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Nihan Ocak 《International journal of human-computer interaction》2017,33(8):633-641
The aim of this study is to analyze and comparatively evaluate the usability of touch screen mobile applications through cognitive modeling and end-user usability testing methodologies. The study investigates the accuracy of the estimated results of a cognitive model produced for touch screen mobile phone interfaces. A mobile wallet application was chosen as the mobile software. The CogTool modeling tool was used as the cognitive modeling method. Eight tasks were determined and user tests were conducted in a usability laboratory with 10 participants. The tasks were compared on the basis of step time and total task completion time. This study reveals that CogTool gives approximate estimations with actual user performance on touch screen mobile phone application interfaces. However, if there are special cases in the tasks such that users are very accustomed to the steps or decision-making that is involved in the tasks, the “Think Operation” in CogTool should be modified. 相似文献
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Eva Garcia-Lopez Luis de-Marcos Antonio Garcia-Cabot Jose-Javier Martinez-Herraiz 《International journal of human-computer interaction》2013,29(11):777-789
Mobile devices have small screens that require the user to constantly resize the web content in order to read the text. This study sets out to (a) check whether current mobile devices are able to zoom or increase the font size of text on websites and (b) check the most efficient, effective, and satisfying usability method for the user to do so. A preparation stage with mobile devices and an experiment with real users were designed and carried out. Results suggested that current mobile devices are able to resize text in web pages. User testing returned that there is no difference in the ability to perform the task or in errors or time to complete it between text-resizing methods. However, users preferred increasing/decreasing font size links method in nontouch devices. In the light of results, it is recommended that links are provided to resize the text in web contents and that they are made readily available. 相似文献
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在如智慧医疗等众多ZigBee无线传感器网络应用中,网络节点的移动常常不可避免,为保证移动节点在网络中的泛在通讯能力,研究节点移动引起的网络性能变化十分重要。论文首先对OPNET仿真开发平台的网络层进程域模型进行改进,利用状态转移过程模拟节点移动进程特性,优化节点路由协议,改善基于OPNET的ZigBee无线传感器网络模型组网能力及网络阻塞状况。其次,仿真研究移动节点数量、移动节点速度对三种拓扑结构ZigBee网络的MAC负载、MAC延迟、端到端延迟性能的影响。仿真结果表明,随着移动节点数量以及速度的增加,簇状ZigBee网络负载承受能力最好,星型ZigBee网络在延迟方面表现出更大优越性,综合考虑负载和延迟两方面性能,网状ZigBee网络具有更大的优势。 相似文献
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为满足移动客户随时随地选购图书的需要,采用MobileApp移动框架SenchaTouch技术,设计开发一个移动书店。介绍网上书店的需求分析、关键技术和详细实现过程。经过测试表明,基于SenchaTouch的移动web应用具有良好的跨平台能力,能满足多种应用需求。 相似文献
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梁雪青 《电脑与微电子技术》2014,(9):77-80
企业移动门户系统是目前移动办公领域的重要组成部分,在移动互联网领域,跨平台解决方案是移动应用开发面临的最大问题。提出基于Sencha Touch框架实现企业移动门户系统的方法,Sencha Touch框架融合移动应用程序开发领域尖端技术,通过浏览器内核WebKit渲染,以Web应用的形式展现本地应用的风格。 相似文献
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随着计算泛在化日益深入,软硬件一体化成为个人电子消费领域的重要趋势,可穿戴设备正成为目前学术界与工业界的研究热点。这些设备虽然具有一定的传感、计算和服务能力,但其接口各异且设备间的协同能力很弱。这就一方面造成了计算和感知能力的浪费,另一方面也无法提供丰富的服务。针对此问题,提出一个支持可穿戴设备间数据及服务协同的移动中间件——Scudware Mobile。Scudware Mobile汇聚了可穿戴设备的数据和服务,并以统一的接口提供给应用层,且引入了设备协同机制。在Scudware Mobile上,实现了两个应用:个人数据门户和shaking ecard。 相似文献
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随着无线网络技术的迅速发展,移动即时通信已经成为电信行业的主要应用之一.XMPP是一种以XML为基础的开放式主流即时通信协议.针对XMPP协议在移动设备上高功耗、高带宽问题,通过研究XMPP核心标准,结合最新的XMPP扩展协议,指出了引起这些问题的原因并给出相应的解决方案.在功耗方面,提出一种兼顾传输安全性和功耗的安全体系结构SAX;在带宽方面,提出了实体能力算法、节过滤和拦截算法,用于减少XMPP实体间通信所需的XML流.最后在Android系统上进行功耗和带宽测试,测试结果表明,解决方案有效地降低了功耗并节约了带宽. 相似文献
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Twiddle是可穿戴计算机最常用的输入设备,其点击绩效直接影响其可操作性和可用性.根据费兹原理,参考Paul Fitts所采用的反复敲击试验,建立了点击绩效测试系统.在相同的测试条件下,分别对以19寸液晶显示器和两款头戢显示器为视觉输入装置的情况下对Twiddler点击绩效进行了测试,在大量试验数据的分析基础上,结合赤池信息准则,得到了最优的Twidd-ler点击绩效模型.通过将3种情况下的Twiddler点击绩效模型对比分析,反映出Twiddler的操控比较困难,同时受视觉输入设备的影响较大,影响程度随着其所能提供的对角线视角的减小而增大. 相似文献
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With the rapid development of WiFi and 3G/4G, people tend to view videos on mobile devices. These devices are ubiquitous but have small memory to cache videos. As a result, in contrast to traditional computers, these devices aggravate the network pressure of content providers. Previous studies use CDN to solve this problem. But its static leasing mechanism in which the rental space cannot be dynamically adjusted makes the operational cost soar and incompatible with the dynamically video delivery. In our study, based on a thorough analysis of user behavior from Tencent Video, a popular Chinese on-line video share platform, we identify two key user behaviors. Firstly, lots of users in the same region tend to watch the same video. Secondly, the popularity distribution of videos conforms with the Pareto principle, i.e., the top 20% popular videos own 80% of all video traffic. To turn these observations into silver bullet, we propose and implement a novel cloud- and peer-assisted video on demand system (CPA-VoD). In the system, we group users in the same region as a peer swarm, and in the same peer swarm, users can provide videos to other users by sharing their cached videos. Besides, we cache the 10% most popular videos in cloud servers to further alleviate the network pressure. We choose cloud servers to cache videos because the rental space can be dynamically adjusted. According to the evaluation on a real dataset from Tencent Video, CPA-VoD alleviates the network pressure and the operation cost excellently, while only 20.9% traffic is serviced by the content provider. 相似文献
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当前移动平板设备中用于对新媒体开发的手段主要有三种常见的技术:第一,建立在中间硬件中的技术;第
二,建立在浏览器发展中的相关技术;第三,就是Rich Media 技术。本文主要研究Rich Media 技术在移动平板设备中的应用
情况,以及移动平板如何使用Rich Media 技术为自身的发展提供相应的高科技、潮流性的服务。 相似文献
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智能手表是一种新型的可穿戴式设备,其中蕴含了大量的新颖的设计理念,包括传感器的实时监测生命体征,无线通信将实时的监控数据向其他设备发送。它的出现体现了可穿戴式设备的快速发展,同时也体现出可穿戴式设备的应用将一步一步走向人们的生活。而其智能手机客户端,在保证智能手表的基础功能的前提下,同时优化了智能手表的用户体验,并收集来自智能手表的数据,向服务器传输,达到云端监控的目的。设计将主要阐述构建基础可穿戴设备的几项关键技术,如可穿戴技术、无线通讯技术(BLE传输、Socket传输)、相关传感器技术、单片机系统、以及iOS的应用开发,其中还会对新型的TI CC2540 BLE技术以及iOS BLE技术进行详细的介绍与分析。 相似文献
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Miczo A. Dipti Mohapatra Perkins S. Kaufman K. Huang K. 《Design & Test of Computers, IEEE》1987,4(2):46-54
Gate-level simulators are usually thought of in terms of their benefits to logic designers, while behavioral simulators are considered to be the province of system architects. However, the behavioral modeling capabilities of a multilevel gate/behavioral simulator significantly enhanced the performance and accuracy of what are essentially gate-level simulations. The Behave simulator is a multilevel simulator that can simulate circuits at several levels of abstraction?behavioral level, gate level, or a mixture. Zero delay and rank order capability are also available in Behave and can be used to advantage. For example, in a simulation of an array multiplier involving 10,000 vectors, the time decreased from 16 hours to 38 minutes, simply because the elements were rank ordered. This range of processing is possible because of the flexibility in software for general-purpose CPUs. 相似文献
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针对移动通信领域中对语音信号压缩与解码技术进行了研究,提出了一种可变速率并且具有自纠错能力的解码器设计方案。给出了解码器的总体设计方案和系统组成部分,详细介绍了变速率解码的理论依据和算法基础。对其中的关键模块——后置滤波器的详细实现方案和技术细节。 相似文献
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移动设备中基于MIDP 2.0的2D游戏的开发 总被引:2,自引:0,他引:2
胡虚怀 《计算机工程与应用》2005,41(13):104-107
随着移动计算的迅速发展,手机和个人数字助理等移动设备已成为程序员新的开发平台。特别是在这些平台上使用J2ME和MIDP进行游戏开发已越来越受到人们的关注。最新的MIDP2.0和游戏API的引入为程序员解决了以前在MIDP1.0中进行游戏开发时所遇到的各种问题。论文分析MIDP2.0游戏API的新特性,并结合一个实际的开发项目给出基于移动设备的2D游戏的设计方法。 相似文献
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在开发三层分布式结构动态 Web图书馆管理系统的编目公务网的录入技术的基础上 ,阐述了自动添加磁盘文本文件多个字段作为用户缺省的输入项及对同一页面各种选择输入请求的处理与输入值的保持等技术。 相似文献