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1.
Recent advances in mobile technologies and infrastructures have created the demand for ubiquitous access to enterprise services
from mobile handheld devices. Further, with the invention of new interaction devices, the context in which the services are
being used becomes an integral part of the activity carried out with the system. Traditional human–computer interface (HCI)
theories are now inadequate for developing these context-aware applications, as we believe that the notion of context should
be extended to different categories: computing contexts, user contexts, and physical contexts for ubiquitous computing. This
demands a new paradigm for system requirements elicitation and design in order to make good use of such extended context information
captured from mobile user behavior. Instead of redesigning or adapting existing enterprise services in an ad hoc manner, we
introduce a methodology for the elicitation of context-aware adaptation requirements and the matching of context-awareness
features to the target context by capability matching. For the implementation of such adaptations, we propose the use of three
tiers of views: user interface views, data views, and process views. This approach centers on a novel notion of process views
to ubiquitous service adaptation, where mobile users may execute a more concise version or modified procedure of the original
process according to their behavior under different contexts. The process view also serves as the key mechanism for integrating
user interface views and data views. Based on this model, we analyze the design and implementation issues of some common ubiquitous
access situations and show how to adapt them systematically into a context-aware application by considering the requirements
of a ubiquitous enterprise information system.
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2.
Acoustic environments provide many valuable cues for context-aware computing applications. From the acoustic environment we
can infer the types of activity, communication modes and other actors involved in the activity. Environmental or background
noise can be classified with a high degree of accuracy using recordings from microphones commonly found in PDAs and other
consumer devices. We describe an acoustic environment recognition system incorporating an adaptive learning mechanism and
its use in a noise tracker. We show how this information is exploited in a mobile context framework. To illustrate our approach
we describe a context-aware multimodal weather forecasting service, which accepts spoken or written queries and presents forecast
information in several forms, including email, voice and sign languages.
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3.
Shared use of mobile devices is increasingly prevalent in both research prototypes and in practice, however, little is known
as to how to support best this interaction paradigm. In this paper, we present a study examining how pairs share a single
mobile phone during a collaborative wayfinding activity. We provide a classification of strategies, role relationships and
phone interactions employed to conduct the wayfinding activities in our study. While acknowledging that the factors determining
how the phone was shared are nuanced and intertwined, our results illustrate how differences in the mobile application’s interface
influenced shared use, wayfinding strategy and outcome.
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4.
Listening to music on personal, digital devices whilst mobile is an enjoyable, everyday activity. We explore a scheme for
exploiting this practice to immerse listeners in navigation cues. Our prototype, ONTRACK, continuously adapts audio, modifying
the spatial balance and volume to lead listeners to their target destination. First we report on an initial lab-based evaluation
that demonstrated the approach’s efficacy: users were able to complete tasks within a reasonable time and their subjective
feedback was positive. Encouraged by these results we constructed a handheld prototype. Here, we discuss this implementation
and the results of field-trials. These indicate that even with a low-fidelity realisation of the concept, users can quite
effectively navigate complicated routes.
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5.
We introduce a system for sensing complex social systems with data collected from 100 mobile phones over the course of 9 months.
We demonstrate the ability to use standard Bluetooth-enabled mobile telephones to measure information access and use in different
contexts, recognize social patterns in daily user activity, infer relationships, identify socially significant locations,
and model organizational rhythms.
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6.
Quantitative usability requirements are a critical but challenging, and hence an often neglected aspect of a usability engineering process. A case study is described where quantitative usability requirements played a key role in the development of a new user interface of a mobile phone. Within the practical constraints of the project, existing methods for determining usability requirements and evaluating the extent to which these are met, could not be applied as such, therefore tailored methods had to be developed. These methods and their applications are discussed. 相似文献
7.
We present a study of using camera-phones and visual-tags to access mobile services. Firstly, a user-experience study is described in which participants were both observed learning to interact with a prototype mobile service and interviewed
about their experiences. Secondly, a pointing-device task is presented in which quantitative data was gathered regarding the speed and accuracy with which participants aimed and clicked
on visual-tags using camera-phones. We found that participants’ attitudes to visual-tag-based applications were broadly positive,
although they had several important reservations about camera-phone technology more generally. Data from our pointing-device
task demonstrated that novice users were able to aim and click on visual-tags quickly (well under 3 s per pointing-device
trial on average) and accurately (almost all meeting our defined speed/accuracy tradeoff of 6% error-rate). Based on our findings,
design lessons for camera-phone and visual-tag applications are presented.
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8.
3D computer graphics have been an important feature in games development since it was first introduced in the early 80s and
there is no doubt that 3D based content is often viewed as more attractive in games than the more abstract 2D graphics. Many
games publishers are keen to leverage their success in the console market into the mobile phone platform. However, the resource
constraints of mobile phones and the fragmented nature of the environment present considerable challenges for games developers.
In this paper we consider some of the current constraints together with current and, probable, future developments both in
the software and hardware of mobile phones. As part of this process we benchmark some of the latest and most prevalent software
and hardware devices to ascertain both the quality of the graphics produced and the effects upon battery life. Whilst our
test results highlight that the current market does indeed present challenges, our research into the future developments highlights
the fact we are approaching greater standardization, which will be an important factor for the successful development of 3D
mobile games.
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9.
A number of mobile applications have emerged that allow users to locate one another. However, people have expressed concerns
about the privacy implications associated with this class of software, suggesting that broad adoption may only happen to the
extent that these concerns are adequately addressed. In this article, we report on our work on P eopleF inder, an application that enables cell phone and laptop users to selectively share their locations with others (e.g. friends,
family, and colleagues). The objective of our work has been to better understand people’s attitudes and behaviors towards
privacy as they interact with such an application, and to explore technologies that empower users to more effectively and
efficiently specify their privacy preferences (or “policies”). These technologies include user interfaces for specifying rules
and auditing disclosures, as well as machine learning techniques to refine user policies based on their feedback. We present
evaluations of these technologies in the context of one laboratory study and three field studies.
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10.
Awareness systems have attracted significant research interest for their potential to support interpersonal relationships.
Investigations of awareness systems for the domestic environment have suggested that such systems can help individuals stay
in touch with dear friends or family and provide affective benefits to their users. Our research provides empirical evidence
to refine and substantiate such suggestions. We report our experience with designing and evaluating the ASTRA awareness system,
for connecting households and mobile family members. We introduce the concept of connectedness and its measurement through
the Affective Benefits and Costs of communication questionnaire (ABC-Q). We inform results that testify the benefits of sharing
experiences at the moment they happen without interrupting potential receivers. Finally, we document the role that lightweight,
picture-based communication can play in the range of communication media available.
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11.
Designing applications for mobile platforms presents unique and harder challenges than traditional software design. Users of such devices expect to be able to run such applications with no training, no traditional packaging elements such as quick start cards, and no help system. Customer-centered design is probably the only way such applications can be designed successfully. This paper presents our experience using customer-centered design to create a sophisticated mobile application—mSports Baseball. We describe the application and detail how we modified contextual Design (CD), our customer-centered design process, to produce an application users could enjoy with no training and no help. 相似文献
12.
This paper describes the simulated car racing competition that was arranged as part of the 2007 IEEE Congress on Evolutionary
Computation. Both the game that was used as the domain for the competition, the controllers submitted as entries to the competition
and its results are presented. With this paper, we hope to provide some insight into the efficacy of various computational
intelligence methods on a well-defined game task, as well as an example of one way of running a competition. In the process,
we provide a set of reference results for those who wish to use the simplerace game to benchmark their own algorithms. The paper is co-authored by the organizers and participants of the competition.
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13.
The complexity of group dynamics occurring in small group interactions often hinders the performance of teams. The availability
of rich multimodal information about what is going on during the meeting makes it possible to explore the possibility of providing
support to dysfunctional teams from facilitation to training sessions addressing both the individuals and the group as a whole.
A necessary step in this direction is that of capturing and understanding group dynamics. In this paper, we discuss a particular
scenario, in which meeting participants receive multimedia feedback on their relational behaviour, as a first step towards
increasing self-awareness. We describe the background and the motivation for a coding scheme for annotating meeting recordings
partially inspired by the Bales’ Interaction Process Analysis. This coding scheme was aimed at identifying suitable observable
behavioural sequences. The study is complemented with an experimental investigation on the acceptability of such a service.
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14.
The paper reflects on the unique experience of social and technological development in Lithuania since the regaining of independence
as a newly reshaped society constructing a distinctive competitive IST-based model at global level. This has presented Lithuanian
pattern of how to integrate different experiences and relations between generations in implementing complex information society
approaches. The resulting programme in general is linked to the Lisbon objectives of the European Union. The experience of
transitional countries in Europe, each different but facing some common problems, may be useful to developing countries in
Africa.
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15.
In this paper, we present an Augmented Reality (AR) system for aiding field workers of utility companies in outdoor tasks
such as maintenance, planning or surveying of underground infrastructure. Our work addresses these issues using spatial interaction
and visualization techniques for mobile AR applications and as well as for a new mobile device design. We also present results
from evaluations of the prototype application for underground infrastructure spanning various user groups. Our application
has been driven by feedback from industrial collaborators in the utility sector, and includes a translation tool for automatically
importing data from utility company databases of underground assets.
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16.
There are only a few ethical regulations that deal explicitly with robots, in contrast to a vast number of regulations, which
may be applied. We will focus on ethical issues with regard to “responsibility and autonomous robots”, “machines as a replacement
for humans”, and “tele-presence”. Furthermore we will examine examples from special fields of application (medicine and healthcare,
armed forces, and entertainment). We do not claim to present a complete list of ethical issue nor of regulations in the field
of robotics, but we will demonstrate that there are legal challenges with regard to these issues.
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17.
In the last few years there has been an increasing interest for a novel category of access control models known as location-based
or spatially-aware role-based access control (RBAC) models. Those models advance classical RBAC models in that they regulate
the access to sensitive resources based on the position of mobile users. An issue that has not yet been investigated is how
to administer spatially-aware access control policies. In this paper we introduce GEO-RBAC Admin, the administration model
for the location-based GEO-RBAC model. We discuss the concepts underlying such administrative model and present a language
for the specification of GEO-RBAC policies.
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18.
We present an enhancement towards adaptive video training for PhoneGuide, a digital museum guidance system for ordinary camera-equipped
mobile phones. It enables museum visitors to identify exhibits by capturing photos of them. In this article, a combined solution
of object recognition and pervasive tracking is extended to a client–server-system for improving data acquisition and for
supporting scale-invariant object recognition. A static as well as a dynamic training technique are presented that preprocess
the collected object data differently and apply two types of neural networks (NN) for classification. Furthermore, the system
enables a temporal adaptation for ensuring a continuous data acquisition to improve the recognition rate over time. A formal
field experiment reveals current recognition rates and indicates the practicability of both methods under realistic conditions
in a museum.
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20.
As computer infrastructures become more complex, security models must provide means to handle more flexible and dynamic requirements.
In the Organization Based Access Control (OrBAC) model, it is possible to express such requirements using the notion of context.
In OrBAC, each security rule (permission, prohibition, obligation or dispensation) only applies in a given context. A context
is viewed as an extra condition that must be satisfied to activate a given security rule. In this paper, we present a taxonomy
of different types of context and investigate the data the information system must manage in order to deal with these different
contexts. We then explain how to model and evaluate them in the OrBAC model.
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