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1.
There are a growing number of smart phone applications allowing the user to control their television, set-top box or other entertainment devices. The success of these applications is limited. Based on findings from media studies in Austria and France focusing on how people currently use their TV and iTV systems and associated devices, this article describes recommendations for the design of a smart phone application enabling users to control Internet Protocol Television (IPTV) systems including all connected entertainment devices. Recommendations include the need to allow users to control devices that are related to the IPTV experience (not only the set-top box or television set) and the focus on scenarios of usage like supporting listening to music, enjoying a movie or controlling the connected home. Based on similarities and differences found in the two samples, future smart phone applications for controlling TV will only succeed if they provide meaningful functionalities that satisfy the (varying) user needs, support personalisation and personal usage and respect the limitations of mobile phones with respect to possible parallel activities performed.  相似文献   

2.
Interaction techniques for interactive television (iTV) are currently complex and difficult to use for a wide-range of viewers. Few previous studies have dealt with the potential benefits of multimodal dialogue interaction in the context of iTV for the purpose of flexibility, usability, efficiency, and accessibility. This paper investigates the benefits of introducing speech and connected dialogue for iTV interaction, and presents a case study in which a prototype system was built allowing users to navigate the information space and control the operation of the TV by a speech-based natural language interface. The system was evaluated by analysing the user experience in five categories capturing essential aspects of iTV interaction: interaction style, information load, data access, effectiveness and initiative. Design considerations relevant for speech and dialogue information systems for TV interfaces also emerged from the analysis.  相似文献   

3.
郭亮  李晗  胡克化 《数字社区&智能家居》2009,5(6):4248-4249,4273
JAVA语言凭借其跨平台的优势,能在各式的手机中见到它的踪影。使用J2ME技术开发的程序,可以经过简单的修改以后,在不同厂商的手机上运行。利用手机自带摄像头通过图像检测跟踪技术,识别外部的动作作为输入指令,手机根据指令执行特定功能实现人机交互的目的。搭建以ECLIPSE作为集成开发环境(IDE),JAVA为开发语言,基于诺基亚模拟器的模拟测试环境。以及对图像检测跟踪算法的研究,使其适应手机硬件的低配置。  相似文献   

4.
JAVA语言凭借其跨平台的优势,能在各式的手机中见到它的踪影。使用J2ME技术开发的程序,可以经过简单的修改以后,在不同厂商的手机上运行。利用手机自带摄像头通过图像检测跟踪技术,识别外部的动作作为输入指令,手机根据指令执行特定功能实现人机交互的目的。搭建以ECLIPSE作为集成开发环境(IDE),JAVA为开发语言,基于诺基亚模拟器的模拟测试环境。以及对图像检测跟踪算法的研究,使其适应手机硬件的低配置。  相似文献   

5.
PhoneGap是一个用于创建移动跨平台应用程序的快速开发平台。只要你会HTML和JavaScript或者Java语言,就可以利用PhoneGap提供的API去调用各种功能,PhoneGap就能让你可以制作出在各种手机平台上运行的应用。本文主要针对PhoneGap应用开发框架、特性和原理进行分析研究。  相似文献   

6.
Previous studies on mobile Web browsers have focused on phone features and technical performance, but not on the user interface. In this study, we compared three mobile Web browsers in the iPhone and ultimately proposed recommendations for the design of mobile Web browsers for smartphones. To develop such recommendations, we redefined the user interface (UI) components of mobile Web browsers from previous studies to conform to smartphones and compared the Chrome, Safari, and Opera Mini-browsers. To do this, we conducted experiments on usability tests with several dependent variables, including usefulness, perceived time reduction, minimal action, usability, ease to memorize, learnability, fun, and satisfaction. Finally, we developed several recommendations, based on the experimental results and participant interviews, which will fulfill user needs for the interface design of mobile Web browsers for smartphones. Multi-windows need to be implemented in a 3D environment. Developers should consider UI components and features that ease learning how to use the browser for novice users.  相似文献   

7.
We investigate the design of declarative, domain-specific languages for constructing interactive visualizations. By separating specification from execution, declarative languages can simplify development, enable unobtrusive optimization, and support retargeting across platforms. We describe the design of the Protovis specification language and its implementation within an object-oriented, statically-typed programming language (Java). We demonstrate how to support rich visualizations without requiring a toolkit-specific data model and extend Protovis to enable declarative specification of animated transitions. To support cross-platform deployment, we introduce rendering and event-handling infrastructures decoupled from the runtime platform, letting designers retarget visualization specifications (e.g., from desktop to mobile phone) with reduced effort. We also explore optimizations such as runtime compilation of visualization specifications, parallelized execution, and hardware-accelerated rendering. We present benchmark studies measuring the performance gains provided by these optimizations and compare performance to existing Java-based visualization tools, demonstrating scalability improvements exceeding an order of magnitude.  相似文献   

8.
基于TTCN-3的手机网络应用软件测试方法研究   总被引:1,自引:1,他引:0  
介绍了手机网络应用软件的主要开发技术,概述了TTCN-3标准规范中的TTCN-3核心语言、TTCN-3运行时接口和TTCN-3控制接口的基本概念,并在对手机网络应用软件网络连接方式分析的基础上,提出了基于TTCN-3的手机网络应用软件测试方法,说明了使用TTCN-3测试手机网络应用软件的测试流程.通过给出一个手机网络应用软件的测试实例,展示了这种测试方法的可行性.  相似文献   

9.
BREW平台的UIONE技术是一套端到端完整的关于手机动态界面设计开发、展示、服务和管理的开放的解决方案。通过使用UIONE,运营商可以掌控手机动态界面设计,改变目前由手机厂商主导手机界面的状况。UIONE带来的界面的变化都是和手机底层芯片核心功能相关联的.这些画面都是动态的,一旦点击进去,就能触发一些功能的调用,大大简化手机的研发工作量,加快手机上市的时间。  相似文献   

10.
传统四轴飞行器的控制多为摇杆遥控器,针对其便携性差、控制距离受限等问题,采用智能移动终端与3G网络技术来实现对飞行器的远程控制。但智能移动终端系统的多样性给编程带来一定的难度,采用跨平台移动应用框架PhoneGap来设计和开发手机APP控制平台,不仅节约了开发时间和成本,而且有效增加了APP用户群体。室外测试实验表明:在3G网络信号覆盖下,平台操作便捷、实时性好,飞行器运行流畅、坐标显示准确,同时可跨平台使用,适应性好。  相似文献   

11.
随着移动互联网的飞速发展,手机设计也进入一个全新的发展时期,越来越多的手机制造厂商逐渐重视手机应用软件的UI界面交互设计,以此来提高企业产品的市场竞争力。从Android平台上主题应用架构的设计、主题页面的显示、UX引擎中交互功能实现以及测试等方面论述Android平台上实现手机交互主题的全过程。  相似文献   

12.
Design guidelines and checklists are suggested as a useful tool in the development and evaluation of interface design of mobile phones for older adults. Given the intense evolution of mobile phone design, understanding how the design guidelines and checklists have taken into account the advances in mobile phone usability for older adults is important for their correct application and future development. Thus, this study explores the usability dimensions of mobile phone design for older adults and the related changes in terms of time and the type of device (feature phones vs. smartphones) based on an expert coding of the eight mobile phone design guidelines and checklists for older adults published between 2006 and 2014. The results of the expert coding show that design guidelines and checklists most frequently deal with visual and haptic issues (e.g., high contrast, button type, and button size), whilst they hardly ever address various elements of textual interface (e.g., ease of text entry, a button’s feedback, and font type). Over time, the design guidelines and checklists have become more complex in terms of the average number of included usability categories and dimensions. For smartphones, the guidelines, on average, put more emphasis on the screen, touchscreen, text, and exterior related issues, whereas the design guidelines for feature phones stress the usability of the keypad and menus. Besides revealing potential usability dimensions that could be further expanded in the guidelines, this study also highlights the need for research that would empirically validate the design guidelines and checklists in the future.  相似文献   

13.
The smart phone: a ubiquitous input device   总被引:7,自引:0,他引:7  
We show how modern mobile phones (Weiser's tabs) can interact with their environment, especially large situated displays (Weiser's boards). Smart phones' emerging capabilities are fueling a rise in the use of mobile phones as input devices to such resources as situated displays, vending machines, and home appliances. Mobile phones' prevalence gives them great potential to be the default physical interface for ubiquitous computing applications. We survey interaction techniques that use mobile phones as input devices to ubiquitous computing environments. We use smart phone to describe an enhanced mobile phone. Our analysis blurs the line between smart phones and PDAs such as the Palm Pilot because the feature sets continue to converge.  相似文献   

14.
The integration of semantic technologies and TV services is a substantial innovation to improve the services to users in an environment that is extended beyond the fixed home environment. But currently, this integration is mainly limited to provide personalized recommendation services and systems by matching user static preferences. Designing and development of interactive TV (iTV) applications using semantic technologies are not realized yet. In this work, we explore the potential of introduction semantic technologies and smart spaces in design and development of iTV applications. We use an example scenario to show how future iTV applications include the mesh-up of information from different sources. We proposed a methodology and show how ontology-driven approach can help to design and develop these iTV applications. We demonstrate the suitability of our ontology-driven application development tools and rule-based approach for the development of highly dynamic context-aware iTV applications.  相似文献   

15.
提出并实现了一种基于AVS的广播式手机电视系统,包括音视频数据的实时编码、系统层复用、T-DMB信号发射与接收、PC及手机平台的解码回放等,重点介绍了音视频编码器中的AVS视频编码算法的优化和复用器的实现,通过实验对编码器的性能进行了测试,对播放端的播放效果进行了分析。实验结果表明,AVS能够很好地应用于手机电视。  相似文献   

16.
Usability risk level evaluation for physical user interface of mobile phone   总被引:1,自引:0,他引:1  
The mobile phone has become an indispensable device in everyday life. However, many usability problems were generated by the multi-functionality of mobile phones. There was an important increase on the user interface (UI) design and usability. With the introduction of a variety of forms and keypads in mobile phones, the user's need of controllability, grip-stability, and usability were raised in the UI aspect. Therefore, in this study, we investigated the physical user interface (PUI) elements of mobile phones, and defined the degree of usability risk such as key level value, function level value, and grip level value. Also, this study proposed an evaluation framework to quantitatively measure the usability risk in the mobile phone PUI elements. For this, the mobile phone PUI elements were analyzed and classified by key type, function, and form-factor. Hence, in the case study was investigated and evaluated 133 mobile phones in the market by the proposed framework. As a result, the proposed evaluation framework enabled the measurement of the mobile phone usability risk level in the early stages of the concept design. This made possible the prediction of design problems related with the mobile phone PUI.  相似文献   

17.
This article examined the effects of product aesthetics on several outcome variables in usability tests. Employing a computer simulation of a mobile phone, 60 adolescents (14-17 yrs) were asked to complete a number of typical tasks of mobile phone users. Two functionally identical mobile phones were manipulated with regard to their visual appearance (highly appealing vs not appealing) to determine the influence of appearance on perceived usability, performance measures and perceived attractiveness. The results showed that participants using the highly appealing phone rated their appliance as being more usable than participants operating the unappealing model. Furthermore, the visual appearance of the phone had a positive effect on performance, leading to reduced task completion times for the attractive model. The study discusses the implications for the use of adolescents in ergonomic research.  相似文献   

18.
当今随着移动网络和手机软件技术的不断革新,手机已逐渐成为继电视和互联网之后又一动漫作品的重要播放媒介。文章对我国手机动漫的发展现状、研发情况、市场前景及适用群体等方面进行系统研究,着重分析了国内外产业现状及未来发展的趋势。并对如何完善我国手机动漫产业。打造本土品牌提供了有益的参考与借鉴。  相似文献   

19.
Rapid technological developments along with the popularity of the Internet and mobile devices in recent years have allowed learners to undertake learning outside the confines of the physical classroom and immerse themselves in actual locations and situations. This has led to a proliferation of research in this field together with the design and development that integrate the use of mobile devices, allowing students to undertake mobile context-aware learning. In this study, 64 Taiwanese tertiary students evaluated a learning system about plants in the English language. This location-based mobile learning system to facilitate English learning was based on mobile context-aware learning and related theories. The analysis, design, development, implementation, and evaluation model was used for the system development. Analysis of users’ requirements indicated that the majority of subjects preferred teaching materials with text and images presented on web pages on mobile devices, and that the user interface should be simple. Feedback from the evaluation of the system included suggestions to improve the maps, words, and images provided, as well as the sensing range of the global positioning system. In addition, providing forum feedback and an audio guide may be strategies to enhance users’ experience of using the system. After modifications, the final product was a fully functional system for learning about plants in English. Mobile learning is the future developmental trend in the field of education. It is anticipated that the design and development of the proposed system will serve as a reference for other researchers and future developments in mobile learning systems.  相似文献   

20.
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