819 research outputs found

    Contextual mobile adaptation

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    Ubiquitous computing (ubicomp) involves systems that attempt to fit in with users’ context and interaction. Researchers agree that system adaptation is a key issue in ubicomp because it can be hard to predict changes in contexts, needs and uses. Even with the best planning, it is impossible to foresee all uses of software at the design stage. In order for software to continue to be helpful and appropriate it should, ideally, be as dynamic as the environment in which it operates. Changes in user requirements, contexts of use and system resources mean software should also adapt to better support these changes. An area in which adaptation is clearly lacking is in ubicomp systems, especially those designed for mobile devices. By improving techniques and infrastructure to support adaptation it is possible for ubicomp systems to not only sense and adapt to the environments they are running in, but also retrieve and install new functionality so as to better support the dynamic context and needs of users in such environments. Dynamic adaptation of software refers to the act of changing the structure of some part of a software system as it executes, without stopping or restarting it. One of the core goals of this thesis is to discover if such adaptation is feasible, useful and appropriate in the mobile environment, and how designers can create more adaptive and flexible ubicomp systems and associated user experiences. Through a detailed study of existing literature and experience of several early systems, this thesis presents design issues and requirements for adaptive ubicomp systems. This thesis presents the Domino framework, and demonstrates that a mobile collaborative software adaptation framework is achievable. This system can recommend future adaptations based on a history of use. The framework demonstrates that wireless network connections between mobile devices can be used to transport usage logs and software components, with such connections made either in chance encounters or in designed multi–user interactions. Another aim of the thesis is to discover if users can comprehend and smoothly interact with systems that are adapting. To evaluate Domino, a multiplayer game called Castles has been developed, in which game buildings are in fact software modules that are recommended and transferred between players. This evaluation showed that people are comfortable receiving semi–automated software recommendations; these complement traditional recommendation methods such as word of mouth and online forums, with the system’s support freeing users to discuss more in–depth aspects of the system, such as tactics and strategies for use, rather than forcing them to discover, acquire and integrate software by themselves

    Don't walk like an Egyptian : Coping with shared attention in a mobile 3D system

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    This thesis presents our study of a system using real-time three-dimensional graphics on handheld computers focusing on the impact of the shared attention problem. The main objective is to investigate whether a mobile RT3D system can be both usable and useful. We postulate that one of the greater challenges to such a system is the problem of shared attention. The dynamic context of truly mobile IT use means that the user will have to share his attention between operating the system and relating to the world around him. In order to investigate this issue we developed a prototype of a Mobile 3D system. We relied on literature studies, interviews with experts and other research of relevance. As a result we formulated a set of system requirements with the intention to cope with the shared attention problem. We then performed an experiment to test how the mobile 3D system developed was utilized and how our design choices affected shared attention among the test subjects. The resulting system was received favourably by the test subjects. We observed the subjects obtaining a dynamic pattern of use where they located the destination of each task prior to movement, then checked while moving that they were on the right track. The attention demand of the system was not observed to be intrusive as the subjects appeared to be able to make efficient use of the system while moving. Although the system was received favourably by the test subjects, we suspect that our initial suppositions need to be revised. Our finds indicate that our focus on shared attention may have blinded us to other important factors. There were indications that the subjects had constructed a mental map of the geographical area prior to beginning movement and so did not use the system to aqcuire new information while they were walking. This interpretation leads to several needed revisions of our shared attention model. In our discussion we argue that focusing our design on shared attention to such an extent is not necessarily ideal for M3D systems. However the start/stop paradigm of the subjects indicates the need for a dynamic interaction design: aimed at rapidly switching between high and low attention modes

    Naval Reserve support to information Operations Warfighting

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    Since the mid-1990s, the Fleet Information Warfare Center (FIWC) has led the Navy's Information Operations (IO) support to the Fleet. Within the FIWC manning structure, there are in total 36 officer and 84 enlisted Naval Reserve billets that are manned to approximately 75 percent and located in Norfolk and San Diego Naval Reserve Centers. These Naval Reserve Force personnel could provide support to FIWC far and above what they are now contributing specifically in the areas of Computer Network Operations, Psychological Operations, Military Deception and Civil Affairs. Historically personnel conducting IO were primarily reservists and civilians in uniform with regular military officers being by far the minority. The Naval Reserve Force has the personnel to provide skilled IO operators but the lack of an effective manning document and training plans is hindering their opportunity to enhance FIWC's capabilities in lull spectrum IO. This research investigates the skill requirements of personnel in IO to verify that the Naval Reserve Force has the talent base for IO support and the feasibility of their expanded use in IO.http://archive.org/details/navalreservesupp109451098

    Pedestrian real-time location and routing information delivered to mobile digital architectural guides

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    The work described in this thesis deals with two particular issues relating to the effective delivery of Architectural information that includes textual, 2D graphics and 3D graphic information to small mobile digital devices on location. These issues were investigated, and a solution was suggested in this thesis as part of an ongoing research project, 'City in the Palm of your Hand', that is being applied in the city of Liverpool, UK. The outcomes have broader implications for other applications of the theories and technologies related to pedestrian guides

    City of Portsmouth, New Hampshire popular annual financial report (PAFR) fiscal year 2021 (July 1, 2020 - June 30, 2021).

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    This is an annual report containing vital statistics for a town/city in the state of New Hampshire

    Reports Of Conferences, Institutes, And Seminars

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    This quarter\u27s column offers coverage of multiple sessions from the 2016 Electronic Resources & Libraries (ER&L) Conference, held April 3–6, 2016, in Austin, Texas. Topics in serials acquisitions dominate the column, including reports on altmetrics, cost per use, demand-driven acquisitions, and scholarly communications and the use of subscriptions agents; ERMS, access, and knowledgebases are also featured
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