Selected following an open call for submissions, all presenters are required to be registered as full conference delegates and should direct any exhibition queries to the session chair Richard Mortier <>

Open to full conference delegates only

The demo session takes place at an evening reception at the BBC overlooking the MediaCityUK piazza, with guest speaker Chris Thompson, Partnerships Director for the Connected Digital Economy Catapult.

Featured demonstrators:
Advances in the field of sensors, digital cameras and communications can be leveraged for effective remote resource management. The WiSE (Wireless Internet Sensing Environment) project is researching and testing new techniques for monitoring the natural environment that provides essential information for taking informed decisions for sustainability and land management.

The project uses digital cameras to record high quality imagery ? both still images and video content. Advanced video coding methods to detect and compress relevant imagery, which can be retrieved using advanced networking (e.g. satellite or wireless backhaul). This flexible approach represents a new paradigm for collecting environmental data enhancing accuracy and quality, with the potential to revolutionize data collection. The techniques are expected to find application in many arenas allowing future support of a range of applications.
This demonstration explores the potential for users to interact with live events in a new and dynamic way. It draws on fixed wing unmanned aircraft and associated sensor systems to provide real-time video and image data. It uses a web based software package as a crowd-sourced imagery analysis tool allowing user involvement in the tagging and sorting of images. This technology allows a simulation of how the power of crowds could be combined with Unmanned Aerial Vehicle (UAV) to monitor video footage and identify areas of interest by interacting with live video. A test flight in collaboration with Patterdale Mountain Rescue is presented. The system fosters active citizenship by connecting communities to real life, live events in open-source creative communities. It explores the barriers and potential for an entirely new capacity for users to choose the perspective and proximity of their view by interacting with images from a UAV.
Dataware is a set of technologies developed via two Horizon hub funded projects, Personal Containers and Becoming Dataware. Part of Horizon’s mission to address the challenges posed by the lifelong contextual digital footprint, Dataware enables individu- als to regain control over use of the digital data constantly being created about and by us. The essential enabling design feature is that Dataware provides a set of mechanisms that enable you to control access by others to your data held in multiple locations according to how it is generated, e.g., at banks, retailers, utility companies, broadband providers or online social networks.

Having previously described the Dataware architecture, we have been working to refine its design and implement its various components, along with some exemplar applications. We will demonstrate a prototype home information hub which collates data from sources in the home (energy consumption monitoring and home network usage), and makes it available for processing by clients using Dataware.
This demonstration presents a novel method of encouraging recycling by using a mobile application to crowdsource demand for old or unused belongings.
We present a mobile augmented reality application and an interactive digital scarecrow created to represent the engagement of the researchers with residents of a small rural village that has become a ‘living lab’ over the last 10 years. The application provides a playful way for families to explore the village in both space and time through its main cultural event, the annual Scarecrow Festival. The digital scarecrow is the result of a participatory design exercise with children from the village who created drawings that were used to inspire the final scarecrow design. In this demonstration we will present both the mobile augmented reality application and the digital scarecrow developed through a participatory design with users.
Digital marketing plays an important role for businesses trying to attract new customers. For micro-businesses (0-9 workers) or self-run businesses it can be difficult to find the time to market yourself online. Non tech-savvy individuals can be unaware of where to start or how to set up a website. It can be time consuming, costly and difficult to understand the digital requirements. In this paper, we describe an online system ? the dashboard, to help micro-businesses learn about building an online presence, using a range of available digital services, and providing analytical data on services that they are using. We discuss how analytic tools can help inform business owners of how useful online marketing tools are for their business and which services attract the most customers and revenue.
We describe the deployment of novel Internet of Things-based storytelling technology arising from the RCUK Digital Economy funded TOTeM research project and the Internet of Secondhand Things follow on project in retail scenarios. These installations aim to explore the potential for this type of Internet of Things technology in future retail.
The demo introduces a video storytelling system that has been designed for community media authoring and sharing. The system encompasses a mobile recording and sharing application, backend audio-visual processing and analysis, EDL-based multi-track media referencing technologies, and a web-based storytelling user interface.
This extended abstract presents an overview of a technology demonstration that would consist of a novel piece of software for automatically analysing charitable organisations’ posts on the micro-blogging service Twitter. The main contribution is an inbuilt taxonomy of communication styles, which is used to classify each charity based on the results of the analysis undertaken. The demonstration will showcase this automated process, as well as explaining the restrictive properties for each category, and why certain charities are classified into certain styles.
Many transport services in rural areas are deployed as stand-alone services often to cater for a specific group of the population or to fill a specific need. This often leads to inefficient and costly transport solutions. A number of integrated approaches has been proposed, and advocates for more holistic systems that integrate different modes of transport and allow more efficient use of transport resources across different providers/services. One important challenge that is often neglected is ”how do we support passengers to select transport options that best meet their preferences?”. This paper describes a prototype flexible integrated transport system (FITS) that utilises value-based argumentation mechanisms to provide explanations and justifications, which enable passengers to make informed decisions about transport options available to them. As part of this work, we will demonstrate a number of different realistic scenarios built in the North-East part of rural Scotland that showcases how this system can support passengers to select suitable transport services from a set of service profiles.
This demonstration proposal describes an application of the e-Science Central cloud platform to the problem of movement data analysis within the SiDE (Social inclusion through the Digital Economy) project.
Automics is an Internet service that allows content created by users at an event to be shared with members of their group and combined with location specific theme material to produce tangible souvenir artifacts. The goal has been to create a service that can be rapidly deployed and customized for a specific venue and this demo will deploy a version of the experience tailored for use at the conference by participants.
We want to analyse live debate and make it available online, on the Argument Web, in real time, to allow engagement with broadcast media in new ways. The challenge is that close analysis of the discourse of typical debate can take over two person-weeks per hour of material. Condensing that down to real-time cannot be achieved through parallelisation, because a debate is a complex, interconnected structure with many references backwards and forwards in the discussion. As a result, we need a large, collaborative workspace where many analysts can work together to produce an analysis as a debate is being conducted. The hardware is our Analysis Wall, a very large touch screen; the software is a bespoke version of our argument analysis tools which have tens of thousands of users in over 100 countries; and the back end representations are based on an international collaborative effort to formulate an ontology of argumentation rooted in recent results in philosophy and linguistics.
There exist numerous requirements for research projects, funding councils, and other bodies such as businesses and charities, to document and publicise the activities that they undertake and the impact that they have. This process is non-trivial, since it involves collecting and collating the activity from a large number of teams and individuals over potentially long periods of time. We have developed an online platform, IMPACT, that facilitates a collaborative and engaging impact reporting process. This system has been deployed within the Web Science Doctoral Training Centre at the University of Southampton and has received very favourable initial feedback.
Our work is focused around a red kite reintroduction programme in Scotland, managed by the Royal Society for Protection of Birds (RSPB). We intend to use this system as an engagement tool to create interest in red kites and their reintroduction to the countryside by school children and the members of the general public.
OnLocation’s remit is to explore the concept of digital openness by way of using open source content to engage with communities in creative ways, be that through open access data, content and ideas. OnLocation is a working and useable prototype collaborative project. An interactive geo-tagged, browser-based digital platform that can host and present multi-media content in a dynamic way.
The versatility of 3D printing can massively scale up the design cycle for developing new interfaces in stark contrast to the evolution of traditional interface devices such as the mouse and the keyboard. 3D printing has the potential to change the world, although not necessarily in the manner that we anticipate today.