Use this link (to Waxholmsbolaget). There is another link circulating for Sjövägen, but that is another operator who starts from Nybroplan rather than Slussen that is our scope. Both are cooperating with SL though.
Some key features from the www page:
- 2.2 million travellers/year
- Possible to get around the boats in wheelchair, exact conditions depends on each boat but some documentation here http://www.waxholmsbolaget.se/resa/fartygen/tillganglighet-ombord/
- They have web cameras to give hints about the weather at their ports http://www.waxholmsbolaget.se/webbkameror/
Apps (no quality check, just listing)
- Waxholmsbolagets app. Info on Timetables and Ticket prices. Apparently no interaction. https://play.google.com/store/apps/details?id=com.waxholmsbolaget
- SLs app. https://play.google.com/store/apps/details?id=com.sl.SLBiljetter Focus on buying single ride tickets in the app, but also maps and travel planner.
- Reads the SL ticket with NFC equipped phones (apparantly SL:s card are legacy and not supported by all modern NFC phones) https://play.google.com/store/apps/details?id=se.supertips.android.ressaldo
- Several 3:rd party travel planners using SL:s open API, small and big actors
- https://play.google.com/store/apps/details?id=com.markupartist.sthlmtraveling
- https://play.google.com/store/apps/details?id=com.gullesnuffs.busskollen
- https://play.google.com/store/apps/details?id=com.nobina.resistockholm.resistockholm
- https://play.google.com/store/apps/details?id=com.vgsoftware.android.realtime
- https://play.google.com/store/apps/details?id=com.apptastic.stockholmcommute
Misc
- List of public available APIs https://www.trafiklab.se/api.(to the servers behind SL:s own travel planner, traffic info at stations etc -- thus likely to offer similar raw data quality level as SL has for their own information to commuters. For good and for bad.) Timteables, real-time. Bus stop locations for SL. Real-time delay info, travel planner.
MIT projects that may be relevant (link from Eva Sjuve DH2620 notification about sources) https://www.media.mit.edu/research/groups-projects
Automatic Stress Recognition in Real-Life Settings
Special Interest group(s): Advancing WellbeingRosalind W. Picard, Robert Randall Morris and Javier Hernandez Rivera
Technologies to automatically recognize stress are extremely important to prevent chronic psychological stress and pathophysiological risks associated with it. The introduction of comfortable and wearable biosensors has created new opportunities to measure stress in real-life environments, but there is often great variability in how people experience stress and how they express it physiologically. In this project, we modify the loss function of Support Vector Machines to encode a person's tendency to feel more or less stressed, and give more importance to the training samples of the most similar subjects. These changes are validated in a case study where skin conductance was monitored in nine call center employees during one week of their regular work. Employees working in this type of setting usually handle high volumes of calls every day, and they frequently interact with angry and frustrated customers that lead to high stress levels.
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Building the Just-Right-Challenge in Games and Toys
Rosalind W. Picard and Elliott HedmanWorking with the LEGO Group and Hasbro, we looked at the emotional experience of playing with games and LEGO bricks. We measured participants' skin conductance as they learned to play with these new toys. By marking the stressful moments we were able to see what moments in learning should be redesigned. Our findings suggest that framing is key: how can we help children recognize their achievements? We also saw how children are excited to take on new responsibilities but are then quickly discouraged when they aren't given the resources to succeed. Our hope for this work is that by using skin conductance sensors, we can help companies better understand the unique perspective of children and build experiences fit for them.
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Emotion Prototyping: Redesigning the Customer Experience
Rosalind W. Picard and Elliott Hedman
You can test whether a website is usable by making wire frames, but how do you know if that site, product, or store is emotionally engaging? We build quick, iterative environments where emotions can be tested and improved. Emphasis is on setting up the right motivation (users always have to buy what they pick), pressures (can you buy the laptop in 10 minutes?), and environment (competitors’ products better be on the shelf too). Once we see where customers are stressed or miss the fun part, we change the space on a daily, iterative cycle. Within two to three weeks, we can tell how to structure a new offering for a great experience. Seldom do the emotions we hope to create happen on the first try; emotion prototyping delivers the experience we want. We hope to better understand the benefits of emotion prototyping, especially while using the skin conductance sensor.
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The People's Bot
Ethan Zuckerman, J. Nathan Matias, Chelsea Barabas
Telepresent robots are often pitched as a technology to extend the influence of those who already have money and power. We want to use robotic telepresence for the public good–broadening access, supporting public interest reporting, and funding access initiatives.
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EyeRing: A Compact, Intelligent Vision System on a Ring
Roy Shilkrot and Suranga Nanayakkara
EyeRing is a wearable, intuitive interface that allows a person to point at an object to see or hear more information about it. We came up with the idea of a micro-camera worn as a ring on the index finger with a button on the side, which can be pushed with the thumb to take a picture or a video that is then sent wirelessly to a mobile phone to be analyzed. The user tells the system what information they are interested in and receives the answer in either auditory or visual form. The device also provides some simple haptic feedback. This finger-worn configuration of sensors and actuators opens up a myriad of possible applications for the visually impaired as well as for sighted people.
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TagMe
Pattie Maes, Judith Amores Fernandez and Xavier Benavides Palos
TagMe is an end-user toolkit for easy creation of responsive objects and environments. It consists of a wearable device that recognizes the object or surface the user is touching. The user can make everyday objects come to life through the use of RFID tag stickers, which are read by an RFID bracelet whenever the user touches the object. We present a novel approach to create simple and customizable rules based on emotional attachment to objects and social interactions of people. Using this simple technology, the user can extend their application interfaces to include physical objects and surfaces into their personal environment, allowing people to communicate through everyday objects in very low-effort ways.
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Inducing Peer Pressure to Promote Cooperation
Erez Shmueli, Alex 'Sandy' Pentland, Dhaval Adjodah and David Shrier
Cooperation in a large society of self-interested individuals is notoriously difficult to achieve when the externality of one individual's action is spread thin and wide. This leads to the "tragedy of the commons," with rational action ultimately making everyone worse off. Traditional policies to promote cooperation involve Pigouvian taxation or subsidies that make individuals internalize the externality they incur. We introduce a new approach to achieving global cooperation by localizing externalities to one's peers in a social network, thus leveraging the power of peer pressure to regulate behavior. The mechanism relies on a joint model of externalities and peer-pressure. Surprisingly, this mechanism can require a lower budget to operate than the Pigouvian mechanism, even when accounting for the social cost of peer pressure. Even when the available budget is very low, the social mechanisms achieve greater improvement in the outcome.