2,924 research outputs found
An Architectural Framework for Collaboration of Heterogeneous Communication Devices Using WAP and Mobile Device Augmented(MDA)Gateway Integration
Within the last couple of years, the challenge of displaying collaborative multimedia
information has become very important with the large diversity of communication devices
such as Personal Computers, laptops, notebooks and handheld devices. The shared data
and information may be presented with different views depending on the communication
device used by a particular collaborator. The use of various web tools (HTML, WML etc)
offers some solutions to the problem but if the target application requires more complex
features such as rich multimedia data than is manageable using HTML or WML format,
something else need to be done. In this paper, we propose a framework that integrates WAP
and MDA Gateway to support collaboration among virtual teams and nomadic workers
using heterogeneous communication devices. We then discuss an approach for augmenting
mobile device small screen capabilities with surrounding large screen display device
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HMD versus PDA: A comparative study of the user out-of-box experience
The out-of-box experience (OOBE) has been identified as a significant factor contributing to user perception and acceptance of products and technologies. Whilst there has been considerable emphasis placed on formalising methodological procedures for evaluating the OOBE and on the creation of positive user experiences through appropriate interfaces and applications, relatively little work has been undertaken examining how the OOBE is impacted when the experience itself covers a range of (possibly interconnected) devices. In this paper we report the results of an empirical study which examined the OOBE when a Personal Digital Assistant (PDA) and Head Mounted Device (HMD) were configured and then connected for inter-operability purposes. Our findings show that type of device has a considerable impact on the OOBE, with the ask of interconnecting devices having a detrimental effect on the OOBE. The OOBE, however, is in main unaffected by user type and gender
Ubiquitous Computing
The aim of this book is to give a treatment of the actively developed domain of Ubiquitous computing. Originally proposed by Mark D. Weiser, the concept of Ubiquitous computing enables a real-time global sensing, context-aware informational retrieval, multi-modal interaction with the user and enhanced visualization capabilities. In effect, Ubiquitous computing environments give extremely new and futuristic abilities to look at and interact with our habitat at any time and from anywhere. In that domain, researchers are confronted with many foundational, technological and engineering issues which were not known before. Detailed cross-disciplinary coverage of these issues is really needed today for further progress and widening of application range. This book collects twelve original works of researchers from eleven countries, which are clustered into four sections: Foundations, Security and Privacy, Integration and Middleware, Practical Applications
Context-aware management of multi-device services in the home
MPhilMore and more functionally complex digital consumer devices are becoming
embedded or scattered throughout the home, networked in a piecemeal fashion and
supporting more ubiquitous device services. For example, activities such as watching
a home video may require video to be streamed throughout the home and for multiple
devices to be orchestrated and coordinated, involving multiple user interactions via
multiple remote controls.
The main aim of this project is to research and develop a service-oriented multidevice
framework to support user activities in the home, easing the operation and
management of multi-device services though reducing explicit user interaction. To do
this, user contexts i.e., when and where a user activity takes place, and device
orchestration using pre-defined rules, are being utilised.
A service-oriented device framework has been designed in four phases. First, a simple
framework is designed to utilise OSGi and UPnP functionality in order to orchestrate
simple device operation involving device discovery and device interoperability.
Second, the framework is enhanced by adding a dynamic user interface portal to
access virtual orchestrated services generated through combining multiple devices.
Third the framework supports context-based device interaction and context-based task
initiation. Context-aware functionality combines information received from several
sources such as from sensors that can sense the physical and user environment, from
user-device interaction and from user contexts derived from calendars. Finally, the
framework supports a smart home SOA lifecycle using pre-defined rules, a rule
engine and workflows
Services in pervasive computing environments : from design to delivery
The work presented in this thesis is based on the assumption that modern computer technologies are already potentially pervasive: CPUs are embedded in any sort of device; RAM and storage memory of a modern PDA is comparable to those of a ten years ago Unix workstation; Wi-Fi, GPRS, UMTS are leveraging the development of the wireless Internet. Nevertheless, computing is not pervasive because we do not have a clear conceptual model of the pervasive computer and we have not tools, methodologies, and middleware to write and to seamlessly deliver at once services over a multitude of heterogeneous devices and different delivery contexts. Our thesis addresses these issues starting from the analysis of forces in a pervasive computing environment: user mobility, user profile, user position, and device profile. The conceptual model, or metaphor, we use to drive our work is to consider the environment as surrounded by a multitude of services and objects and devices as the communicating gates between the real world and the virtual dimension of pervasive computing around us. Our thesis is thus built upon three main “pillars”. The first pillar is a domain-object-driven methodology which allows developer to abstract from low level details of the final delivery platform, and provides the user with the ability to access services in a multi-channel way. The rationale is that domain objects are self-contained pieces of software able to represent data and to compute functions and procedures. Our approach fills the gap between users and domain objects building an appropriate user interface which is both adapted to the domain object and to the end user device. As example, we present how to design, implement and deliver an electronic mail application over various platforms. The second pillar of this thesis analyzes in more details the forces that make direct object manipulation inadequate in a pervasive context. These forces are the user profile, the device profile, the context of use, and the combinatorial explosion of domain objects. From the analysis of the electronic mail application presented as example, we notice that according to the end user device, or according to particular circumstances during the access to the service (for instance if the user access the service by the interactive TV while he is having his breakfast) some functionalities are not compulsory and do not fit an adequate task sequence. So we decided to make task models explicit in the design of a service and to integrate the capability to automatically generate user interfaces for domain objects with the formal definition of task models adapted to the final delivery context. Finally, the third pillar of our thesis is about the lifecycle of services in a pervasive computing environment. Our solutions are based upon an existing framework, the Jini connection technology, and enrich this framework with new services and architectures for the deployment and discovery of services, for the user session management, and for the management of offline agents
Augmented Reality and Context Awareness for Mobile Learning Systems
Learning is one of the most interactive processes that humans practice. The level of interaction between the instructor and his or her audience has the greatest effect on the output of the learning process. Recent years have witnessed the introduction of e-learning (electronic learning), which was then followed by m-learning (mobile learning). While researchers have studied e-learning and m-learning to devise a framework that can be followed to provide the best possible output of the learning process, m-learning is still being studied in the shadow of e-learning. Such an approach might be valid to a limited extent, since both aims to provide educational material over electronic channels. However, m-learning has more space for user interaction because of the nature of the devices and their capabilities. The objective of this work is to devise a framework that utilises augmented reality and context awareness in m-learning systems to increase their level of interaction and, hence, their usability. The proposed framework was implemented and deployed over an iPhone device. The implementation focused on a specific course. Its material represented the use of augmented reality and the flow of the material utilised context awareness. Furthermore, a software prototype application for smart phones, to assess usability issues of m-learning applications, was designed and implemented. This prototype application was developed using the Java language and the Android software development kit, so that the recommended guidelines of the proposed framework were maintained. A questionnaire survey was conducted at the University, with approximately twenty-four undergraduate computer science students. Twenty-four identical smart phones were used to evaluate the developed prototype, in terms of ease of use, ease of navigating the application content, user satisfaction, attractiveness and learnability.
Several validation tests were conducted on the proposed augmented reality m-learning verses m-learning. Generally, the respondents rated m-learning with augmented reality as superior to m-learning alone
M-Learning Campus Course Development Tool
The objective of M-Learning is to integrate technology with education in order to
enhance the effectiveness of students' traditional learning process. The main purpose of
M-Learning is to create a flexible learning environment for students where the
implementation of just-in-time learning is applied here. Education is the key element to
an economic success in any nation. Thus the computer and internet become essential
tools in education which provides opportunities for widening participation in to access
the Internet. A system is targeting to introduce the new way of learning environment to
the students as a learning tool. In Chapter 3, the author will discuss about the
methodology used; waterfall model, architecture of the system and tools used in
developing the system. The system prototype consists of five modules; announcement
module, courses module, grades modules, assignments module and schedule module
which will be discussed in Chapter 4. The system evaluation is done by conducting a
survey and the result analysis is presented based on Technology Acceptance Model
(TAM) concept. As in conclusion, the scope of this project has been achieved and
should provides new experience of learning style and environment
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