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1.
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.
Timo Jokela (Corresponding author)Email:
Jussi KoivumaaEmail:
Jani PirkolaEmail:
Petri SalminenEmail:
Niina KantolaEmail:
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2.
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.
Fadi Chehimi (Corresponding author)Email:
Paul CoultonEmail:
Reuben EdwardsEmail:
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3.
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 PeopleFinder, 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.
Norman Sadeh (Corresponding author)Email:
Jason HongEmail:
Lorrie CranorEmail:
Patrick KelleyEmail:
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4.
5.
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.
Eleanor Toye (Corresponding author)Email:
Richard SharpEmail:
Anil MadhavapeddyEmail:
David ScottEmail:
Eben UptonEmail:
Alan BlackwellEmail:
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6.
Software Product Line Engineering (SPLE) can reduce software development costs, reduce time to market and improve product quality. A software product line is a set of software products sharing a set of common features but containing variation points. Successful SPLE requires making selection decisions at variation points effectively and efficiently. A significant challenge is how to identify, represent and manage the inter-dependency of selection decisions for requirements. We developed the concept of a meta-model for requirement decision models to bring formalism and consistency to the structure and to model inter-dependencies between requirement selection decisions. Here we present a meta-model for requirement selection decisions that includes inter-dependencies and we use a mobile phone worked example to illustrate our approach. To support our method, we developed two separate tools, V-Define (for domain decision model construction) and V-Resolve (for new product derivation). Finally the results of a metal processing product line case study using the tools are described.
Jason Xabier MansellEmail:
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7.
Unpredictability and complexity of social interactions are important challenges for a low functioning autistic child. The objective of this research is to study how a mobile robot can, by appearing more predictable, appealing and simple than a human being, facilitate reciprocal interaction such as imitative play. By conducting an exploratory study involving four children, we found that forms of shared conventions such as imitation of body movements and of familiar actions are higher with two children paired with a human mediator, compared to two children paired with a robot mediator. However, the two children paired with the robot mediator demonstrated increased shared attention (visual contact, physical proximity) and imitate facial expressions (smile) more than the children paired with the human mediator.
Henri MercierEmail:
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8.
Reality mining: sensing complex social systems   总被引:12,自引:5,他引:12  
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.
Alex (Sandy) PentlandEmail:
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9.
Connecting the family with awareness systems   总被引:1,自引:1,他引:0  
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.
Natalia Romero (Corresponding author)Email:
Panos MarkopoulosEmail:
Joy van BarenEmail:
Boris de RuyterEmail:
Wijnand IJsselsteijnEmail:
Babak FarshchianEmail:
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10.
ONTRACK: Dynamically adapting music playback to support navigation   总被引:3,自引:3,他引:0  
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.
Matt Jones (Corresponding author)Email:
Steve JonesEmail:
Gareth BradleyEmail:
Nigel WarrenEmail:
David BainbridgeEmail:
Geoff HolmesEmail:
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11.
This paper presents the experience of good practices and bench learning in the EU for sustainable development in transitional economies. In exploring key issues of ICT development for economic growth in African countries, it will showcase how information and experience from different geographical/economic sectors within the EU have been collated into a comprehensive knowledge system, and shared among users, using both electronic and traditional methods—see The BEEP Project . It will then discuss how this good practice model could be developed further as a Pan-African Initiative, as part of the IST Africa Programme for participating countries, to enable them share experience and information in their attempt to narrow the digital divide for sustainable growth.
Thomas Odamtten (Corresponding author)Email:
Jeremy MillardEmail:
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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.
Julian Togelius (Corresponding author)Email:
Simon LucasEmail:
Ho Duc ThangEmail:
Jonathan M. GaribaldiEmail:
Tomoharu NakashimaEmail:
Chin Hiong TanEmail:
Itamar ElhananyEmail:
Shay BerantEmail:
Philip HingstonEmail:
Robert M. MacCallumEmail:
Thomas HaferlachEmail:
Aravind GowrisankarEmail:
Pete BurrowEmail:
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13.
Using trust assumptions with security requirements   总被引:1,自引:1,他引:0  
Assumptions are frequently made during requirements analysis of a system about the trustworthiness of its various components (including human components). These trust assumptions, whether implicit or explicit, affect the scope of the analysis, derivation of security requirements, and in some cases how functionality is realized. This paper presents trust assumptions in the context of analysis of security requirements. A running example shows how trust assumptions can be used by a requirements engineer to help define and limit the scope of analysis and to document the decisions made during the process. The paper concludes with a case study examining the impact of trust assumptions on software that uses the secure electronic transaction specification.
Charles B. Haley (Corresponding author)Email:
Robin C. LaneyEmail:
Jonathan D. MoffettEmail:
Bashar NuseibehEmail:
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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.
Arunas Augustinaitis (Corresponding author)Email:
Richard EnnalsEmail:
Egle MalinauskieneEmail:
Rimantas PetrauskasEmail:
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15.
Multimodal support to group dynamics   总被引:1,自引:1,他引:0  
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.
Fabio Pianesi (Corresponding author)Email:
Massimo ZancanaroEmail:
Elena NotEmail:
Chiara LeonardiEmail:
Vera FalconEmail:
Bruno LepriEmail:
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16.
The purposes of this study are (a) to establish a measurement for evaluating conversational impressions of group discussions, and (b) to make an exploratory investigation on their interactional processes which may affect to form those impressions. The impression rating and factor analysis undertaken first give us four factors concerning conversational impressions of “focus group interviews (FGIs)”: conversational activeness, conversational sequencing, the attitudes of participants and the relationships of participants. In relation to the factors of conversational activeness and conversational sequencing in particular, the microanalysis of four selected topical scenes from our database further shows that the behavior of the moderator and the interviewees is organized not independently but with reference to each other. The study thus emphasizes the importance of the integration of quantitative and qualitative approaches towards human interactions.
Kana Suzuki (Corresponding author)Email: Email:
Ikuyo MorimotoEmail:
Etsuo MizukamiEmail:
Hiroko OtsukaEmail:
Hitoshi IsaharaEmail:
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17.
Wealth distribution based on classic sugarscape model leads to a population increase and the Gini coefficient decrease when cooperation and communication parameters are taken into account. In another study, this model was developed by implying a receipt of one-fifth of the assets of the population and derived utilization for poor people. The results showed a relation between mortality decrease, population increase, and Gini coefficient decrease (equality increase). In a synergic process, the wealth adjustment based on sugarscape model underwent some experiments by implying communication and cooperation, and the mechanism of receiving and utilizing the assets. The results show that the population increase and the Gini coefficient decrease play an important role in wealth adjustment.
Arash Rahman (Corresponding author)Email:
Saeed SetayeshiEmail:
Mojtaba Shamsaei ZafarghandiEmail:
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18.
Ultra wideband (UWB) systems are currently an important wireless infrastructure for high performance short-range communications and mobile applications. Indeed, forming ad-hoc networks among various UWB enabled devices is considered as an important mobile data exchange operating environment. In our study, we explore the problem of jointly optimizing the power level and data rate used in the devices in such a UWB based ad-hoc network. We propose a practical optimization algorithm based on judicious power control for real-time applications and opportunistic scheduling for non-real-time applications. Simulation results indicate that our proposed techniques are effective under various practical scenarios.
Yu-Kwong KwokEmail:
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19.
Acoustic environment as an indicator of social and physical context   总被引:1,自引:0,他引:1  
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.
Nick RyanEmail:
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20.
In this paper we present recent research into computer-mediated communication with special emphasis on the use of collaborative tools in shared task environment. In order to explain the regularities and uniformities in people’s behaviour obtained through quantitative study of interaction among groups of students engaged in structured debates, we have developed an experimental approach that enables us to measure and quantify several key aspects of computer-mediated communication in this context.
Duska RosenbergEmail:
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