hu, Philip Ross, Loe Feijs and Yuechen Qian

Abstract. When designing product behavior, the designer often needs to communicate to experts in computer software and protocols. In present-day software engineering, formal specification methods such as the Universal Modeling Language have been widely accepted. Teaching design students these formal methods is non-trivial because most of design students often have difficulties in programming the behaviors of complex produces and systems. Instead of programming, this paper presents a technique, namely “acting-out”, for design students to master the formal methods. The experience shows that acting-out not only worked out very well as a teaching technique, but also showed the potential for bridging the processes of industrial design and software engineering.

J. Hu, P. Ross, L. Feijs, and Y. Qian, “UML in Action: Integrating Formal Methods in Industrial Design Education ” Technologies for E-Learning and Digital Entertainment, Series, 4469/2007, pp. 489-498: Springer, 2007.
FULLTEXT: PDF HTML REFERENCE: BibTeX EndNote
DOI: 10.1007/978-3-540-73011-8_48
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Redesign a CD Player for Intuitive Rich Interaction

Bram Hendriks, Jun Hu

Abstract. This paper presents a redesign of a CD player, a combination of creative and analytical processes. After an analysis with users of the product and its functionalities, the interaction relabelling technique was used to explore richness of actions, while the Frogger framework was used to design for intuitiveness. The resulting ideas were translated into interactive prototypes, involving functional hard- and software. Evaluated with users during a usability test and integrated into a singular design.

Keywords: rich interaction, intuitiveness, design process

B. Hendriks, and J. Hu, “Redesigning a CD Player for Intuitive Rich Interaction,” in 12th International Conference on Human-Computer Interaction, CD Proceddings, Heidelberg, 2007, pp. 1607-1611.
FULLTEXT: PDF HTML REFERENCE: BibTeX EndNote
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Project ALICE

[singlepic id=7 w= h= float=left]From the narrative of Alice’s Adventures in Wonderland, we chose six stages, each represents a chapter or part of it. From start to end the user undergoes immersion that consists of real and nature mimicking, virtual and augmented reality in such situations which demands the user to question him/her self and their logic and Western reasoning.

This project is conducted at the Designed Intelligence Group of the Department of Industrial Design at the Eindhoven University of Technology, in collaboration with Microsoft Research in Cambridge (UK). See more on http://www.alice.id.tue.nl.

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Modeling and Specification in Action

A
product with sensors, actuators and network connections can offer an
interesting, useful, or playful behavior to its users and to the other
products, systems and services to which it is connected. The ID Master
takes responsibility for the creation of this behavior. If the product
isn’t stand-alone, neither is the designer. Whenever product behavior
is realized through computer software and protocols, the designer takes
advantage of being an excellent communicator in these matters.

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ApartGame: a Multi-User Tabletop Game Platform for Intensive Public Use

Dirk van de Mortel, Jun Hu

ABSTRACT
ApartGame is a tabletop platform that supports multiple games for social environments and intensive public use. This paper summarizes the design of ApartGame and the results from preliminary user evaluation. The integration of physical control and digital objects was a crucial design decision and it made the games on the platform tangible.

D. van de Mortel, and J. Hu, “ApartGame: a MultiUser Tabletop Game Platform for Intensive Public Use,” in Tangible Play Workshop, Intelligent User Interfaces Conference, Honolulu, Hawaii, USA, 2007, pp. 49-52.
FULLTEXT: PDF HTML REFERENCE: BibTeX EndNote
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Eindhovens Dagblad: Oosterling vreest bezielde machine niet

Door Martijn Hover, pg. 26, Woensdag 13 September 2006

2006-10-01-eindhoven-eindhovens_dagblad.jpgDe ‘ambient’-apparatuur waarmee Philips momenteel de huiskamers
hoopt te veroveren is nog maar het begin, verzekert
assistant-hoogleraar Jun Hu van de techische universiteit Eindhoven.
“Uiteindlijk willen we de hele woonkamer, zelfs het hele huis,
integreren tot een interactieve omgeving.”

[2006-09-13-eindhovensdagblad]

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Designing Social Navigation for a Virtual Community of Practice

Wen Xu, Jun Hu and Karel Kreijns

Abstract. Social navigation in a community of practice is an approach of locating information with increased social awareness. Social navigation alone is not a system, whereas the community of practice is. User requirement definition on social navigation is difficult. On the one hand, without the context of the community of practice, it is hard to collect the user requirements on navigation, especially when the concept of virtual community is new to the target user group. On the other hand, to set up such a virtual community, preliminary studies on social navigation is however necessary. This paper presents the experiences how we dealt with such a chicken and egg problem. Different approaches were used, from theoretical study online questionnaire, observation on an existing virtual society, analysis on similar systems, to prototyping and expert walk-through.

W. Xu, K. Kreijns, and J. Hu, “Designing Social Navigation for a Virtual Community of Practice,” Technologies for E-Learning and Digital Entertainment, Series, 3942/2006, pp. 27-38: Springer Berlin / Heidelberg, 2006.
FULLTEXT: PDF HTML REFERENCE: BibTeX EndNote
DOI: 10.1007/11736639_7
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Cursor: Netwerkarchitectuur voor de thuisbioscoop van de toekomst

In de toekomst kijken we niet meer gewoon naar de tv, gelooft
ID-promovendus Jun Hu (37), maar hebben we een huis vol apparaten die
van het film kijken of videogame spelen een totaalervaring maken.
Probleem is alleen: hoe krijg je al die verschillende apparaten, van
verschillende fabrikanten, op elkaar afgestemd? Een van de grootste
struikelblokken bleek het feit dat alle ‘devices’ een eigen klok
hebben. Waardoor ze het vaak oneens zijn over hoe laat het is.

Continue reading Cursor: Netwerkarchitectuur voor de thuisbioscoop van de toekomst