
Amnon DekelHebrew University of Jerusalem | HUJI · Rachel and Selim Benin School of Computer Science and Engineering
Amnon Dekel
PhD. in Computer Science
About
26
Publications
3,161
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Introduction
I am interested in the meeting point between the physical world, the physicality of "stuff" and information services that are available over digital networks. My research explores the relationship between mobile user experiences and cloud based services, all mediated though state of the art operating systems like iPhone and Android, as well as MCU based embedded computing in everyday objects.
Additional affiliations
July 2018 - present
June 1996 - September 1999
July 2011 - July 2018
Education
September 2005 - August 2010
Publications
Publications (26)
Pythia is a prototype hybrid Mobile/Cloud service for ascertaining what the user of a mobile phone is currently
doing. The service continuously captures and uploads context data to an analysis engine in the cloud. Early field-testing showed that the service can categorize activities into working, at home, traveling, or shopping.
Pythia is a prototype hybrid Mobile/Cloud service to ascertaining what the user of a mobile phone is currently doing. The service continuously captures and uploads context data to an analysis engine in the cloud. Early field testing showed that the service can categorize activities into working, at home, traveling, or shopping.
Smartphone sensors must supplement GPS if we are to provide localized services in indoor public spaces. We learn the loca;on of a user based on a known star;ng posi;on, and sensor readings from a smartphone. We use training routes labeled with the GPS loca;ons to learn a model that es;mates the user’s trajectory from the sensor readings.
ASPIRE - A Study on the Prospects of the Internet for Research and Education
The ASPIRE foresight study has been exploring the implications of potential developments of the Internet up until
2020 and assessing their impact for the Research and Education networking community.
In May 2011, a consultative workshop was held to ascertain what the commun...
This paper describes the Amazon-on-Earth project that enables users to look for, navigate to and find objects of interest inside a physical space. We implemented a working prototype system in one of the libraries on our campus and ran a user study to see if there was any advantage to using the system relative to the existing library information ser...
In this paper we describe WhereARyou, a mobile Augmented Reality (AR) Browser for Social Networks. The application enables it’s users to search for and find their facebook friends on a map in real time. Two visualization modes are enabled: a standard map view and an AR view. Using the built in GPS and compass sensors, the user looks “through” the p...
We present an ongoing series of tests that explore the capabilities of un-augmented smart phones to serve as indoor navigation devices. We developed and tested a dead reckoning navigation application on an IPhone 3GS. It was found that the DRec application can count steps with more than 97% accuracy. This parameter, when multiplied with the user's...
In this paper, we describe the Smart Profile Management application that was designed to help minimize mobile phone disruptions. The system does this by making phone profile changes depending on the type and content of calendar entries it sees as well as an analysis of past usage history. A prototype was developed in Python for S60 and an informal...
In this paper we describe the MoGMI project that explores ways of enabling the mobile phone to become a musical instrument for naïve users. Two applications enabled 10 subjects to use physical gesture movements to either record and play back continuous musical pieces using an onboard MIDI player or to play back simple and short digital sound files...
Physical games have always been with us. In this paper we explore the utility of adding tangible interfaces and embedded computing into a well known children's ABC spelling blocks game and thus enable it to offer intelligent, immediate and meaningful feedback to the players. We developed a prototype using simple low cost elements and tested it with...
Data Centers and Network Operation Centers focus on the challenge of monitoring thousands of devices. They attempt to quickly identify unusual or aberrant behavior. Once the device or problem area has been identified, it is handed off to another team for further investigation and repair. In this paper we present a monitoring system for large-scale...
The mobile phone can be seen as the only truly ubiquitous computing platform today. Because of this, the mobile environment will serve as a spring board on which many new ubiquitous services will grow. This paper raises a number of questions which we think need to be addressed in the process of designing, implementing and testing such services. Apa...
Public spaces are interactive by the very fact that they are designed to be looked at, walked around, and used by multitudes of people on a daily ba- sis. Architects design such spaces to create physical scenarios for people to in- teract with, but this interaction will usually be one sided- the physical space does not usually change or react. In t...
This work is part of our pursuit of paradigms and technical solutions that will take advantage of the rapid advances in computing power that inexpensive tools for presentation and collaborative work are bringing to the world of education. We have developed an interaction model for the "smart classroom," (more generally, for rooms in which people in...
One of the more exciting developments in the personal computer world is the soon to come ubiquity of desktop video (local and online) [1]. However - with the promise of video on every desktop, severe interaction design challenges come into focus, with the need to solve problems that up till now only had to be dealt with by motivated professional me...
The literature on numerical perception is reviewed from the standpoint of research on selective attention, and predictions are made concerning the dimensional interaction between physical and numerical size of numerals. We manipulated stimulus differences to make the classification of numerical value slightly better (Experiment 1), substantially be...
This paper outlines my interests in user experience design for perva-sive computing which revolve around three main themes: how to design physi-cal spaces as interfaces, how to design control systems that do not fall apart when a user wants to do something out of the "ordinary", and how to better un-derstand the emotional and psychological meanings...
We describe the Amazon-on-Earth project which enables users to look for objects of interest, to navigate and find those objects in a physical space, and to pick them up, purchase them and walk out with those objects. We implemented a working prototype system in one of the libraries on our campus and ran an initial user study to see if there was any...