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1.
Thai-Lai Pham Georg Schneider Stuart Goose Arturo Pizano 《Personal and Ubiquitous Computing》2001,5(1):25-28
Contemporary small screen devices are used as personal companion or communication devices. However, their physical dimensions constrain the processing, communication and user interface capabilities. Thus, rich content presentation and diverse service access via small screen appliances is limited accordingly. This paper introduces the Composite Device Computing Environment (CDCE) that provides a framework for dynamically detecting and utilising surrounding computing resources to overcome the small screen device limitations. CDCE includes the communication infrastructure in addition to supporting alternative models for interactivity between small screen clients and surrounding computing resources. 相似文献
2.
Location Models from the Perspective of Context-Aware Applications and Mobile Ad Hoc Networks 总被引:1,自引:0,他引:1
Location models are crucial for providing location-dependent data to context-aware applications. In this paper, we present
two approaches for modeling location information taken from an infrastructure-based and an ad hoc network-based application scenario. From these approaches we derive requirements for a general location modeling language
for ubiquitous computing.
Correspondence to: M. Bauer, Fakult?t Informatik, Universit?t Stuttgart, Breitwiesenstr. 20-22, D-70565 Stuttgart, Germany. Email: mabauer@informatik.uni-stuttgart.de 相似文献
3.
4.
Understanding and Using Context 总被引:43,自引:6,他引:43
Anind K. Dey 《Personal and Ubiquitous Computing》2001,5(1):4-7
Context is a poorly used source of information in our computing environments. As a result, we have an impoverished understanding
of what context is and how it can be used. In this paper, we provide an operational definition of context and discuss the
different ways in which context can be used by context-aware applications. We also present the Context Toolkit, an architecture
that supports the building of these context-aware applications. We discuss the features and abstractions in the toolkit that
make the task of building applications easier. Finally, we introduce a new abstraction, a situation which we believe will
provide additional support to application designers. 相似文献
5.
Identifying and tracking changing interests 总被引:4,自引:0,他引:4
6.
Patterns of Mobile Interaction 总被引:1,自引:0,他引:1
Jörg Roth 《Personal and Ubiquitous Computing》2002,6(4):282-289
The design of systems for mobile scenarios covers a wide range of issues, ranging from mobile networking to user interface
design for mobile devices. Mobile applications often run distributed on several connected devices, used by many users simultaneously.
Considering all issues related to mobile scenarios, a designer might be overwhelmed. As a solution, we propose a specific
kind of design patterns which we call mobility patterns, derived from successful mobile applications. They allow a designer to re-use design elements as building blocks in their
own designs. After describing the idea of mobility patterns, we give a brief overview of patterns we have identified so far.
Two patterns are described in more detail with the help of our research platforms QuickStep and Pocket DreamTeam. 相似文献
7.
Paola Carrara Daniela Fogli Giuseppe Fresta Piero Mussio 《Universal Access in the Information Society》2002,1(4):288-304
This paper proposes a new effective strategy for designing and implementing interactive systems overcoming culture, skill
and situation hurdles in Human-Computer Interaction (HCI). The strategy to identify and reduce these hurdles is developed
in the framework of a methodology based on a recently introduced model of HCI, and exploits the technological innovations
of XML (Extensible Markup Language). HCI is modelled as a cyclic process in which the user and the interactive system communicate
by materializing and interpreting a sequence of messages. The interaction process is formalized by specifying both the physical
message appearance and the computational aspect of the interaction. This formalization allows the adoption of notation traditionally
adopted by users in their workplaces as the starting point of the interactive system design. In this way, the human–system
interaction language takes into account the users’ culture. Moreover, the methodology permits user representatives to build
a hierarchy of systems progressively adapted to users’ situations, skills and habits, according to the work organization in
the domain considered. The strategy is proved to be effective by describing how to implement it using BANCO (Browsing Adaptive
Network for Changing user Operativity), a feasibility prototype based on XML, which allows the hierarchy implementation and
system adaptations. Several examples from an environmental case under study are used throughout the paper to illustrate the
methodology and the effectiveness of the technology adopted.
Published online: 4 June 2002 相似文献
8.
People wish to maintain a level of awareness of timely information, including presence of others in the workplace and other
social settings. We believe this provides better exchange, coordination and contact within a community, especially as people
work in asynchronous times and distributed locations. The challenge is to develop lightweight techniques for awareness, interaction
and communication using shared information appliances. In this paper, we describe the design of an exploratory responsive display projected within a shared workspace at the MIT
Media Lab. The system uses visual sensing to provide relevant information and constructs traces of people’s activity over
time. Such aware portals may be deployed in casual workplace domains, distributed workgroups, and everyday public spaces. 相似文献
9.
Tore Urnes Arne S. Hatlen Pål S. Malm Øystein Myhre 《Personal and Ubiquitous Computing》2001,5(1):38-41
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
10.
This paper deals with the application of the pattern approach to product information systems (PIS) engineering. Two kind of patterns are distinguished: business patterns used for specification and providing solutions for application field problems, and software patterns used for implementation and providing solutions for technical problems (software). Particular attention is given to identifying and specifying different business patterns. The main focus is on the activity of design for reuse, i.e. discovery of business patterns and their integration in a pattern catalogue. The first step consisted of a field analysis providing a common terminology and a semantic of the principal concepts managed in PIS and proposing various models to fix these concepts. It forms a basis for exploring the problems frequently occurring during PIS specification. A pattern catalogue is then proposed to solve the identified problems. 相似文献
11.
Field operators need access to and interaction with more information than is available today during field operations. Wearable
computers can provide relevant information with hands-free interaction techniques to support work tasks in the field. Potential
implications of introducing wearable computers are collaboration, information overload, situation awareness and social relationships.
Interaction techniques between humans are natural and well known and include voice, gestures, eye movements and biopotentials.
Voice is a promising interaction technique for wearable computers, assuming improvements for rough and noisy environments.
Wearable computers may change the roles and responsibilities while providing extended support for communication and collaboration.
Field operators will be better prepared to prevent failures and secure quality. Control room operators will perform more administrative
and management tasks.
Correspondence and offprint requests to: C. Skourup, ABB AS, Corporate Research Center, Bergerveien 12, PO Box 90, N-1375 Billingstad, Norway. Email: charlotte.skourup@no.abb.com 相似文献
12.
Constantine Stephanidis Anthony Savidis 《Universal Access in the Information Society》2001,1(1):40-55
Accessibility and high quality of interaction with products, applications, and services by anyone, anywhere, and at any time are fundamental requirements
for universal access in the emerging Information Society. This paper discusses these requirements, and their relation to the concept of automated
adaptation of user interfaces. An example application is presented, showing how adaptation can be used to accommodate the
requirements of different user categories and contexts of use. This application is then used as a vehicle for discussing a
new engineering paradigm appropriate for the development of adaptation-based user interfaces. Finally, the paper investigates
issues concerning the interaction technologies required for universal access.
Published online: 23 May 2001 相似文献
13.
M. D. McNeese 《Cognition, Technology & Work》2000,2(3):164-177
Within cooperative learning great emphasis is placed on the benefits of ?two heads being greater than one?. However, further examination of this adage reveals that the value of learning groups can often be overstated and taken for granted for different types of problems. When groups are required to solve ill-defined and complex problems under real world constraints, different socio-cognitive factors (e.g., metacognition, collective induction, and perceptual experience) are expected to determine the extent to which cooperative learning is successful. Another facet of cooperative learning, the extent to which groups enhance the use of knowledge from one situation to another, is frequently ignored in determining the value of cooperative learning. This paper examines the role and functions of cooperative learning groups in contrast to individual learning conditions, for both an acquisition and transfer task. Results for acquisition show groups perform better overall than individuals by solving more elements of the Jasper problem as measured by their overall score in problem space analysis. For transfer, individuals do better overall than groups in the overall amount of problem elements transferred from Jasper. This paradox is explained by closer examination of the data analysis. Groups spend more time engaged with each other in metacognitive activities (during acquisition) whereas individuals spend more time using the computer to explore details of the perceptually based Jasper macrocontext. Hence, results show that individuals increase their perceptual learning during acquisition whereas groups enhance their metacognitive strategies. These investments show different pay-offs for the transfer problem. Individuals transfer more overall problem elements (as they explored the context more) but problem solvers who had the benefit of metacognition in a learning group did better at solving the most complex elements of the transfer problem. Results also show that collective induction groups (ones that freely share) – in comparison to groups composed of dominant members – enhance certain kinds of transfer problem solving (e.g., generating subgoals). The results are portrayed as the active interplay of socio-cognitive elements that impact the outcomes (and therein success) of cooperative learning. 相似文献
14.
Tony Manninen 《Personal and Ubiquitous Computing》2002,6(5-6):390-406
This paper relates to the problems of designing rich interaction, in the context of multi-player games, that would adequately
support communication, control and co-ordination. The aspects of fun and rich experiences, usually required within the entertainment
context, are easily overlooked in technologically driven system design. The concepts of a future ubiquitous game can be difficult
to comprehend and evaluate in cases where a fully functioning physical prototype is not an option. One solution for the problem
is Contextual Virtual Reality Prototyping that adds the missing context to the design simulations. The product can be designed
and demonstrated in the corresponding environment, thus making it easier to understand the use-cases of, for example, a mobile
device that has various location-dependent features. The main contribution of this research is the design and development
approach that supports the creation of rich interaction. The primary emphasis of the approach is to avoid purely technologically
driven design and development, but rather to provide a supporting, or even a guiding, approach that focuses on the creative
process and conceptual understanding of rich interaction. This conceptually grounded content production-oriented approach
to interactive system design is described and evaluated.
Correspondence to: T. Manninen, Department of Information Processing Science, University of Oulu, PO Box 3000, 90014 Oulun Yliopisto, Finland.
Email: tony.manninen@oulu.fi 相似文献
15.
16.
Thomas Pederson 《Personal and Ubiquitous Computing》2001,5(1):54-57
A novel method for tracking physical activities is presented. The method is based on the assumption that all changes to the
physical environment are done by users themselves, and that these actions can be tracked using wearable computer technology
placed on human hands. Various limitations of the proposed method are discussed. Acknowledging these limitations, a range
of possible applications are presented, e.g. a set of Physical-Virtual Artefacts intended to decrease the gap between the
physical and virtual environments within offices. Also, some aspects of the modelling of user actions in office environments
are discussed. 相似文献
17.
As part of the Spatial Location Protocol activity in the Internet Engineering Task Force (IETF), we have been working on
how to express location information in an interoperable way in the Internet. The objective of this paper is to share our ideas
on concepts for enabling interoperability and reuse of location information. These concepts can also be used in the area of
ubiquitous computing.
Correspondence to: Ms M. Korkea-aho, Department of Computer Science & Engineering, Helsinki University of Technology, Apollokatu 10 A 49, FIN-00100
Helsinki, Finland. Email: mari.korkea-aho@iki.fi 相似文献
18.
Technological progress keeps on changing our lives and our work. We can only improve this mutual influence between human
and technology if we understand the impact of technology on the work process, and if we are also able to share this understanding
with other people in the design process. Quantitative assessment methods like workload offer at least a keyhole to the work
process, but only additional concepts like situation awareness or usability in an appropriate combination with qualitative
aspects can open this keyhole into a wider window. The pointillist approach uses a powerful metaphor, borrowed from the arts,
to combine quantitative with qualitative aspects systematically. Based on this approach, a tool for human factors analysis
was built and used to analyse the interaction between a pilot and an assistant system in a simulator. Three examples illustrate
the possible interplay between quantitative and qualitative aspects of the approach. 相似文献
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20.
In this paper we describe a prototype spatial audio user interface for a Global Positioning System (GPS). The interface is
designed to allow mobile users to carry out location tasks while their eyes, hands or attention are otherwise engaged. Audio
user interfaces for GPS have typically been designed to meet the needs of visually impaired users, and generally, though not
exclusively, employ speech-audio. In contrast, our prototype system uses a simple form of non-speech, spatial audio. This
paper analyses various candidate audio mappings for location and distance information. A variety of tasks, design considerations,
design trade-offs and opportunities are considered. The findings from pilot empirical testing are reported. Finally, opportunities
for improvements to the system and for future evaluation are explored. 相似文献