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Ralph Barthel

dblp:75/7339 · DBLP profile ↗
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7ranked-venue papers
5as first author
0since 2021 · last 2013
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 7 · 5 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
4 papers
Collaborative and social computing · 55% Ubiquitous computing and smart environments · 40% Interaction techniques and input · 5%
Computer networks
2 papers
Internet of things and sensor networks · 100%
Computer graphics and multimedia
1 paper
Multimedia systems and quality of experience · 100%

Topics — the 6 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Ubiquitous computing and smart environments › internet of things
digital object memory
0.112012
Approaches to interacting with digital object memories in the real world · UbiComp 2012
Ubiquitous computing and smart environments
internet of things
0.112012
Experiments with the internet of things in museum space: QRator · UbiComp 2012
Collaborative and social computing › museum experience
museum visitor engagement
0.112012
Experiments with the internet of things in museum space: QRator · UbiComp 2012
Collaborative and social computing
public engagement
0.112012
Experiments with the internet of things in museum space: QRator · UbiComp 2012
Internet of things and sensor networks › iot data management
digital object memory
0.112012
Enhancing the 'second-hand' retail experience with digital object memories · UbiComp 2012
Internet of things and sensor networks › industrial iot
internet of things
0.012012
Approaches to interacting with digital object memories in the real world · UbiComp 2012

Methods — techniques the papers use, named apart from their topics

RFID · 0.3QR code · 0.3
YearPublicationVenuePosition
2013 Collaborative knowledge building with shared video representations
Ralph Barthel, Shaaron Ainsworth, Mike Sharples
Int. J. Hum. Comput. Stud.1
2013 Mobile interactions with digital object memories
Ralph Barthel, Alexander Kröner, Jens Haupert
Pervasive Mob. Comput.1
2013 An internet of old things as an augmented memory system
Ralph Barthel, Kerstin Leder Mackley, Andrew Hudson-Smith, Angelina Karpovich, Martin de Jode, Chris Speed
Pers. Ubiquitous Comput.1
2012 Approaches to interacting with digital object memories in the real world
abstract
As IoT (Internet of Things) technologies and infrastructures become more mature, opportunities for engagement with representations of digital object memories (DOM) in the real world increase. Digital object memories can provide added value and pave the way for new consumer-oriented IoT products and services. However, our research experience of employing digital object memories in different systems for reminiscing, mediation of second-hand retail environments and augmenting digital heritage experiences (e.g. in museums) also point to some significant challenges as to how people can interact with DOMs in situ. Based on this work we will put forth some of the key user experience challenges that we encountered when employing representations of DOMs in the real world in the course of the last two and a half years and discuss some alternative routes we wish to explore through future research.
Ralph Barthel, Martin de Jode, Andrew Hudson-Smith
UbiComp1
2012 Experiments with the internet of things in museum space: QRator
abstract
Emergent Internet of Things (IoT) based technologies offer the potential for new ways in engaging with places, spaces and objects. The use of mobile and tablet computing linked specifically to objects and memory, comment and narrative creation opens up a potentially game-changing methodology in user interaction above and beyond the traditional 'kiosk' type approach. In this position statement we detail the QRator project in the Grant Museum at University College London. The QRator project explores how handheld mobile devices and Internet enabled interactive digital labels can create new models for public engagement, personal meaning-making and the construction of narrative opportunities inside museum spaces. The project won the United Kingdom National Museum and Heritage Award for Innovation for exploring the cultural shift that is anticipated as society moves to a ubiquitous form of computing in which every device is 'on', and every device is connected in some way to the Internet.
Andrew Hudson-Smith, Steven Gray 0002, Claire Ross, Ralph Barthel, Martin de Jode, Claire Warwick, Melissa Terras
UbiComp4
2012 Enhancing the 'second-hand' retail experience with digital object memories
abstract
For a long time, the second-hand retail market was the preserve of the charity shop. However, the advent of services like eBay has massively increased its prominence. In this paper we describe a novel Internet of Things-based approach to enhancing the second-hand retail experience by augmenting items with their provenance. After a discussion of the underlying technology, we shall describe its deployment in two related case studies conducted in collaboration with Oxfam charity retail outlets in which we tagged donated items with RFID and QR codes, allowing shoppers to hear the story behind the donated items. Finally, we discuss the impact of the deployments and their implications for the second-hand retail sector.
Martin de Jode, Ralph Barthel, Jon Rogers, Angelina Karpovich, Andrew Hudson-Smith, Michael Quigley, Chris Speed
UbiComp2
2009 Narrative Creation from Online Video as Knowledge Representation
abstract
Software applications to share and remediate video have become ubiquitous and interacting with video has developed into a mainstream cultural activity in many societies. Like other media video has benefits and limitations for learning. We describe in this paper Video Pathways, a social Video Environment for learning through creation of multi-path online video. Our research assesses whether creation of video narratives multi-path representations, based on ubiquitous video from popular video hosting sites, is an effective way to represent knowledge. Initial formative evaluation with Video Pathways has revealed good usability and desirability and shown the creative potential of Video Pathways.
Ralph Barthel, Mike Sharples, Shaaron Ainsworth
AIED1