7,795 research outputs found

    Dealing with mobility: Understanding access anytime, anywhere

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    The rapid and accelerating move towards the adoption and use of mobile technologies has increasingly provided people and organisations with the ability to work away from the office and on the move. The new ways of working afforded by these technologies are often characterised in terms of access to information and people ‘anytime, anywhere’. This paper presents a study of mobile workers that highlights different facets of access to remote people and information, and different facets of anytime, anywhere. Four key factors in mobile work are identified from the study: the role of planning, working in ‘dead time’, accessing remote technological and informational resources, and monitoring the activities of remote colleagues. By reflecting on these issues, we can better understand the role of technology and artefact use in mobile work and identify the opportunities for the development of appropriate technological solutions to support mobile workers

    Virtually connected, practically mobile

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    This is the post-print version of the Chapter. The official published version can be accessed from the links below - Copyright @ 2006 SpringerThis chapter addresses a central issue in studies of mobile work and mobile technology – what is the work of mobile workers, and how do they use the resources that they have to undertake this work (i.e. the work they have to do in order to do their work)? In contrast to many of the other papers in this collection, the objective of this chapter is to examine individual mobile work, and not teamwork and co-operation other than where it impacts on the work of individuals. We present data from a study of mobile workers, examining a range of mobile workers to produce a rich picture of their work. Our analysis reveals insights into how mobile workers mix their mobility with their work, home and social lives, their use of mobile technology, the problems – technological and otherwise – inherent in being mobile, and the strategies that they use to manage their work, time, other resources and availability. Our findings demonstrate important issues in understanding mobile work, including the maintenance of communities of practice, the role and management of interpersonal awareness and co-ordination, how environmental resources affect activity, the impact of mobility on family/social relationships and the crossover between the mobile workers’ private and working lives, how preplanning is employed prior to travel, and how mobile workers perform activity multitasking, for example through making use of ‘dead time’. Finally, we turn to the implications of this data for the design and deployment of mobile virtual work (MVW) technologies for individuals and a broader organisational context

    Mobile banking customization via user-defined tags

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    In this paper, we describe on-going work on mobile banking customization, particularly in the Australian context. The use of user-defined tags to facilitate personalized interactions in the mobile context is explored. The aim of this research is to find ways to improve mobile banking interaction. Customization is more significant in the mobile context than online due to factors such as smaller screen sizes and limited software and hardware capabilities, placing an increased emphasis on usability. This paper explains how user-defined tags can aid different types of customization at the interaction level. A preliminary prototype has been developed to demonstrate the mechanics of the proposed approach. Potential implications, design decisions and limitations are discussed with an outline of future work

    Cultural Contradictions of the Anytime, Anywhere Economy: Reframing Communication Technology

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    Technology-aided ubiquity and instantaneity have emerged as major goals of most information technology providers and of certain classes of users such as “road warriors”. New mobile technologies promise genie-in-a-bottle type near-magical qualities with anytime, anywhere access to information and services. While the complex science, systems, and economics of such technologies receive considerable attention from industry executives and researchers, the social and cultural aspects of these technologies attract less attention. This paper explores the oft-contradictory promises and pitfalls of anytime, anywhere technologies from a cultural standpoint. It makes suggestions for reinterpreting these technologies for greater human good

    Anytime-Anywhere: Personalised Time Management in Networking for e-Learning

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    Personalisation in the provision of higher education (HE) has gained traction driven by socio-economic, demographic, and employment changes in the student population.  Concomitant with these changes is the evolving capability and ubiquity of mobile technologies.  These developments have resulted in interest in e-learning to accommodate the diverse student population and leverage the power of mobile technologies.  To address the changing educational demands ‘anytime-anywhere' personalised e-learning utilising mobile technologies is becoming ubiquitous in the domain of HE, and increasingly e-learning is embracing Web 2.0 technologies to provide networking functionality at both a pedagogic and personal level.  Personalisation requires the creation of an individual's profile (termed a context), a context defining and describing a user's current state.  This article considers personalised e-learning in a university domain with consideration of networking (in a collaborative and social networking sense).  Following consideration of the factors driving the interest in and take-up of e-Learning (in a mobile context) Web 2.0 technologies will be considered.  The nature of context and context and related research is considered followed by a brief overview of the proposed approach which is designed to enable effective personalisation with constraint satisfaction and predictable decision support.  The article closes with final observations and conclusions

    IoT system for anytime/anywhere monitoring and control of vehicles’ parameters

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    This paper presents an IoT (Internet of Things) system designed to allow the monitoring and control of parameters of the users’ vehicles, anytime and anywhere in the world, through the Internet. The system prototype was developed and tested using an electric vehicle (EV) and the respective sensor systems. The main components of the proposed IoT system are: a Bluetooth Low Energy (BLE) intra-vehicular wireless sensor network (IVWSN); a mobile device that acts both as the vehicle’s gateway, connecting the IVWSN to the Internet, and as the vehicle’s human machine interface (HMI); an online server/database, based on Firebase; a client, which can be either a mobile device or a personal computer; and a residential wireless sensor network (WSN). The use of a wireless network to collect sensor data inside of the vehicle introduces some advantages when compared with conventional wired networks, whereas the inclusion of a residential WSNs in the proposed IoT architecture allows the provision of additional features, such as automatic control of the EV battery charging process. Experimental results are provided to assess the performance of the developed IVWSN and HMI.This work has been supported by COMPETE: POCI-01-0145- FEDER-007043 and FCT – Fundação para a CiĂȘncia e Tecnologia within the Project Scope: UID/CEC/00319/2013.info:eu-repo/semantics/publishedVersio

    Active architecture for pervasive contextual services

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    Pervasive services may be defined as services that are available to any client (anytime, anywhere). Here we focus on the software and network infrastructure required to support pervasive contextual services operating over a wide area. One of the key requirements is a matching service capable of assimilating and filtering information from various sources and determining matches relevant to those services. We consider some of the challenges in engineering a globally distributed matching service that is scalable, manageable, and able to evolve incrementally as usage patterns, data formats, services, network topologies and deployment technologies change. We outline an approach based on the use of a peer-to-peer architecture to distribute user events and data, and to support the deployment and evolution of the infrastructure itself

    Designing appliances for mobile commerce and retailtainment

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    In the emerging world of the new consumer and the `anytime, anywhere' mobile commerce, appliances are located at the collision point of the retailer and consumer agendas. The consequence of this is twofold: on the one hand appliances that were previously considered plain and utilitarian become entertainment devices and on the other, for the effective design of consumer appliances it becomes paramount to employ multidisciplinary expertise. In this paper, we discuss consumer perceptions of a retailtainment commerce system developed in collaboration between interactivity designers, information systems engineers, hardware and application developers, marketing strategists, product development teams, social scientists and retail professionals. We discuss the approached employed for the design of the consumer experience and its implications for appliance design
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