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Ubiquitous and mobile technologies provide opportunities for designing novel learning experiences that move out of the classroom. Information can be presented and interacted with in a variety of ways while exploring a physical environment. A key issue this raises is when, where, what and how much? Our research is concerned with the design, delivery and(More)
The work of the Open Hypermedia Systems Working Group (OHSWG) has lead to the creation of several hypermedia models and a common protocol for Navigational Hypertext. However none of these include a working model of context. In this paper we present how we have extended the Fundamental Open Hypermedia Model (FOHM) to include context and behaviour. We then(More)
Non-intrusive appliance load monitoring is the process of dis-aggregating a household's total electricity consumption into its contributing appliances. In this paper we propose an approach by which individual appliances can be iteratively separated from an aggregate load. Unlike existing approaches, our approach does not require training data to be(More)
In this paper we describe an investigation into the requirements for and the use of in-situ authoring in the creation of location based pervasive and UbiComp experiences. We will focus on the co-design process with users that resulted in a novel visitor experience to a historic country estate. This has informed the design of new, in-situ, authoring tools(More)
The Artequakt project is working towards automatically generating narrative biographies of artists from knowledge that has been extracted from the Web and maintained in a knowledge base. An overview of the system architecture is presented here and the three key components of that architecture are explained in detail, namely knowledge extraction, information(More)
Research at the University of Southampton has extended generalised Open Hypermedia (OH) models to include concepts of context and behaviour, both traditionally very important to the Adaptive Hypermedia (AH) domain. In this paper we re-evaluate Brusilovsky's pragmatic taxonomy of AH techniques from a structural perspective. A variety of OH structures are(More)
The Ambient Wood project aims to facilitate a learning experience using an adaptive infrastructure in an outdoor environment. This involves sensor technology, virtual world orchestration, and a wide range of devices ranging from hand-held computers to speakers hidden in trees.Whilst performing user trials of the Wood, the activities of children(More)
Bridging the learning gap Ubiquitous computing and mobile technologies provide much scope for designing innovative learning experiences that can take place in a variety of outdoor (e.g., parks, city centers, woodlands) and indoor settings (e.g., museums, learning centers, labs, home). While learning activities already occur in these contexts pervasive(More)
BACKGROUND Advancements in mobile phone technology offer huge potential for enhancing the timely delivery of health behavior change interventions. The development of smartphone-based health interventions (apps) is a rapidly growing field of research, yet there have been few longitudinal examinations of how people experience and use these apps within their(More)