Efficient retrieval of life log based on context and content
Proceedings of the the 1st ACM workshop on Continuous archival and retrieval of personal experiences
Passive capture and ensuing issues for a personal lifetime store
Proceedings of the the 1st ACM workshop on Continuous archival and retrieval of personal experiences
Experience retrieval in a ubiquitous home
CARPE '05 Proceedings of the 2nd ACM workshop on Continuous archival and retrieval of personal experiences
Digital memories in an era of ubiquitous computing and abundant storage
Communications of the ACM - Personal information management
Collaborative capturing, interpreting, and sharing of experiences
Personal and Ubiquitous Computing - Memory and Sharing of Experiences
Ubiquitous Memories: a memory externalization system using physical objects
Personal and Ubiquitous Computing - Memory and Sharing of Experiences
Software or wetware?: discovering when and why people use digital prosthetic memory
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Do life-logging technologies support memory for the past?: an experimental study using sensecam
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A Ubiquitous Fashionable Computer with an i-Throw Device on a Location-Based Service Environment
AINAW '07 Proceedings of the 21st International Conference on Advanced Information Networking and Applications Workshops - Volume 02
Vehicular lifelogging: new contexts and methodologies for human-car interaction
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Extending the lifelog to non-human subjects: ambient storytelling for human-object relationships
Proceedings of the 20th ACM international conference on Multimedia
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A traditional life-log is written in the first-person viewpoint since a user collects data using sensors worn on the body. A UbiGraphy that we introduce here is a third-person viewpoint life-log that is made possible by the spontaneous interaction between a wearable computer and smart objects in a ubiquitous computing environment. A wearable computer uses smart objects in the proximity to capture a user's smiles, poses, and even songs from the third-person viewpoint, and then write a life-log where a user appears. This paper presents the design of a protocol that enables UbiGraphy and our first prototyping effort for experiencing UbiGraphy.