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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)
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)
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)
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)
A key challenge in co-designing UbiComp is that users may have limited understanding or experience of these technologies. While the value of situated co-design activities for promoting understanding is known, the role of time is less well researched. Here we describe and reflect on a range of co-design activities carried out with the curators of an historic(More)
One of the results of the Open Hypermedia work of the last decade was the Fundamental Open Hypermedia Model (FOHM) capable of representing contextual structure from a variety of hypermedia domains. As the Semantic Web becomes more important it is interesting to compare its metadata language, the Resource Description Framework (RDF), with a model such as(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)
A large amount of digital information available is written as text documents in the form of web pages, reports, papers, emails, etc. Extracting the knowledge of interest from such documents from multiple sources in a timely fashion is therefore crucial. This paper provides an update on the Artequakt system which uses natural language tools to automatically(More)