49 research outputs found

    Affective gesture feedback Instant Messaging on handhelds

    Get PDF
    Mobile devices and mobile networks are becoming more data-centric (evident in Japanese I-mode) even as mobile network voice Average Revenue Per User are declining, new stream of data services are required which must take cognisance of handhelds features albeit their small screen estate and input/output limitations. A text only Instant Messaging (IM) built on the Internet Engineering Task Force open standard Session Initiation Protocol (SIP) and SIP for Instant Messaging and Presence Leveraging Extensions (SIMPLE) has been developed in line with our novel introduction of a user-defined text Hotkey feature. Given that text communication possesses expressive discourse with some presence level, we seek to show that one-click text-gesture fast-tracking enhances text communication further. For this study, we are taking a hybrid quantitative and qualitative approach. Initial results have shown that an Affective Gesture approach is more likely to improve IM chat spontaneity/response rate. Enhanced input mechanisms for handheld IM system are expected to increase co-presence between handheld users and their desktop-based counterparts while in a synchronous discussion.Telkom, Cisco, THRIPDepartment of HE and Training approved lis

    Instant messaging on handhelds: an affective gesture approach

    Get PDF
    Text communication can be perceived as lacking in chat spontaneity, or plastic, due to medium limitations during interaction. A form of text messaging, Instant Messaging (IM), is now on the uptake, even on mobile handhelds. This paper presents results of using affective gesture to rubberise IM chat in order to improve synchronous communication spontaneity. The experimental design makes use of a text-only IM tool, running on handhelds, built with the Session Initiation Protocol (SIP) and the SIP Instant Messaging and Presence Leveraging Extensions (SIMPLE). The tool was developed with a novel user-defined hotkey – a one-click context menu that fast-tracks the creation and transmission of text-gestures and emoticons. A hybrid quantitative and qualitative approach was taken in order to enable data triangulation. Data collected from user trials affirms that the affective gesture hotkey facility improves chat responsiveness, thus enhancing chat spontaneity.Telkom, Cisco, THRI

    Ilonani : a table-top robot for remote interaction

    Get PDF
    Este documento presenta los resultados de la investigación realizada con el objetivo de desarrollar un robot para la interacción remota. La concepción de este “robot de mesa” incluye el uso de un Internet Tablet de Nokia, el N810, como la cabeza y cara del robot, concentrando las funciones de procesamiento y la interfaz con los usuarios. Este dispositivo iría montado sobre una base que proporcionaría la capacidad de giro y balanceo, controlado con un sistema formado por un microcontrolador y un grupo de servomecanismos. El trabajo realizado bajo este proyecto se concentra en el desarrollo de una configuración software que permita la realización de video conferencia entre dos de estos dispositivos. Los resultados obtenidos tienen dos facetas: por un lado, se configuró un sistema que proporcionaba la funcionalidad de video conferencia (aunque no de la manera anticipada), y por otro, se obtuvo un conocimiento destilado en este documento con la idea de que fuese utilizado en futuros proyectos.Ingeniería Industria

    Service Oriented Mobile Computing

    Get PDF
    La diffusione di concetti quali Pervasive e Mobile Computing introduce nell'ambito dei sistemi distribuiti due aspetti fondamentali: la mobilità dell'utente e l'interazione con l'ambiente circostante, favorite anche dal crescente utilizzo di dispositivi mobili dotati di connettività wireless come prodotti di consumo. Per estendere le funzionalità introdotte nell'ambito dei sistemi distribuiti dalle Architetture Orientate ai Servizi (SOA) e dal paradigma peer-to-peer anche a dispositivi dalle risorse limitate (in termini di capacità computazionale, memoria e batteria), è necessario disporre di un middleware leggero e progettato tenendo in considerazione tali caratteristiche. In questa tesi viene presentato NAM (Networked Autonomic Machine), un formalismo che descrive in modo esaustivo un sistema di questo tipo; si tratta di un modello teorico per la definizione di entità hardware e software in grado di condividere le proprie risorse in modo completamente altruistico. In particolare, il lavoro si concentra sulla definizione e gestione di un determinato tipo di risorse, i servizi, che possono essere offerti ed utilizzati da dispositivi mobili, mediante meccanismi di composizione e migrazione. NSAM (Networked Service-oriented Autonomic Machine) è una specializzazione di NAM per la condivisione di servizi in una rete peer-to-peer, ed è basato su tre concetti fondamentali: schemi di overlay, composizione dinamica di servizi e auto-configurazione dei peer. Nella tesi vengono presentate anche diverse attività applicative, che fanno riferimento all'utilizzo di due middleware sviluppati dal gruppo di Sistemi Distribuiti (DSG) dell'Università di Parma: SP2A (Service Oriented Peer-to-peer Architecture), framework per lo sviluppo di applicazioni distribuite attraverso la condivisione di risorse in una rete peer-to-peer, e Jxta-Soap che consente la condivisione di Web Services in una rete peer-to-peer JXTA. Le applicazioni realizzate spaziano dall'ambito della logistica, alla creazione di comunità per l'e-learning, all'Ambient Intelligence alla gestione delle emergenze, ed hanno come denominatore comune la creazione di reti eterogenee e la condivisione di risorse anche tra dispositivi mobili. Viene inoltre messo in evidenza come tali applicazioni possano essere ottimizzate mediante l'introduzione del framework NAM descritto, per consentire la condivisione di diversi tipi di risorse in modo efficiente e proattivo

    A semiotic approach to ad-hoc networked environments

    Get PDF
    The aim of the work in this thesis is to develop a new approach of interacting with adhoc networked environments. These are networks where devices connect on demand with no underlying network infrastructure. The intention of this work is to develop these environments so that devices and services on these networks can publish their services, query for other services and connect with each other when required. The devices need to be able to perform these actions without prior knowledge of each other, therefore a theory of communication, semiotics, is presented. Ad-hoc networks provide an appropriate test-bed for this application of semiotics as they allow services to `know' about each other and communicate with one another. By using semiotics, we aim to create a representation of communication that allows a system to communicate within the networked environment and ask for services and connections as well as interact with users and provide. This way a user can demand something from the surrounding environment and the elements within this environment can communicate with each other to provide the service the user required. To create an effective model for this representation, various research areas will be discussed such as smart environments, natural language processing, multicast environments and human computer interaction. Principles will be used from all these areas to implement an approach of interacting with smart environments. Different types of smart environments, such as as smart homes and m-commerce environments, will be used to observe how di erent contexts a ect communication. A prototype system was realised for proof of concept and evaluated by subjects. This work highlighted the feasibility of this approach and opened a new area worthwhile of further research.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Accessible collaborative learning environments for mobile devices

    Get PDF
    Mención Internacional en el título de doctorNew technologies and devices are being used in learning environments by teachers and students. Some of these tools are computer supported collaborative learning tools that help them collaborate with each other and share knowledge. Chat applications are one of these tools. These tools allow sharing materials and knowledge or solve doubts in real time without the necessity of being in the same room at the same time. Especially, these tools are being used in mobile devices which make collaboration more ubiquitous because people can use them everywhere. However, existing chat applications are not fully accessible and present accessibility barriers that users need to face every day. People with disabilities encounter these barriers every day despite of they have the same rights as people without disabilities according to multiple regulations in many countries around the World. These barriers might not be faced by people with disabilities only, people with disabilities who use mobile devices in different environments e.g. on the move or in bright environments can suffer similar problems as people with disabilities. This thesis aims to identify the accessibility barriers that m-learning chat applications have. Besides, considering these problems, this research aims, as far as possible, to improve the accessibility of chat applications. As a result, people with and without disabilities could collaborate with each other without facing accessibility barriers that will mermaid their learning. The main objectives of this thesis are: firstly, identify accessibility barriers that people with and without disabilities face when they use chat applications; secondly, specify the requirements that accessible m-learning chat applications should include for being accessible; and finally, provide an accessible interaction improvement for these applications. All these objectives have been achieved following a user centred design approach. As a result, more than 200 people with and without disabilities have participated in this thesis.Las tecnologías de la información se utilizan en entornos educativos para ayudar a los estudiantes y profesores a compartir y mejorar el aprendizaje. Algunas de estas herramientas permiten a los estudiantes compartir conocimiento y aprender colaborando entre sí, y se suelen denominar herramientas de aprendizaje colaborativas. Un ejemplo de herramienta colaborativa es la aplicación Chat. A través de estas aplicaciones, los profesores y estudiantes pueden compartir recursos y conocimiento o resolver dudas en tiempo real, sin la necesidad de encontrarse en la misma aula al mismo tiempo. Estas herramientas se utilizan hoy en día en dispositivos móviles que permiten realizar colaboraciones de forma ubicua, ya que se pueden utilizar desde cualquier lugar. Sin embargo, hoy en día las aplicaciones chats que existen en el mercado no son completamente accesibles, presentando barreras de accesibilidad que los usuarios tienen que sortear cada día. Las personas con discapacidad sufren estas barreras, a pesar de que están amparados por leyes de todo el mundo que especifican que tienen los mismos derechos que las personas sin discapacidad. Estas barreras de accesibilidad no son barreras que sólo personas con discapacidad pueden percibir, personas sin discapacidad pueden sufrir los mismos problemas cuando utilizan estas herramientas en dispositivos móviles, cuando se están desplazando o cuando utilizan los dispositivos en espacios abiertos con mucha luz. En esta tesis doctoral se pretende estudiar las barreras de accesibilidad que presentan las aplicaciones chat en entornos educativos con dispositivos móviles. De esta forma, se trata, en la medida de lo posible, de mejorar la accesibilidad de este tipo de aplicaciones. Como resultado, personas con discapacidad y sin discapacidad podrán colaborar entre sí, sin encontrar problemas de accesibilidad. Los tres objetivos principales de esta tesis son: primero, identificar los problemas que las personas con y sin discapacidad tienen cuando utilizan los chats; segundo, especificar los requisitos de accesibilidad que los chats deben incluir en entornos de aprendizaje utilizando dispositivos móviles; y finalmente, realizar una propuesta de mejora de accesibilidad de este tipo de aplicaciones. Todos estos objetivos se han alcanzado siguiendo para ello un diseño centrado en el usuario en el que se ha contado con la participación de más de 200 personas con y sin discapacidad para obtener cada una de las aportaciones resultado de los objetivos propuestos.Programa Oficial de Doctorado en Ciencia y Tecnología InformáticaPresidente: Covadonga Rodrigo San Juan.- Secretario: María Belén Ruiz Mezcua.- Vocal: Leonel Caseiro Morgad

    Interoperability of wireless communication technologies in hybrid networks : evaluation of end-to-end interoperability issues and quality of service requirements

    Get PDF
    Hybrid Networks employing wireless communication technologies have nowadays brought closer the vision of communication “anywhere, any time with anyone”. Such communication technologies consist of various standards, protocols, architectures, characteristics, models, devices, modulation and coding techniques. All these different technologies naturally may share some common characteristics, but there are also many important differences. New advances in these technologies are emerging very rapidly, with the advent of new models, characteristics, protocols and architectures. This rapid evolution imposes many challenges and issues to be addressed, and of particular importance are the interoperability issues of the following wireless technologies: Wireless Fidelity (Wi-Fi) IEEE802.11, Worldwide Interoperability for Microwave Access (WiMAX) IEEE 802.16, Single Channel per Carrier (SCPC), Digital Video Broadcasting of Satellite (DVB-S/DVB-S2), and Digital Video Broadcasting Return Channel through Satellite (DVB-RCS). Due to the differences amongst wireless technologies, these technologies do not generally interoperate easily with each other because of various interoperability and Quality of Service (QoS) issues. The aim of this study is to assess and investigate end-to-end interoperability issues and QoS requirements, such as bandwidth, delays, jitter, latency, packet loss, throughput, TCP performance, UDP performance, unicast and multicast services and availability, on hybrid wireless communication networks (employing both satellite broadband and terrestrial wireless technologies). The thesis provides an introduction to wireless communication technologies followed by a review of previous research studies on Hybrid Networks (both satellite and terrestrial wireless technologies, particularly Wi-Fi, WiMAX, DVB-RCS, and SCPC). Previous studies have discussed Wi-Fi, WiMAX, DVB-RCS, SCPC and 3G technologies and their standards as well as their properties and characteristics, such as operating frequency, bandwidth, data rate, basic configuration, coverage, power, interference, social issues, security problems, physical and MAC layer design and development issues. Although some previous studies provide valuable contributions to this area of research, they are limited to link layer characteristics, TCP performance, delay, bandwidth, capacity, data rate, and throughput. None of the studies cover all aspects of end-to-end interoperability issues and QoS requirements; such as bandwidth, delay, jitter, latency, packet loss, link performance, TCP and UDP performance, unicast and multicast performance, at end-to-end level, on Hybrid wireless networks. Interoperability issues are discussed in detail and a comparison of the different technologies and protocols was done using appropriate testing tools, assessing various performance measures including: bandwidth, delay, jitter, latency, packet loss, throughput and availability testing. The standards, protocol suite/ models and architectures for Wi-Fi, WiMAX, DVB-RCS, SCPC, alongside with different platforms and applications, are discussed and compared. Using a robust approach, which includes a new testing methodology and a generic test plan, the testing was conducted using various realistic test scenarios on real networks, comprising variable numbers and types of nodes. The data, traces, packets, and files were captured from various live scenarios and sites. The test results were analysed in order to measure and compare the characteristics of wireless technologies, devices, protocols and applications. The motivation of this research is to study all the end-to-end interoperability issues and Quality of Service requirements for rapidly growing Hybrid Networks in a comprehensive and systematic way. The significance of this research is that it is based on a comprehensive and systematic investigation of issues and facts, instead of hypothetical ideas/scenarios or simulations, which informed the design of a test methodology for empirical data gathering by real network testing, suitable for the measurement of hybrid network single-link or end-to-end issues using proven test tools. This systematic investigation of the issues encompasses an extensive series of tests measuring delay, jitter, packet loss, bandwidth, throughput, availability, performance of audio and video session, multicast and unicast performance, and stress testing. This testing covers most common test scenarios in hybrid networks and gives recommendations in achieving good end-to-end interoperability and QoS in hybrid networks. Contributions of study include the identification of gaps in the research, a description of interoperability issues, a comparison of most common test tools, the development of a generic test plan, a new testing process and methodology, analysis and network design recommendations for end-to-end interoperability issues and QoS requirements. This covers the complete cycle of this research. It is found that UDP is more suitable for hybrid wireless network as compared to TCP, particularly for the demanding applications considered, since TCP presents significant problems for multimedia and live traffic which requires strict QoS requirements on delay, jitter, packet loss and bandwidth. The main bottleneck for satellite communication is the delay of approximately 600 to 680 ms due to the long distance factor (and the finite speed of light) when communicating over geostationary satellites. The delay and packet loss can be controlled using various methods, such as traffic classification, traffic prioritization, congestion control, buffer management, using delay compensator, protocol compensator, developing automatic request technique, flow scheduling, and bandwidth allocation.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Literacies of Bilingual Youth: A Profile of Bilingual Academic, Social, and TXT Literacies

    Full text link
    This dissertation identifies three types of language skills that urban Spanish/English bilingual youth possess (academic, social, and texting language), and reports on their relationship while documenting and analyzing the features of text messaging among this population. The participants in this study are Spanish-dominant bilingual young adults enrolled in a high school completion program in New York City. They are in the process of developing both Spanish and English academic literacy skills, and it is well known that they tend to perform below the grade they are enrolled in. For this reason, they are often referred to as being “language-less” (DeCapua & Marshall, 2011; Freeman, Freeman, & Mercuri, 2002) in an academic setting. Yet, little was previously known about their linguistic skills in other language forms such as social and Txt. This research seeks to understand and document their abilities across language forms and modalities, painting a composite picture of non-traditional bilinguals students’ linguistic skills. The aims of this dissertation are achieved through three different approaches. The first is a quantitative study into participants’ literacy skills through the use of assessments measuring academic literacy and social language awareness across written, aural, and digital modalities. The second is an in-depth analysis of the features participants use when texting (communicating via SMS and iMessage). Txt is a relatively new language form, and the analysis presented in this dissertation identifies the features and patterns that illustrate its systematic and constrained nature. The third approach is a case study focused on the texting behavior between two prolific texters. The theories developed based on the texting patterns of all participants (except those two texters) are applied to this one conversation for validation. This conversation constitutes more than half of the text messages that students contributed to the project, highlighting just how important this language form is in the daily life of young adults. A final component of this dissertation is the public availability of the text messages as an anonymized corpus along with the code and methods used to analyze the data. The text message corpus is available at www.byts.commons.gc.cuny.ed

    A user centred approach to the modelling of contextualised experience adaptation in relation to video consumption

    Get PDF
    This research focused on the development of a user centric framework for the interpretation of contextualised TV and video viewing experiences (UX). Methods to address content overload and provide better contextualisation when consuming video have been an area of academic discussion for almost 20 years (Burke, Felfernig, & Goker, 2011). However over the same period technical system design for video has actually moved away from attempts to model the nature of real viewing contexts. With now near ubiquitous access to video from a range of disparate devices the addition of contextualisation within video applications and devices represents an opportunity in terms of improving viewer UX. Three user studies were carried out to inform development of the framework and employed mixed method approaches. The first focused on understanding where video is watched and the contextual factors that defined those places as viewing situations. This study derived eight Archetype viewing situations and associated contextual cues. The second study measured viewing UX in context. Significant differences in subjective ratings for measured UX were found when viewing was compared within subjects across Viewing Archetype situations. A third study characterised viewing UX, identifying behavioural, environmental and technological factors which through observed frequency and duration were identified as indicative enablers and detractors in the creation of viewing UX. Concepts generated within the studies that related to viewing context identification and viewing UX classification through experiential factors were integrated into the framework. The framework provides a way through which to identify, describe and improve viewing UX across contexts. Additionally the framework was referenced to develop an exemplar system model for contextual adaptation in order to show its relevance to the generation of technical system design. Finally information for designers was created in the form of scenarios and suggestions for use in order to bring the framework to life as a resource for development teams
    corecore