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1.
This paper reports on a diary study of rendezvousing as performed by university students. The study compares students experience of communication before and during rendezvous. During rendezvous, students rated several aspects of the experience of communication lower than before rendezvous. This impairment of experience is attributed to the cumulative effects of the following aspects of the context of use: noise, multiple task performance, conflict with social norms, incomplete network coverage, time pressure and conflict with preferred life paths. User performance goals for context-aware communication systems are discussed.
Martin ColbertEmail:
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2.
User needs for location-aware mobile services   总被引:2,自引:2,他引:2  
Mobile contexts of use vary a lot, and may even be continuously changing during use. The context is much more than location, but its other elements are still difficult to identify or measure. Location information is becoming an integral part of different mobile devices. Current mobile services can be enhanced with location-aware features, thus providing the user with a smooth transition towards context-aware services. Potential application fields can be found in areas such as travel information, shopping, entertainment, event information and different mobile professions. This paper studies location-aware mobile services from the user's point of view. The paper draws conclusions about key issues related to user needs, based on user interviews, laboratory and field evaluations with users, and expert evaluations of location-aware services. The user needs are presented under five main themes: topical and comprehensive contents, smooth user interaction, personal and user-generated contents, seamless service entities and privacy issues.  相似文献   

3.
An approach is presented that uses the following techniques: automatic test case generation, self-checking test cases, black box test cases, random test cases, sampling, a form of exhaustive testing, correctness measurements, and the correction of defects in the test cases instead of in the product (defect circumvention). The techniques are cost-effective and have been applied to very large products  相似文献   

4.
Designing mobile technologies to support co-present collaboration   总被引:1,自引:0,他引:1  
Mobile technologies offer new opportunities for childrens educational activities in that they can be used across different locations and times. Naturally, some instances of mobile technology use will necessitate, or be enhanced by, the sharing of information. Social interaction is important for sharing ideas, constructing and shaping understanding and fundamental for educational development. However the physical size of mobile technologies presents interesting challenges when designing for collaborative activities. When designing mobile technologies the importance of collaborative tasks has often been overlooked. The replacement of low-tech artefacts with digital devices, for supporting multiple users, can inhibit the shareability of information. We present three projects where mobile technologies have been used as part of a larger mixed reality experience. Novel technologies were used to support childrens collaborative activities in storytelling, an adventure game and during an outdoor field trip. Interaction with mobile devices within each project is reviewed and the authors highlight important considerations for their design and use across multiple contexts.  相似文献   

5.
An experiment, using two versions of a Web site varying in usability, tested three models of user experience: an interaction experience model, a technology acceptance model and an integrated experience-acceptance model. We found that the perceptions of three product attributes (Pragmatic Quality, Hedonic Quality-stimulation and Hedonic Quality-identification) and technology acceptance variables (the beliefs of Perceived Ease of Use, Perceived Enjoyment and Perceived Usefulness, and Intention to Use) are separate underlying psychological dimensions. A positive effect of usability on task performance, interaction experience and acceptance was found. In the interaction experience model, the evaluation of Goodness (overall interaction quality) was less stable and influenced by both Pragmatic Quality and Hedonic Quality, but the evaluation of Beauty was more stable and only influenced by Hedonic Quality. In the technology acceptance model, Perceived Ease of Use was a determinant of Perceived Enjoyment and Perceived Usefulness, and the latter two were independent determinants of Intention to Use. In the integrated model, perceptions of product attributes were independent determinants of beliefs, but evaluations were not independent determinants of Intention to Use. Future modelling work should address a range of interactive systems, information architecture and individual differences.  相似文献   

6.
An approach to learning mobile robot navigation   总被引:1,自引:0,他引:1  
This paper describes an approach to learning an indoor robot navigation task through trial-and-error. A mobile robot, equipped with visual, ultrasonic and laser sensors, learns to servo to a designated target object. In less than ten minutes of operation time, the robot is able to navigate to a marked target object in an office environment. The central learning mechanism is the explanation-based neural network learning algorithm (EBNN). EBNN initially learns function purely inductively using neural network representations. With increasing experience, EBNN employs domain knowledge to explain and to analyze training data in order to generalize in a more knowledgeable way. Here EBNN is applied in the context of reinforcement learning, which allows the robot to learn control using dynamic programming.  相似文献   

7.
Video-mediated communication (VMC) has become a popular communication medium. However, research to date suggests that the inherent constraints of VMC impair effective and efficient communication and task performance. We propose that these negative findings could be attributed to how the technology was used and propose the novel concept of communication orchestration aimed at mitigating some of the signaled limitations. Orchestration is a selection process for displaying information that is deemed relevant for accomplishing an effective and efficient task performance and communicative experience. We report an experiment that confirmed this suggestion. The results indicate that orchestration could be an important novel feature to aid humans when communicating via VMC, but also suggest that there is potential for further improvements in orchestration.  相似文献   

8.
An algebraic verification of a mobile network   总被引:1,自引:1,他引:0  
In a mobile communication network some nodes change locations, and are therefore connected to different other nodes at different points in time. We show how some important aspects of such a network can be formally defined and verified using the-calculus, which is a development of CCS (Calculus of Communicating Systems) allowing port names to be sent as parameters in communication events. As an example of a mobile network we consider the Public Land Mobile Network currently being developed by the European Telecommunication Standards Institute and concentrate on the handover procedure which controls the dynamic topology of the network.An early version of part of this material appeared inProtocol Specification, Testing, and Verification X, pages 275–291, North-Holland 1990.  相似文献   

9.
This paper presents three field studies undertaken at large sports events in UK and China, with the aim of improving the user experience at these types of events through the design of personally relevant mobile services. These field studies investigated: which aspects of spatial context were relevant within the confines of a large sporting event, how their relevance differed according to sports event and language/culture, and how they could be used to prescribe the behaviour of a personalizable/adaptive mobile device. Spatial aspects of context were found to be highly significant within the large sports arena. They can be used to maximize the relevance of information and communication services delivered to a spectator over a mobile device. A range of design implications are discussed.  相似文献   

10.
Determinants of behavioral intention to mobile banking   总被引:4,自引:0,他引:4  
With the improvement of mobile technologies and devices, banking users are able to conduct banking services at anyplace and at anytime. Recently, many banks in the world have provided mobile access to financial information. The reason to understand what factors contribute to users’ intention to use mobile banking is important issue of research. The purpose of this research is to examine and validate determinants of users’ intention to mobile banking. This research used a structural equation modeling (SEM) to test the causalities in the proposed model.The results indicated strong support for the validity of proposed model with 72.2% of the variance in behavioral intention to mobile banking. This study found that self-efficiency was the strongest antecedent of perceived ease-of-use, which directly and indirectly affected behavioral intention through perceived usefulness in mobile banking. Structural assurances are the strongest antecedent of trust, which could increase behavioral intention of mobile banking. This research verified the effect of perceived usefulness, trust and perceived ease-of-use on behavioral intention in mobile banking. The results have several implications for mobile banking managers.  相似文献   

11.
In order to provide an opportunity to make personal communication as broad as possible, mobile satellite communication systems have recently drawn much attention. However, any communication system raises two major challenging issues: (1) how to determine whether actors are whom they claim to be; and (2) how to protect data against unauthorized disclosure. Although the secret-key cryptosystem (SKC) and the public-key cryptosystem (PKC) have been developed to provide well-defined security services to address these issues each has serous drawbacks while SKC-based authentication schemes have the common demerit that the server which maintains the secret-key table becomes an attractive target for numerous intrusions, PKC-based schemes suffer from the expensive complexity of the public-key infrastructure (PKI) and a high computation overhead. Therefore, in this paper, a self-verification authentication mechanism with lower computation and key management cost is introduced.  相似文献   

12.
Modern mobile devices support accessing Web-based social networking services from the user interface (UI) of Web browsers, applications, and mobile widgets. While effectively accessing these services, people may find it tedious to switch between multiple user interfaces in order to be aware of the latest content. Aiming for an improved user experience, we experimented with integration of these services into mobile devices' main user interface. The integrated content is presented beyond application silos and automatically filtered to highlight the relevant elements. A mobile system called LinkedUI was developed and deployed in one lab test and one field study. Three findings emerge from these studies. Firstly, it is feasible to construct an alternative device UI that supports integration of Web content across applications and services via hyperlinking. Time, publisher (e.g., contacts), content types, and geographical locations are key dimensions for association of content. Secondly, the alternative device UI enables better usability of accessing social networking services than accessing them from individual Web sites on mobile devices. It helps people to be aware of the latest content during microbreaks. Thirdly, automatic filtering, on the basis of one user's data, is one promising approach to identifying relevant content. Given filtered content, most people using the automatic filtering approved the functionality and experienced a better sense of control that is arguably due to the reduced information volume.  相似文献   

13.
The rapid development of in-car communication systems in recent years has enabled diverse information supplies in automobiles. The advantages of these systems may be obvious, but to apply telematic applications extensively in traffic, and especially in the car environment, calls for an understanding of the possible drawbacks and the means to minimise them.The research project in Nokia investigated different methods of implementing an in-car communication system, and different user interface solutions for them. The aim of the project was to identify the Uls for an in-car communication system that offers potential and to test these with end users.In this paper I will explore the present challenges of an in-car communication system UI design. I will go through a case study of a Nokia research project, and finally I will present some design implications concerning general UI design of an in-car communication system.  相似文献   

14.
Current paper-based activities and practices are highly disseminated and intrinsic to our daily lives. Particular cases such as therapeutic and educational procedures, which rely strongly on paper-based artefacts (e.g., questionnaires, forms, manuals) assume special importance due to their critical content. However, their passiveness, limited interactivity, lack of adjustment, among other problems tend to obstruct personalization, hindering efficiency and limiting some users while achieving desired goals. This paper presents an environment that supports an easy and flexible design of tailored digital artefacts for mobile devices. The artefacts can be adjusted to the users’ needs, providing support to various purposes by coping with and enhancing different procedures. The environment integrates a set of configurable domain oriented guidelines that aid end-users through the creation of their personalized artefacts. It has been validated through three case studies by providing support to mobile learning, personal training and by offering means to achieve ubiquitous cognitive behavioural therapy.  相似文献   

15.
In this paper, we propose an unstructured platform, namely I nexpensive P eer-to- P eer S ubsystem (IPPS), for wireless mobile peer-to-peer networks. The platform addresses the constraints of expensive bandwidth of wireless medium, and limited memory and computing power of mobile devices. It uses a computationally-, memory requirement- and communication- wise inexpensive gossip protocol as the main maintenance operation, and exploits location information of the wireless nodes to minimize the number of link-level messages for communication between peers. As a result, the platform is not only lightweight by itself, but also provides a low cost framework for different peer-to-peer applications. In addition, further enhancements are introduced to enrich the platform with robustness and tolerance to failures without incurring any additional computational and memory complexity, and communication between peers. In specific, we propose schemes for a peer (1) to chose a partner for a gossip iteration, (2) to maintain the neighbors, and (3) to leave the peer-to-peer network. Simulation results are given to demonstrate the performance of the platform.
Qian ZhangEmail:

Mursalin Akon   received his B.Sc.Engg. degree in 2001 from the Bangladesh University of Engineering and Technology (BUET), Bangladesh, and his M.Comp.Sc. degree in 2004 from the Concordia University, Canada. He is currently working towards his Ph.D. degree at the University of Waterloo, Canada. His current research interests include peer-to-peer computing and applications, network computing, and parallel and distributed computing. Xuemin Shen   received the B.Sc. (1982) degree from Dalian Maritime University (China) and the M.Sc. (1987) and Ph.D. degrees (1990) from Rutgers University, New Jersey (USA), all in electrical engineering. He is a Professor and the Associate Chair for Graduate Studies, Department of Electrical and Computer Engineering, University of Waterloo, Canada. His research focuses on mobility and resource management in wireless/wired networks, wireless security, ad hoc and sensor networks, and peer-to-peer networking and applications. He is a co-author of three books, and has published more than 300 papers and book chapters in different areas of communications and networks, control and filtering. Dr. Shen serves as the Technical Program Committee Chair for IEEE Globecom’07, General Co-Chair for Chinacom’07 and QShine’06, the Founding Chair for IEEE Communications Society Technical Committee on P2P Communications and Networking. He also serves as the Editor-in-Chief for Peer-to-Peer Networking and Application; founding Area Editor for IEEE Transactions on Wireless Communications; Associate Editor for IEEE Transactions on Vehicular Technology; KICS/IEEE Journal of Communications and Networks, Computer Networks; ACM/Wireless Networks; and Wireless Communications and Mobile Computing (Wiley), etc. He has also served as Guest Editor for IEEE JSAC, IEEE Wireless Communications, and IEEE Communications Magazine. Dr. Shen received the Excellent Graduate Supervision Award in 2006, and the Outstanding Performance Award in 2004 from the University of Waterloo, the Premier’s Research Excellence Award (PREA) in 2003 from the Province of Ontario, Canada, and the Distinguished Performance Award in 2002 from the Faculty of Engineering, University of Waterloo. Dr. Shen is a registered Professional Engineer of Ontario, Canada. Sagar Naik   received his BS, M. Tech., M. Math., and Ph.D. degrees from Sambalpur University (India), Indian Institute of Technology, University of Waterloo, and Concordia University, respectively. From June 1993 to July 1999 he was on the Faculty of Computer Science and Engineering at the University of Aizu, Japan, as an Assistant and Associate Professor. At present he is an Associate Professor in the Department of Electrical and Computer Engineering, University of Waterloo. His research interests include mobile communication and computing, distributed and network computing, multimedia synchronization, power-aware computing and communication. Ajit Singh   received the B.Sc. degree in electronics and communication engineering from the Bihar Institute of Technology (BIT), Sindri, India, in 1979 and the M.Sc. and Ph.D. degrees from the University of Alberta, Edmonton, AB, Canada, in 1986 and 1991, respectively, both in computing science. From 1980 to 1983, he worked at the R&D Department of Operations Research Group (the representative company for Sperry Univac Computers in India). From 1990 to 1992, he was involved with the design of telecommunication systems at Bell-Northern Research, Ottawa, ON, Canada. He is currently an Associate Professor at Department of Electrical and Computer Engineering, University of Waterloo, Waterloo, ON, Canada. His research interests include network computing, software engineering, database systems, and artificial intelligence. Qian Zhang   received the B.S., M.S., and Ph.D. degrees from Wuhan University, Wuhan, China, in 1994, 1996, and 1999, respectively, all in computer science. In July 1999, she was with Microsoft Research, Asia, Beijing, China, where she was the Research Manager of the Wireless and Networking Group. In September 2005, she joined Hong Kong University of Science and Technology, Clear Water Bay, Kowloon, Hong Kong, as an Associate Professor. She has published about 150 refereed papers in international leading journals and key conferences in the areas of wireless/Internet multimedia networking, wireless communications and networking, and overlay networking. She is the inventor of about 30 pending patents. Her current research interests are in the areas of wireless communications, IP networking, multimedia, P2P overlay, and wireless security. She also participated in many activities in the IETF ROHC (Robust Header Compression) WG group for TCP/IP header compression. Dr. Zhang is an Associate Editor for the IEEE Transactions on Wireless Communications, IEEE Transactions on Multimedia, IEEE Transactions on Vehicular Technologies, and Computer Communications. She also served as the Guest Editor for a Special Issue on Wireless Video in the IEEE Wireless Communication Magazine and is serving as a Guest Editor for a Special Issue on Cross Layer Optimized Wireless Multimedia Communication in the IEEE Journal on Selected Areas in Communications. She received the TR 100 (MIT Technology Review) World’s Top Young Innovator Award. She also received the Best Asia Pacific (AP) Young Researcher Award from the IEEE Communication Society in 2004. She received the Best Paper Award from the Multimedia Technical Committee (MMTC) of IEEE Communication Society. She is the Chair of QoSIG of the Multimedia Communication Technical Committee of the IEEE Communications Society. She is also a member of the Visual Signal Processing and Communication Technical Committee and the Multimedia System and Application Technical Committee of the IEEE Circuits and Systems Society.   相似文献   

16.
Augmentative and alternative communication (AAC) systems can be mounted on a range of different hardware platforms, from custom-designed units to desktop or laptop personal computers and hand-held and palmtop systems. Palmtop devices such as personal data assistants (PDAs) offer great advantages of portability. The small display size and limited storage and processing capacity of a PDA compared to larger systems are likely to impose some limitations on the range of AAC applications which can be supported, however, particularly when multimedia-based applications are considered. This paper addresses issues involved in migrating a multimedia AAC application onto a palm-top PDA and discusses the user involvement in the re-engineering of the system for that environment. Outcomes from an initial practical trial with a person who uses AAC are reported.  相似文献   

17.
Mobile urban environments present a challenge for context-aware computers because they differ from fixed indoor contexts such as offices, meeting rooms, and lecture halls in many important ways. Internal factors such as tasks and goals are different—external factors such as social resources are dynamic and unpredictable. An empirical, user-centred approach is needed to understand mobile contexts. In this paper, we present insights from an ethnomethodologically inspired study of 25 adult urbanites in Helsinki. The results describe typical phenomena in mobility: how situational and planned acts intermesh in navigation, how people construct personal and group spaces, and how temporal tensions develop and dissolve. Furthermore, we provide examples of social solutions to navigation problems, examine mobile multitasking, and consider design implications for mobile and context-aware human–computer interaction.
Sakari TamminenEmail: Phone: +358-9-4516042
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18.
An innovative mobile electronic tourist guide application   总被引:1,自引:3,他引:1  
“Mobile tourism” represents a relatively new trend in the field of tourism and involves the use of mobile devices as electronic tourist guides. While much of the underlying technology is already available, there are still open challenges with respect to design, usability, portability, functionality and implementation aspects. Most existing “mobile tourism” solutions either represent of-the-shelf applications with rigidly defined content or involve portable devices with networking capabilities that access tourist content with the requirement of constant airtime, i.e., continuous wireless network coverage. This paper presents the design and implementation issues of a “mobile tourism” research prototype, which brings together the main assets of the two aforementioned approaches. Namely, it enables the creation of portable tourist applications with rich content that matches user preferences. The users may download these personalized applications (optimized for their specific device’s model) either directly to their mobile device or first to a PC and then to a mobile terminal (through infrared or bluetooth). Thereafter, network coverage is not further required as the applications execute in standalone mode and may be updated when the user returns online. The dynamically created tourist applications also incorporate a “push model”, wherein new tourist content is forwarded to the mobile terminal with minimal user intervention as soon as it is added or updated by the administrator. Our prototype has been developed on the top of Java 2 Micro Edition (J2ME) which offers an ideal platform for the development of full-fledged, interactive and portable applications tailored for resource-constrained mobile devices. The paper presents our development experiences with J2ME and highlights its main advantages and shortcomings in relation to the implementation of such kind of applications. Finally, an empirical evaluation of user experience with the mobile application prototype is presented.
Daphne EconomouEmail:
  相似文献   

19.
The main aim of this study is to determine the factors influencing the adoption of Near Field Communication (NFC)-enabled mobile credit card, an innovation in contactless payment for the future generation. Constructs from psychological science, trust-based and behavioral control theories were incorporated into the parsimonious TAM. Using empirical data and Structural Equation Modeling-Artificial Neural Networks approach together with multi group analysis, the effects of social influence, personal innovativeness in information technology, trust, perceived financial cost, perceived usefulness and perceived ease of use were examined. The significance of indirect effects was examined using the bias-corrected percentile with two-tailed significance through bootstrapping. Gender, age, experience and usage were introduced as the moderator variables with industry being the control variable in the research model. The scarcity in studies regarding the moderating effects of these variables warranted the needs to further investigate their impacts. The mediating effect of perceived usefulness was examined using the Baron–Kenny’s technique. The findings of this study have provided invaluable theoretical, methodological and managerial implications and will contribute to the decision making process by CEOs, managers, manufacturers and policy makers from the mobile manufacturing industry, businesses and financial institutions, mobile commerce, mobile telecommunication providers, mobile marketers, private or government practitioners and etc.  相似文献   

20.
Despite recent advances of electronic technologies in e-learning, a consolidated evaluation methodology for e-learning applications is not available. The evaluation of educational software must consider its usability and more in general its accessibility, as well as its didactic effectiveness. This work is a first step towards the definition of a methodology for evaluating e-learning applications. Specific usability attributes capturing the peculiar features of these applications are identified. A preliminary user study involving a group of e-students, observed during their interaction with an e-learning application in a real situation, is reported. Then, the proposal is put forward to adapt to the e-learning domain a methodology for systematic usability evaluation, called SUE. Specifically, evaluation patterns are proposed that are able to drive the evaluators in the analysis of an e-learning application.  相似文献   

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