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1.
One of the hardest points in context-aware applications is deciding what reactions a system has to a certain context. In this paper, we introduce an architecture used in two context-aware museum guides. We discuss how the context is modelled and we briefly present a rule-based mechanism to trigger system actions. A rule-based system offers the flexibility required to be context-sensitive in the broadest sense since many context features can be considered and evaluated at the same time. This architecture is very flexible and easily supports a fast prototyping approach.  相似文献   

2.
Context-aware applications gather information from sensors about their users and operating environment. Sensor handling is a complicated issue that makes it hard and time-consuming to develop context-aware applications. This paper shows how dynamic discovery protocols can be employed to deal with the physical distribution of sensors and the need to share sensors between many applications. We report on our experiences from building a position-aware application using the dynamic discovery protocol that is part of the Jini software infrastructure for distributed systems.  相似文献   

3.
A context-aware application in the pervasive computing environment provides intuitive user centric services using implicit context cues. Personalization and control are important issues for this class of application as they enable end-users to understand and configure the behavior of an application. However most development efforts for building context-aware applications focus on the sensor fusion and machine learning algorithms to generate and distribute context cues that drive the application with little emphasis on user-centric issues. We argue that, to elevate user experiences with context-aware applications, it is very important to address these personalization and control issues at the system interface level in parallel to context centric design. Towards this direction, we present Persona, a toolkit that provides support for extending context-aware applications with end-user personalization and control features. Specifically, Persona exposes a few application programming interfaces that abstract end-user customization and control mechanisms and enables developers to integrate these user-centric aspects with rest of the application seamlessly. There are two primary advantages of Persona. First, it can be used with various existing middlewares as a ready-to-use plug-in to build customizable and controllable context-aware applications. Second, existing context-aware applications can easily be augmented to provide end-user personalization and control support. In this paper, we discuss the design and implementation of Persona and demonstrate its usefulness through the development and augmentation of a range of common context-aware applications.  相似文献   

4.
We present an easy interaction technique for accessing location-based contextual data shown on a head-worn wearable computer display. Our technique, called Context Compass, is based on a regular compass metaphor. Each object belonging to the user’s current context is visualised on a linear compass shown on the screen. The object directly in front of the user is shown in the middle of the compass and can be activated. Whenever the user turns his or her head, the objects on the screen move accordingly. Therefore, an object can be selected by simply turning one’s head towards it. Context Compass consumes a minimal amount of screen space, making it ideal for usage with see-through head-worn displays. An initial pilot study, applying a newly developed usability method customised especially for Context Compass, revealed that Context Compass can be learned virtually immediately. Further, the method itself proved to be successful in evaluating techniques such as Context Compass.  相似文献   

5.
Exploring Context-aware Information Push   总被引:1,自引:1,他引:1  
Despite much interest over recent years in the area of context-aware computing, there are still a number of significant gaps in our understanding of the HCI issues associated with such systems. One particular issue that remains relatively unexplored is how to design around the apparently conflicting goals of adapting to changes in context while at the same time adhering to the principle of predictability. In this paper, we describe our exploration into this issue through two alternative designs of an interactive context-aware tourist guide. One original design was based around information pull, i.e. the emphasis is on the user to decide when context-aware information is presented. Our second design incorporates the notion of information push whereby the actual presentation of context-aware information is triggered by contextual events, e.g. changes in the user’s location or changes to the opening times of attractions. Through the evaluation of these alternative designs we hope to gain a better understanding of the usability implications relating to push vs. pull in both this specific domain and in interactive context-aware systems in general.  相似文献   

6.
Metaphors are often used to provide the user with a mental model to ease the use of computers. An example of such a metaphor is the commonly used “Desktop Metaphor”. Metaphors also can be used to ease context-aware information access for the users of mobile information systems. In this paper we present a taxonomy that allows the categorisation of such metaphors. Furthermore, we give an overview of existing metaphors and their implementations. After introducing some new metaphors we conclude our considerations with a classification of new and existing metaphors using our taxonomy.  相似文献   

7.
8.
Context-aware computing refers to a paradigm in which applications sense aspects of the environment and use this information to adjust their behavior in response to changing circumstances. In this paper, we present a formal model and notation (Context UNITY) for expressing quintessential aspects of context-aware computations; existential quantification, for instance, proves to be highly effective in capturing the notion of discovery in open systems. Furthermore, Context UNITY treats context in a manner that is relative to the specific needs of an individual application and promotes an approach to context maintenance that is transparent to the application. In this paper, we construct the model from first principles, introduce its proof logic, and demonstrate how the model can be used as an effective abstraction tool for context-aware applications and middleware.  相似文献   

9.
Context management is the key enabler for emerging context-aware applications, and it includes context acquisition, understanding and exchanging. Context exchanging should be made privacy-conscious. We can specify privacy preferences to limit the disclosure of sensitive contexts, but the sensitive contexts could still be derived from those insensitive. To date, there have been very few inference control mechanisms for context management, especially when the environments are uncertain. In this paper, we present an inference control method for private context protection in uncertain environments.  相似文献   

10.
We present a novel technique, called 2-Phase Service Model, for streaming videos to home users in a limited-bandwidth environment. This scheme first delivers some number of non-adjacent data fragments to the client in Phase 1. The missing fragments are then transmitted in Phase 2 as the client is playing back the video. This approach offers many benefits. The isochronous bandwidth required for Phase 2 can be controlled within the capability of the transport medium. The data fragments received during Phase 1 can be used to provide an excellent preview of the video. They can also be used to facilitate VCR-style operations such as fast-forward and fast-reverse. Systems designed based on this method are less expensive because the fast-forward and fast-reverse versions of the video files are no longer needed. Eliminating these files also improves system performance because mapping between the regular files and their fast-forward and fast-reverse versions is no longer part of the VCR operations. Furthermore, since each client machine handles its own VCR-style interaction, this technique is very scalable. We provide simulation results to show that 2-Phase Service Model is able to handle VCR functions efficiently. We also implement a video player called {\em FRVplayer}. With this prototype, we are able to judge that the visual quality of the previews and VCR-style operations is excellent. These features are essential to many important applications. We discuss the application of FRVplayer in the design of a video management system, called VideoCenter. This system is intended for Internet applications such as digital video libraries.  相似文献   

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