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  <front>
    <journal-meta />
    <article-meta>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Germán Lado Insua</string-name>
          <email>germanlado@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mike Bennett</string-name>
          <email>mike.bennett@ucd.ie</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Paddy Nixon</string-name>
          <email>paddy.nixon@ucd.ie</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lorcan Coyle</string-name>
          <email>lorcan.coyle@ucd.ie</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>National University of Distance Education</institution>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Systems Research Group School of Computer Science &amp; Informatics University College Dublin</institution>
          ,
          <country country="IE">Ireland</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Presence is an important part of our day to day lives. Often we will have a sense of who is around us and what they are doing by the sounds of doors closing, cupboards banging, footsteps on oors, voices vaguely heard through walls, etc. In digital spaces, such as GUI desktops, presence enhances our sense of connection with geographical separate friends and colleagues. In this paper we report on Ambient Jewelry, which is a project exploring the intersection of individual and user generated customization with ambient presence displays. With this research we are seeking techniques that enable people to invent, discover and nd new forms of ambient presence visualisations.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>Ambient Jewelry is a work-in-progress project that explores
the intersection of individual and user generated
customization with ambient presence. The aim is to enable the
creation of more personal and richer forms of ambient presence,
with the aspiration that this will allow us to more deeply
connect with our friends and family in a non-intrusive
manner. Within this project we used small rounded windows
that we call Jewels, to display the User activity. An
example of this Jewels can be seen on Figure 1.</p>
      <p>Awareness of presence is an important part of our day to day
lives. Often we will have a sense of who is around us and
what they are doing by the sounds of doors closing,
cupboards banging, footsteps on oors, voices vaguely heard
through walls, etc. In digital spaces, such as GUI desktops,
presence enhances our sense of connection with geographical
separate friends and colleagues. For example when you use
an Instant Messaging (IM) client you see which friends are
currently online or away, and when engaged in IM chat you
are also told whether the people in the conversation are
typing. On social network sites, such as Facebook, presence has
a more explicit form. We are told what the people in our
social network did, e.g. Mark joined the Ireland network,
German and Mike are now friends.</p>
      <p>As of yet presence representations, such as in Instant
Messaging clients, rarely enable us to control how our presence
is represented. We cannot decide to design colourful Jewels
rather than virtual owers (ambient presence avatars) that
spin on our friend's desktops to show how fast we're typing.
Nor can we create the relationships between arbitrarily
designed presence avatars and how transforms of the avatars
encode actions.</p>
      <p>
        The representation of presence tends to be speci ed by the
designers of the presence systems. A designer decides that
colourful squares on a desktop cube are suitable for
representing a remote friend's movement, while another
designer designs a presence representation where an arti cal
ower opening means a friend is walking into a distant room,
or owing water represents variations in currency exchange
rates [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>Within the project we took an open design approach. That
is we acknowledge that users may be better suited to
inventing presence representations to suit their needs, social status
and social connectedness. There are two di erent roles for
users to design and personalise Ambient Jewelry presence:
1. The Creator of an Ambient Jewel: They design an
Ambient Jewel to t their likes, e.g. they create the
initial graphical design of a Jewel from a family
photograph (static content). Then they make the Jewel
dynamic by setting up how the graphical look of the
Jewel changes based on their actions, e.g. type fast
and Jewel blinks fast.</p>
      <p>Once a Creator has made a new Jewel they may share
it with their friends. When a Jewel is shared with
friends it is sent to the friend's remote desktop GUIs.
When a Jewel is shown on a desktop it continues
changing based on the Creators remote actions.
2. The User of Ambient Jewels: The User is the person
who receives the Jewel and who sees it visually
changing on their desktop.</p>
      <p>The design process still continues with the User
because the User is able to use their friends' Jewels to
decorate their desktop. A User with more Jewels has
more options to arrange them into aesthetically and
artistically appealing patterns, shapes and clusters.
In this paper we outline our framework for and approach to
enabling Users to become designers of their ambient presence
displays. We are especially interested in understanding how
the Users of a Jewel perceive the Jewel Creators actions.
By introducing sharing of the ambient displays we are
indirectly forcing Users to re ect on their meanings. Will groups
of friends converge and create the same style of Jewels,
almost forming a shared ambient display graphical language
that is speci c to their group or community? Or will
certain graphical representations and Jewel transforms emerge
across all Users, because they make "sense" in an ambient
display?
We are aware of the possible disturbing e ects that could be
created by people (especially by blinking and other
distracting e ects). The base e ects are smooth and slow, but Users
are allowed to alter and speed them up using modi ers. We
consider interesting what the outcome of these broader
limits may be. Will users tend to create disturbing e ects? Or
will they socially agree not to use them?
With this research we are seeking techniques that enable
people to invent, discover and nd new forms of ambient
presence visualisations.</p>
    </sec>
    <sec id="sec-2">
      <title>2. BACKGROUND</title>
      <p>
        Presence and Ambient Displays have been explored in many
innovative research projects [
        <xref ref-type="bibr" rid="ref11 ref2 ref8">2, 11, 8</xref>
        ]. For example
InfoCanvas is an implementation of a user customizable ambient
display where users can design the contents of the ambient
display as part of information art[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Another similar display
is Scope [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], which consists of small iconic representations
based on noti cations.
      </p>
      <p>
        There are numerous di erent approaches to digital
presence awareness. In Prior et al. tell us about an interface
they created based on metaphors of the real world to help
older adults understand the concept of Instant Messaging
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. While Kranz et al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] created a novel physical device
to share our on-line status.
BuddyBeads[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] is an example of research into creating
physical Jewels that represent di erent emotions as non-verbal
messages.
      </p>
      <p>
        Another interesting example is Ambient Furniture that
connects two geographically separated family tables, e.g. place
a cup on one table and a vague outline of the cup appears
on the other table [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        Studies have shown how the design of Instant Messaging
communication software a ects interpersonal relationships
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. From these studies we understand how technology can
be redesigned to improve human communication and
connectedness [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>
        Based on the results of the preliminary discussions from [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]
we understand that some participants got confused by the
concept of an unrelated picture (avatar) representing them
or their fellow participants. The same issue applies to
Ambient Jewelry, since each user is able to create a unique Jewel
with unique changes based on what they do and what they
want to represent. We discuss this further in Section 4.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. AMBIENT JEWELRY OVERVIEW</title>
      <p>Ambient Jewelry consists of a cross-platform framework that
easily lets people create and share their presence avatars.
These avatars, which we have called Jewels, consist of small
shaped windows of approximately 20-100 pixels. The
Jewels allow the display of people's actions on their friends and
colleagues' computers. So if a friend of mine has my Jewel,
he will be able to know if I am connected, typing, or moving
the mouse about. Furthermore, he will know I am doing
such actions by watching what my Jewel does on his
desktop. For example, I could design my Jewel to visually fade
while changing color to red in order to display that I am
really busy typing with my keyboard. There are many more
actions that can follow the scheme:</p>
      <sec id="sec-3-1">
        <title>ACTION -&gt; EFFECT</title>
      </sec>
      <sec id="sec-3-2">
        <title>Visually fading a Jewel is like this:</title>
      </sec>
      <sec id="sec-3-3">
        <title>Typing -&gt; Fade-Red</title>
      </sec>
      <sec id="sec-3-4">
        <title>Other possible actions include:</title>
      </sec>
      <sec id="sec-3-5">
        <title>Open-Windows-&gt;Sparkling Mouse-Movement-&gt;Rotation Listening-Music-&gt;Blinking</title>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>3.1 INTERFACE</title>
      <p>The main Ambient Jewelry program consists of:
Jewels (Figure 2): Shaped display windows that represent
other people's presence. They are placed on the desktop.</p>
      <p>This is the part of the Ambient Jewelry software with which
the User of Ambient Jewels interact with. Each Jewel has
its own window.</p>
      <p>System Tray Icon (Figure 3): This icon is the control
point for all the other windows. Through it the User can
access the di erent functions of the software via the popup
item menu. Even if no Jewels are being displayed on the
desktop the software runs in server mode gathering action
data (e.g. mouse movement) and sending it to client Jewels.
When the System Tray icon is used to quit remote Jewels
stop getting updated.</p>
      <p>Jewel Manager (Figure 4): Displays the list of Jewels
available in the system. The Jewel Manager allows a User
to carry out management tasks such as the installation of
new Jewels, or adding Jewels to or removing Jewels from
the desktop.</p>
      <p>Design Tool (Figure 5): Allows the Creator to build,
customize and modify their Jewels. In this window they can
design a Jewel or assign the actions to the graphical
transformations applied to a Jewel. In order to achieve this, the
window consists of di erent options such as sliders to control
the amount of time, color and di erent movements
(transformations, rotations, shakes, etc.) applied to graphics that
represent actions.</p>
      <p>Jewel Desktop Layout (Figure 6): A major feature of
Ambient Jewelry is that it enables Users with Jewels on their
desktops to create formations, patterns and designs with
them. By doing this the User could create their own form
of ambient display consisting of other people's customized
Jewels (ambient displays). We are aware of the possible
complexity this system could have when loading a
considerable amount of Jewels. In order to enhance the learning
curve of who owns each Jewel, we are debating displaying
each owner's name and action performed in small tags when
a Jewel is clicked.</p>
      <p>The idea of aggregating customization of others
customization opens another facet of user customization. We are
planning on expanding Ambient Jewelry to allow the User to
personalize his own actions with other people's Jewel based
formations. This can be thought of as an Object
Orientated style inheritance of ambient displays. Another option
is to include some physical interaction algorithms so as to
let the Jewels get sticky with each other, or allow them to
move and interact with other Jewels. With these features
we could provide a totally customizable interface from the
User and the Creator's point of view.</p>
      <p>Example of use:
1. Creator: Creates their Jewel by using the Design Tool
with the e ects:</p>
      <sec id="sec-4-1">
        <title>Mouse-movement-&gt;Rotation Number-of-Windows-Opened-&gt;Sparkling Away-From-Computer-&gt;Fade Keyboard-Typing-&gt;Smooth-Blinking</title>
        <p>When nished designing the Jewel the Creator saves
the creation to a *.GEM le that stores all the data.
The Creator sends the GEM le to one of their friends
via email, instant messaging, or through the network
communication layer between Ambient Jewelry clients.
2. User of Ambient Jewels: Receives the *.GEM le and
chooses to install it into their Ambient Jewelry
software using the Jewel Manager window. When installed
a new Jewel appears in the list of Jewels - with the
static representation as an icon. Once installed the
User activates the Jewel by clicking the \open"
button. The Jewel appears on the desktop initially as a
static image. After being displayed on the desktop the
Jewel connects to the remote Ambient Jewelry server
and starts to act following its script of actions (local
*.GEM le) when receiving the action data from the
remote host.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>4. DISCUSSION</title>
      <p>How will Users of the Jewels understand what changes in a
Jewel mean? This raises an important aspect of our
research - does Ambient Jewelry lead to discussions about
Jewel meanings (encouraging back channel communication
and socialization)? Also as was mentioned in the
Introduction will a shared ambient display graphical language
emerge? If so how much of that will be due to the
expressiveness or limitations of the range of Jewels people can
create with our software?
Users may need help in understanding what their friends
Jewel transforms mean. In order to examine this
learning curve issue we are considering having two control User
groups. The rst group would have small tags as part of the
Jewels, which show keywords about the actions performed,
while the second group would have no textual information
about what Jewel changes mean.</p>
      <p>When considering the business applications of Ambient
Jewelry we realize that the core funcionality may not be enough.
In order to broaden the use of Jewels in professional
applications we may need to take a di erent approach to the actions
grabbed. Multiple actions may need to be mapped to a
single graphical transform, for example displaying the rhythm
of work in a shop by making the Jewel move faster when
more people come into the shop and buy milk. If we use
this approach, we would create a Jewel linked to a business,
not a person, so the Jewel would display the status of the
shop. A potential issue with this approach is granularity of
the ambient display - too many actions and too much
information about actions may be impossible to meaningfully
display in the small display space of a Jewel. This leads to
the question: How can we measure or quantify the graphical
expressiveness of an ambient display?</p>
    </sec>
    <sec id="sec-6">
      <title>5. ACKNOWLEDGMENTS</title>
      <p>Thanks to ongoing support from the School of Computer
Science and Informatics, University College Dublin, Ireland.
Thanks to ODCSSS, which is part funded by an
Undergraduate Research Experience and Knowledge grant (UREKA)
from the Science Foundation Ireland. This work is partially
supported by Science Foundation Ireland under grant
number 04/RPI/1544 \Secure and predictable pervasive
computing".</p>
    </sec>
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