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1.
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.
This paper presents a study that examines the impact of age, Web experience, and Web self-efficacy across the adult life span on users’ bookmark management behaviors. It was hypothesized that Web self-efficacy would mediate the effect of age and Web experience on bookmark manipulation. Six hundred users, sampled from the Project 2000 and 7th WWW User survey data, were used to examine this model. Using structural equation modeling techniques, it was found that the effect of age on bookmark manipulation was fully mediated by Web self-efficacy. However, the effect of Web experience was not fully mitigated by Web self-efficacy. Published online: 22 May 2002  相似文献   

3.
Wireless Application Protocol (WAP) phones are a growing relevant part of the mobile market, and the number of WAP services offered is rapidly increasing. Usability is crucial for these services, which must be easily operated on small screens and keyboards. Unfortunately, there are very few published studies on the evaluation of WAP devices and services on users. This paper presents a user study that evaluates two important interface design choices for WAP services (implementation of single-choice selection, and navigation among the different cards of a WAP site), neither of which has been investigated thoroughly in the literature or in design practice.  相似文献   

4.
Device-aware desktop web page transformation for rendering on handhelds   总被引:1,自引:0,他引:1  
This paper illustrates a new approach to automatic re-authoring of web pages for rendering on small-screen devices. The approach is based on automatic detection of the device type and screen size from the HTTP request header to render a desktop web page or a transformed one for display on small screen devices, for example, PDAs. Known algorithms (transforms) are employed to reduce the size of page elements, to hide parts of the text, and to transform tables into text while preserving the structural format of the web page. The system comprises a preprocessor that works offline and a just-in-time handler that responds to HTTP requests. The preprocessor employs Cascading Style Sheets (CSS) to set default attributes for the page and prepares it for the handler. The latter is responsible for downsizing graphical elements in the page, converting tables to text, and inserting visibility attributes and JavaScript code to allow the user of the client device to interact with the page and cause parts of the text to disappear or reappear. A system was developed that implements the approach and was used it to collect performance results and conduct usability testing. The importance of the approach lies in its ability to display hidden parts of the web page without having to revisit the server, thus reducing user wait times considerably, saving battery power, and cutting down on wireless network traffic.  相似文献   

5.
Overcoming the Lack of Screen Space on Mobile Computers   总被引:5,自引:0,他引:5  
One difficulty for interface design on mobile computers is lack of screen space caused by their small size. This paper describes a small pilot study and two formal experiments that investigate the usability of sonically-enhanced buttons of different sizes. The underlying hypothesis being that presenting information about the buttons in sound would increase their usability and allow their size to be reduced. An experimental interface was created that ran on a 3Com Palm III mobile computer and used a simple calculator-style interface to enter data. The buttons of the calculator were changed in size between 4×4, 8×8 and 16×16 pixels and used a range of different types of sound from basic to complex. Results showed that sounds significantly improved usability for both standard and small button sizes – more data could be entered with sonically-enhanced buttons and subjective workload reduced. More sophisticated sounds that presented more information about the state of the buttons were shown to be more effective than the standard Palm III sounds. The results showed that if sound was added to buttons then they could be reduced in size from 16×16 to 8×8 pixels without much loss in quantitative performance. This reduction in size, however, caused a significant increase in subjective workload. Results also showed that when a mobile device was used in a more realistic situation (whilst walking outside) usability was significantly reduced (with increased workload and less data entered) than when used in a usability laboratory. These studies show that sound can be beneficial for usability and that care must be taken to do testing in realistic environments to get a good measure of mobile device usability.  相似文献   

6.
The Citywide project is exploring ways in which technology can provide people with rich and engaging digital experiences as they move through physical space, including historical experiences, performances and games. This paper describes some initial results and experiences with this project based upon two prototype demonstrators. In the first, we describe an application in which a search party explores an archaeological site, uncovering enacted scenes within the virtual world that are of a historical relevance to their particular physical location. In the second, we describe a museum experience where participants explore an outdoors location, hunting for buried virtual artifacts that they then bring back to a museum for a more detailed study. Our demonstrators employ a varied set of devices, including mobile wireless interfaces for locating hotspots of virtual activity when outdoors, to give different experiences of the virtual world depending upon location, task, available equipment and accuracy of tracking. We conclude by discussing some of the potential advantages of using an underlying shared virtual world to support interactive experiences across extended physical settings.  相似文献   

7.
The move from institution to community care has resulted in many people receiving care at home. For some, disability or frailty restricts their involvement in social activities outside the home, resulting in unacceptable social isolation. This problem is compounded if the person has a speech or language impairment. In this paper, we will describe a communication service designed to provide nonspeaking people with a means to interact socially when living independently, based on the sharing of stories using pictures and other media. Initial exploration on the usability of the system by a pair of representative users will be described. Published online: 6 November 2002  相似文献   

8.
Online personalization is of great interest to e-companies. Virtually all personalization technologies are based on the idea of storing as much historical customer session data as possible, and then querying the data store as customers navigate through a web site. The holy grail of online personalization is an environment where fine-grained, detailed historical session data can be queried based on current online navigation patterns for use in formulating real-time responses. Unfortunately, as more consumers become e-shoppers, the user load and the amount of historical data continue to increase, causing scalability-related problems for almost all current personalization technologies. This paper chronicles the development of a real-time interaction management system through the integration of historical data and online visitation patterns of e-commerce site visitors. It describes the scientific underpinnings of the system as well as its architecture. Experimental evaluation of the system shows that the caching and storage techniques built into the system deliver performance that is orders of magnitude better than those derived from off-the-shelf database components. Received: 30 October 2000 / Accepted: 19 December 2000 Published online: 27 April 2001  相似文献   

9.
This paper analyses the shifting identity of the mobile phone in the light of research carried out in 1996 on a representative population sample from five major European countries: Italy, UK, France, Germany and Spain. A total of 6609 people were interviewed by means of a telephone survey. The mobile phone emerged as a charismatic technology compared to other mobile technologies (laptop and car phone) and as a leading technology that, in just a few years, has appropriated 11% of total telephone traffic. It has “dragged” its widespread presence and amount of use from the workplace to the domestic sphere, although in Italy, where it has had greatest success, its widespread use has been detached from its use in the workplace. Another emerging result is that the use of the mobile phone is not correlated to strong residential mobility in individuals.  相似文献   

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