将感官体验的价值赋予无处不在的多媒体应用

A. Hornsby, R. Walsh
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Sanders [1] and Cain [2] suggest learning from people – summarized by figure 1. Listening to what people say and think provides us with an explicit knowledge (beyond what they express in words). Watching what people do and seeing what they use provides us with observable knowledge. Understanding what people think, know and dream provides us with tacit knowledge (knowledge that can’t be expressed in words). This information can show us how a person envisions a better future through expressed latent needs (only satisfiable in the future). Figure 1. Three levels of knowledge extraction from observing human actions Kolb [3] associates human experience with the learning process. He suggests there are four stages following one another (figure 2): the Concrete Experience; followed by Reflection on that experience; with Abstract Conceptualization then deriving social judgment to describe the experience; leading to ways of modifying the next experience called Active Experimentation, that feeds the next Concrete Experience. This recursive experiencing may happen very fast or over longer periods, depending on the case. II.FROM SENSING TO EXPERIENCING A. The Notion of Sensing Aristotle defined the traditional five human senses as sight, hearing, touch, smell and taste [4]. Humans have six additional senses, namely pain (nociception), balance (equilibrioception), joint motion and acceleration (proprioception & kinesthesia), sense of time, sense of temperature differences (thermoception), and the sense of direction (magnetoception) [5]. All those senses actively participate in the creation of the user experience. Therefore, when designing application for the end-user, it is crucial to record the sensed aspects of the experience, with samples of the before, during and after, regardless of the physical setting of the observed experience. B. Raw Sensing and Mobile Devices To record the physical aspects of a user experience – such as ambient sounds, people presence and location – physical sensors are necessary. To achieve this regardless of the physical setting, a pervasive approach must be taken. Mobile devices (such as cellular phones) have become an important piece in ubiquitous experiences, offering services to people whenever and wherever they are. Moreover, mobile devices are becoming a convergence point for many different sensors, ranging from light, motion, touch, location and proximity. These are typically included in shipped products to satisfy the needs of a specific vertical application. However, the growing number of specific sensor-oriented applications in a mobile device, and improved developer access to Application Programming Interfaces (API), enable this sensory information to be combined to provide additional information for novel applications and services. The MyLifeBits project [6] exemplifies research attempts to exploit these developments for a form of life logging [7]. Sensors are also being embedded into many physical environments to form the so-called Internet of Things. This trend is primarily driven by industrial process automation and academia with increasing numbers of consumer electronics applications [8]. It is also gaining momentum T Attaching the Value of Sensorial Experience to Pervasive Multimedia Applications Adrian Hornsby , Rod Walsh 2 1 Tampere University of Technology, Finland 2 Nokia Research Center, Tampere, Finland Figure 2. 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Humans have six additional senses, namely pain (nociception), balance (equilibrioception), joint motion and acceleration (proprioception & kinesthesia), sense of time, sense of temperature differences (thermoception), and the sense of direction (magnetoception) [5]. All those senses actively participate in the creation of the user experience. Therefore, when designing application for the end-user, it is crucial to record the sensed aspects of the experience, with samples of the before, during and after, regardless of the physical setting of the observed experience. B. Raw Sensing and Mobile Devices To record the physical aspects of a user experience – such as ambient sounds, people presence and location – physical sensors are necessary. To achieve this regardless of the physical setting, a pervasive approach must be taken. Mobile devices (such as cellular phones) have become an important piece in ubiquitous experiences, offering services to people whenever and wherever they are. 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引用次数: 1

摘要

我们利用感官数据来改进和普及多媒体应用。学习周期被用作用户体验的核心,并从中获得更高层次的知识。我们提出了一种建筑,通过这种感官体验可以呈现给用户,创造沉浸感和连续性。1 .建立体验——理解和同情用户或与用户交互的能力需要访问用户的情感和表达的更深层次。通过了解人们的感受、梦想和想法,我们可以与他们进行真正的互动对话。然而,体验从来不是静态的;相反,它在进化。为了收集关于这些主题的知识,我们需要在它们发生的地点和时间记录来自传感器的数据。Sanders[1]和Cain[2]建议向人学习,如图1所示。倾听人们所说所想,为我们提供了一种明确的知识(超越他们用语言表达的知识)。观察人们做什么和使用什么为我们提供了可观察的知识。了解人们的想法、所知和梦想为我们提供了隐性知识(无法用语言表达的知识)。这些信息可以告诉我们一个人如何通过表达潜在需求(只有在未来才能满足)来设想一个更美好的未来。图1所示。从观察人类行为中提取知识的三个层次Kolb[3]将人类经验与学习过程联系起来。他认为有四个阶段是一个接一个的(图2):具体体验;然后是对那段经历的反思;用抽象的概念化推导出社会判断来描述经验;导致修改下一个体验的方法,称为主动实验,这为下一个具体体验提供了养分。这种递归体验可能发生得很快,也可能持续更长时间,这取决于具体情况。2从感觉到体验A.感觉的概念亚里士多德将人类传统的五种感觉定义为视觉、听觉、触觉、嗅觉和味觉[4]。人类有六种额外的感觉,即疼痛(痛觉)、平衡(平衡感觉)、关节运动和加速(本体感觉和动觉)、时间感、温差感(热感觉)和方向感(磁感觉)[5]。所有这些感官都积极参与到用户体验的创造中。因此,在为最终用户设计应用程序时,无论观察到的体验的物理环境如何,都必须记录体验的感知方面,包括之前,期间和之后的样本。B.原始传感和移动设备为了记录用户体验的物理方面-例如环境声音,人的存在和位置-物理传感器是必要的。无论物理环境如何,要实现这一点,必须采取一种普遍的方法。移动设备(如手机)已经成为无处不在的体验的重要组成部分,随时随地为人们提供服务。此外,移动设备正在成为许多不同传感器的融合点,包括光、运动、触摸、位置和接近。这些通常包含在发货的产品中,以满足特定垂直应用程序的需求。然而,移动设备中特定的面向传感器的应用程序数量的增长,以及开发人员对应用程序编程接口(API)的改进,使这些传感器信息能够组合起来,为新的应用程序和服务提供额外的信息。“我的生活片段”项目[6]是利用这些发展进行生活记录[7]的研究尝试的例证。传感器也被嵌入到许多物理环境中,形成所谓的物联网。这一趋势主要受到工业过程自动化和学术界越来越多的消费电子应用的推动[8]。T将感官体验的价值附加到普遍的多媒体应用中Adrian Hornsby, Rod Walsh 2 1坦佩雷理工大学,芬兰2诺基亚研究中心,坦佩雷,芬兰简化学习周期978-1-4244-5176-0/10/$26.00©2010 IEEE这篇全文论文在IEEE通信协会主题专家的指导下进行了同行评审,并在IEEE CCNC 2010会议录上发表
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Attaching the Value of Sensorial Experience to Pervasive Multimedia Applications
We use sensory data to improve and make multimedia applications pervasive. The learning cycle is used as a centrepiece from which the user experience is derived and higher-level knowledge understood. We propose an architecture by which this sensorial experience can be presented to users, creating immersion and continuity. I. BUILDING UP THE EXPERIENCE he ability to understand and also to empathize or interact with a user requires access to the deeper levels of the user's emotions and expressions. By understanding people’s feelings, dreams and thoughts, we can create a truly interactive conversation with them. However, an experience is never static; on the contrary, it evolves. To gather knowledge on these subjects we need to record data from sensors at the place and time of their occurrence. Sanders [1] and Cain [2] suggest learning from people – summarized by figure 1. Listening to what people say and think provides us with an explicit knowledge (beyond what they express in words). Watching what people do and seeing what they use provides us with observable knowledge. Understanding what people think, know and dream provides us with tacit knowledge (knowledge that can’t be expressed in words). This information can show us how a person envisions a better future through expressed latent needs (only satisfiable in the future). Figure 1. Three levels of knowledge extraction from observing human actions Kolb [3] associates human experience with the learning process. He suggests there are four stages following one another (figure 2): the Concrete Experience; followed by Reflection on that experience; with Abstract Conceptualization then deriving social judgment to describe the experience; leading to ways of modifying the next experience called Active Experimentation, that feeds the next Concrete Experience. This recursive experiencing may happen very fast or over longer periods, depending on the case. II.FROM SENSING TO EXPERIENCING A. The Notion of Sensing Aristotle defined the traditional five human senses as sight, hearing, touch, smell and taste [4]. Humans have six additional senses, namely pain (nociception), balance (equilibrioception), joint motion and acceleration (proprioception & kinesthesia), sense of time, sense of temperature differences (thermoception), and the sense of direction (magnetoception) [5]. All those senses actively participate in the creation of the user experience. Therefore, when designing application for the end-user, it is crucial to record the sensed aspects of the experience, with samples of the before, during and after, regardless of the physical setting of the observed experience. B. Raw Sensing and Mobile Devices To record the physical aspects of a user experience – such as ambient sounds, people presence and location – physical sensors are necessary. To achieve this regardless of the physical setting, a pervasive approach must be taken. Mobile devices (such as cellular phones) have become an important piece in ubiquitous experiences, offering services to people whenever and wherever they are. Moreover, mobile devices are becoming a convergence point for many different sensors, ranging from light, motion, touch, location and proximity. These are typically included in shipped products to satisfy the needs of a specific vertical application. However, the growing number of specific sensor-oriented applications in a mobile device, and improved developer access to Application Programming Interfaces (API), enable this sensory information to be combined to provide additional information for novel applications and services. The MyLifeBits project [6] exemplifies research attempts to exploit these developments for a form of life logging [7]. Sensors are also being embedded into many physical environments to form the so-called Internet of Things. This trend is primarily driven by industrial process automation and academia with increasing numbers of consumer electronics applications [8]. It is also gaining momentum T Attaching the Value of Sensorial Experience to Pervasive Multimedia Applications Adrian Hornsby , Rod Walsh 2 1 Tampere University of Technology, Finland 2 Nokia Research Center, Tampere, Finland Figure 2. A simplified leaning cycle 978-1-4244-5176-0/10/$26.00 ©2010 IEEE This full text paper was peer reviewed at the direction of IEEE Communications Society subject matter experts for publication in the IEEE CCNC 2010 proceedings
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