Browsing by Author "Smith, Andrew C"
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Item Alternative multi-user interaction screen: initial ergonomic test results(The author, 2010-05) Smith, Andrew CThe authors investigate a potentially low-cost multi-user computer pointing interface. Given a choice of four targets arranged on the screen, the authors looked at what the user’s preference is in visiting the targets with a hand-held light source. The study reveals that the sample group has a preferred starting point when initiating the interaction sequence. In addition, the authors report how some users contorted their bodies during the study.Item An Investigation into secure, remote, firmware updating mechanisms for peer-to-peer transactive microgrids(2025-07) Smith, Andrew C; Ledwaba, Lehlogonolo PRenewable energy-based microgrid deployments are being identified as potential solutions for faster electrification in developing countries. IoT-enabled microgrids solve the physical infrastructure limitations of connecting communities that are geographically distant from main grid energy supply networks and reduce the added demand placed on the already grid. However, with the deployment of long-term, long-lived IoT technologies, a need for appropriate maintenance and updating strategies is introduced to ensure that the network’s security, integrity, and availability is maintained. Hardware would need to access up-to-date features and patches deployed within newer f irmware iterations without significant interaction and effort from the end user. This work aims to identify, evaluate, and recommend appropriate strategies and solutions for remote IoT firmware updating to be used within transactive microgrid deployments. The solutions considered should be able to maintain the security and integrity of the firmware file during distribution and be able to tolerate the unpredictability of transmission utilizing various communications networks and differing levels of network coverage. The investigation compares and analyses various firmware updating methodologies for lightweight operation, capability of minimising the monetary cost of firmware updating to the end user, and coverage of firmware updating attack vectors As part of future work, the identified firmware mechanisms shall be implemented within a demonstrable microgrid network simulation to assess the performance and latency impacts introduced on microgrid transactions and IoT network processes.Item An architecture to negotiate and monitor energy exchanges in the smart microgrid(2022-08) Smith, Andrew CTraditional electrical power sources and their long distribution networks can no longer cope with the ever-increasing need for energy. Distributed energy generation in close geographical proximity to the consumption point is an alternative approach to energy provisioning. The complexities introduced by this approach require an advanced management system. The smart microgrid addresses this need. A second need identified in developing regions is for a management system that is both affordable and non-proprietary. This paper presents a smart microgrid architecture, based on open-source platforms, that addresses these needs. The architecture is explained by means of a use case. A database design is given with tables to reflect the contracts and associated energy exchanged between producers, consumers, and energy store devices.Item The building is the program(Peripheral Interaction, 2013-09) Smith, Andrew C; Gelderblom, HWe present interaction with a physical building as a hypothetical example of peripheral interaction. The state of the building's windows provides input to an algorithm which produces abstract art as the result of the interaction. This paper assumes the principles of autotopography and Gestalt when considering the use of physical objects for peripheral interaction and computer program definition. By including the Internet of Things in the discussion on peripheral interaction, the latter is no longer constrained to geographically co-located stimuli and responses.Item Cluster-based tangible programming(IEEE Xplore, 2014-05) Smith, Andrew CClustering is the act of grouping items that belong together. In this paper we explore clustering as a means to construct tangible program logic, and specifically as a means to use multiple tangible objects collectively as a single tangible program parameter. We introduce T-logo, a simple tangible programming environment developed to test the concept of cluster-based programming. Although the principle of cluster-based programming is technology agnostic, we describe it here by means of a vision-based system. We further introduce the concepts of Cluster Marker, Cluster Marker Position, and Cluster Marker Zone to describe the principles on which cluster-based programming is based.Item A design approach to adapting maker community projects to the IoT constrained device philosophy(IEEE, 2016-05) Smith, Andrew CInternet of Things (IoT) advocates promise huge benefits but what technical challenges does the maker community face in order to participate in this new technological wave? We report on our experience in incorporating a maker community friendly weather station with an IoT system and in so doing identified the low energy design philosophy as a challenge not previously significant in Internet-connected systems. This challenge highlights some of the restrictions that the IoT design philosophy poses on the maker community. Our research approach was well suited for this challenge. We describe the Design Science Research approach followed, the challenge that the resource constrained IoT system posed, and our solution to this challenge.Item Dialando: tangible programming for the novice with scratch, processing and arduino(2010-01) Smith, Andrew CThis paper reports on a tangible programming system designed for the novice user in developing regions. The system integrates three open source tools with low cost hand-made hardware incorporating recycled material. The result is a simplistic system that a novice can use to code a five-step sequence using an instruction set of four commands. Using a single PC, and multiple instances of the hardware described here, numerous novice programmers may potentially make use of the same PC simultaneously.Item Embedded Interaction 2009: final report(CSIR, 2009-03) Smith, Andrew CIn this document the author reports on research done in the field of Embedded Interaction as well as events at which the public was exposed to this research. The author also reports on the dissemination of the research results, being mostly at conferences and the resultant conference proceedings. This document reports on the activities of the Embedded Interaction research group at the CSIR Meraka Institute and funded by the South African Department of Science and Technology for the financial year ending March 2009Item End user programming with personally meaningful objects(2016-09) Smith, Andrew C; Gelderblom, HThis project investigated what a tangible programming environment could look like in which the program is an arrangement of personally meaningful objects. We identified Gestalt principles and Semiotic theory to be the theoretic foundations of our project. The Gestalt principles of good continuation and grouping by proximity are particularly relevant to our research. Following the Design Science Research methodology, four iterations each focussed on a different design aspect based on the outcome of the previous iterations. The fifth and final iteration combined learning from the previous designs and introduced the Gestalt principle of grouping by proximity to the programming environment. We concluded the project by deriving a model that reflects the programming environment constructs and the relationships between these.Item Familiar household items as program objects(2021-07) Smith, Andrew CThe English language is but one of many languages globally in use, yet it seems to dominate the world of automation in its application to computer programming. Our research considers a programming environment in which the written word is not relevant; instead of text, we consider the use of physical objects to represent simple computer programs. This paper presents a reality in which artefacts, based on culturally significant objects, are chosen and arranged by the layperson in order to control the behaviour of light bulbs in a domestic environment. This work incorporates aspects of Gestalt theory and visual perception theory. We give an overview of prior work and conclude with an example.Item GameBlocks: an entry point to ICT for pre-school children(2007-04) Smith, Andrew CThe authors propose a system designed for pre-school children that offers an alternative introduction to the world of Information and Communication Technologies (ICT), specifically computer programming. Illiterate children can construct simple controlling sequences that control a toy humanoid robot, using acrylic instruction blocks placed onto intelligent programming trays. The system does not make use of a traditional computer and is potentially well-suited for communities where there is no easy access to computers. Initial results from workshops are discussed and areas for improvement highlighted. The instruction blocks are described in terms of the material used, how the functions are encoded using magnets, and the symbols used to represent these functions. The programming trays are described in terms of the sensors used and their interconnection to the controlling electronics which is at the heart of GameBlocks. The associated electronics implement simple logic that detects which blocks, together with their sequence, have been placed on the trays. It then sends appropriate commands to the toy robot. The principles on which other systems function are briefly given. Our system differs from those of other researchers because of its simplicity. Informal results on how adults interact with GameBlocks are briefly givenItem General design methodology applied to the research domain of physical programming for computer illiterate(2011-09) Smith, Andrew C; Kotzé, Paula; Gelderblom, HThe authors discuss the application of the 'general design methodology‘ in the context of a physical computing project. The aim of the project was to design and develop physical objects that could serve as metaphors for computer programming elements. These physical objects would then be used by computer illiterates to construct the logic of a computer program.Item Hand-crafted programming objects and visual perception(IST-Africa 2009 Conference Proceedings, 2009-05) Smith, Andrew CNovice programmers on the fringe of mainstream computer programming face a number of obstacles such as computer literacy and mastering the programming language syntax. Two programming environments currently available are briefly discussed as examples of attempts at assisting the novice programmer. These environments address the obstacle of the programming syntax, but not of computer literacy. However, a tangible programming environment can help the novice programmer overcome the computer literacy obstacle. Good visual perceptual skills is one of the requirements to be a successful tangible programmer. A quantitative test developed for measuring certain aspects of visual perception skills as appropriate to tangible programming is presented. The results of a pilot test are givenItem Handcrafted physical syntax elements for illiterate children: initial concepts(2008-06) Smith, Andrew CThe author presents two technology-augmented physical materials that illiterate coders can sculpt for use as physical syntax elements in a tangible early-programming learning environment. Two physical coding sequences are given. He concludes with the listing of further work required.Item Handle system integration as an enabler in an internet of things smart environment(2012-06) Coetzee, L; Butgereit, L; Smith, Andrew CIn a future world where everything is connected to everything (the so-called Internet of Things), new possibilities of creating novel solutions are on the horizon. However, not all challenges of this completely connected world have been resolved or addressed. One such unresolved challenge is that of identity and associated information of connected things. This report presents research conducted to analyse the feasibility of using the Handle System as a mechanism to create globally unique identities with meta-information in a globally connected world. Experimental results indicate the function and utility of the Handle System in an Internet of Things world.Item How natural capital delivers ecosystem services: A typology derived from a systematic review(Elsevier, 2017-08) Smith, Andrew C; Harrison, PA; Pérez Soba, M; Archaux, F; Blicharska, M; Egoh, Benis NThere is no unified evidence base to help decision-makers understand how the multiple components of natural capital interact to deliver ecosystem services. We systematically reviewed 780 papers, recording how natural capital attributes (29 biotic attributes and 11 abiotic factors) affect the delivery of 13 ecosystem services. We develop a simple typology based on the observation that five main attribute groups influence the capacity of natural capital to provide ecosystem services, related to: A) the physical amount of vegetation cover; B) presence of suitable habitat to support species or functional groups that provide a service; C) characteristics of particular species or functional groups; D) physical and biological diversity; and E) abiotic factors that interact with the biotic factors in groups A-D. `Bundles' of services can be identified that are governed by different attribute groups. Management aimed at maximising only one service often has negative impacts on other services and on biological and physical diversity. Sustainable ecosystem management should aim to maintain healthy, diverse and resilient ecosystems that can deliver a wide range of ecosystem services in the long term. This can maximise the synergies and minimise the trade-offs between ecosystem services and is also compatible with the aim of conserving biodiversity.Item Indigenous african artefacts: Can they serve as tangible programming objects?(The authors, 2010-05) Smith, Andrew C; Kotzé, Paula;In this paper the authors are interested in determining if there is indeed an opportunity to use existing traditional African artefacts as tangible programming elements in computing systems. Research to date has focussed on the design of new artefacts for use in tangible environments. These artefacts are based on Western perceptions. Prior research has also shown that, when introducing new concepts to a developing region, as much of the local content as possible should be incorporated into the new technology. It would therefore be prudent to investigate which dimensions of African artefacts can be exploited when developing tangible interfaces for rural Africa. In this paper the authors report on the results of a preliminary literature review aimed at identifying possible usable aspects of African artefacts as they pertain to tangible programming environments. A proposed tangible programming environment is given.Item Intelligent fractions learning system: conceptual design(2010-01) Laine, TH; Smith, Andrew C; Foko, Thato EUFractions is a ubiquitous learning environment which combines mobile technology, tangible fraction blocks and a story-based game into a mathematical learning experience. In this paper the authors present a novel concept for monitoring a user’s interaction with UFractions. In particular, monitoring is done by embedding intelligence into the fraction blocks. The approach presented allows for real-time monitoring and feedback to the user. Data captured with the proposed technology can be analysed at a later stage and provide valuable information regarding the child’s thinking process. Group interaction is also increased because of the proposed large block sizes.Item Intelligent fractions learning system: implementation(2011-05) Smith, Andrew C; Laine, THA combination of modern technology and hand-crafted items is used as a learning tool for children. Instructions from a server are relayed via a cellular phone network to the user. The user places hand-crafted objects on a transparent surface and their positions are captured with a motion camera. Captured data is immediately available to a teacher monitoring the child’s activities and also stored for later analyses with the aim of improving the learning system. Centralised user monitoring frees valuable human resources. Limited field-of-view and optical alignment difficulties are some of the problems discussed.Item Intelligent physical blocks for introducing computer programming in developing countries(2007-05) Smith, Andrew CThis paper reports on the evaluation of a novel affordable system that incorporates intelligent physical blocks to introduce illiterate children in developing countries to the logical thinking process required in computer programming. Both the usability and educational aspects are reported on. The author provides a brief overview on previous work in this field. Results obtained from field studies are given. The author concludes with recommendations for improvements and further research
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