4,984 research outputs found
Analysing How Users Prefer to Model Contextual Event-Action Behaviours in Their Smartphones
Abstract. Developing context-dependent applications involves indicating the relevant contextual events and the corresponding actions. Based on an analysis of the usability and expressiveness of three Android apps for developing such applications, we have started a study that aims to identify a general solution able to better represent how users classify the relevant concepts in order to facilitate their manipulation during development. We report on a card sorting experiment carried out with 18 users for this purpose, and an analysis of its results, with sug-gestions for improving current designs and informing future solutions
Context Mining with Machine Learning Approach: Understanding, Sensing, Categorizing, and Analyzing Context Parameters
Context is a vital concept in various fields, such as linguistics, psychology, and computer science. It refers to the background, environment, or situation in which an event, action, or idea occurs or exists. Categorization of context involves grouping contexts into different types or classes based on shared characteristics. Physical context, social context, cultural context, temporal context, and cognitive context are a few categories under which context can be divided. Each type of context plays a significant role in shaping our understanding and interpretation of events or actions. Understanding and categorizing context is essential for many applications, such as natural language processing, human-computer interaction, and communication studies, as it provides valuable information for interpretation, prediction, and decision-making.
In this paper, we will provide an overview of the concept of context and its categorization, highlighting the importance of context in various fields and applications. We will discuss each type of context and provide examples of how they are used in different fields. Finally, we will conclude by emphasizing the significance of understanding and categorizing context for interpretation, prediction, and decision-making
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Augmenting the field experience: a student-led comparison of techniques and technologies
In this study we report on our experiences of creating and running a student fieldtrip exercise which allowed students to compare a range of approaches to the design of technologies for augmenting landscape scenes. The main study site is around Keswick in the English Lake District, Cumbria, UK, an attractive upland environment popular with tourists and walkers. The aim of the exercise for the students was to assess the effectiveness of various forms of geographic information in augmenting real landscape scenes, as mediated through a range of techniques and technologies. These techniques were: computer-generated acetate overlays showing annotated wireframe views from certain key points; a custom-designed application running on a PDA; a mediascape running on the mScape software on a GPS-enabled mobile phone; Google Earth on a tablet PC; and a head-mounted in-field Virtual Reality system. Each group of students had all five techniques available to them, and were tasked with comparing them in the context of creating a visitor guide to the area centred on the field centre. Here we summarise their findings and reflect upon some of the broader research questions emerging from the project
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Education in the Wild: Contextual and Location-Based Mobile Learning in Action. A Report from the STELLAR Alpine Rendez-Vous Workshop Series
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Introduction to location-based mobile learning
[About the book]
The report follows on from a 2-day workshop funded by the STELLAR Network of Excellence as part of their 2009 Alpine Rendez-Vous workshop series and is edited by Elizabeth Brown with a foreword from Mike Sharples. Contributors have provided examples of innovative and exciting research projects and practical applications for mobile learning in a location-sensitive setting, including the sharing of good practice and the key findings that have resulted from this work. There is also a debate about whether location-based and contextual learning results in shallower learning strategies and a section detailing the future challenges for location-based learning
"GOOD CAUSES" CROWDFUNDING AS A DRIVER FOR BEHAVIOURAL CHANGE IN DEMAND RESPONSE SCENARIOS
International audienceThe purpose of the CITYOPT Nice pilot project is to reduce domestic consumption during peak load hours, by engaging residents with demand response scenarios through a mobile app. This paper analyses the CITYOPT approach, suggesting that, when economic rewards are missing, a mix of educational activities, community involvement, social proof, and altruistic rewards could be a significant motivation for potential users. This study also explores possible positive consequences of crowdfunding campaigns to motivate participation and long-term engagement. Moreover, 8 other areas of improvement that could lead to higher user engagement were elicited during the research. Results imply that behaviour change considerably contributed to reducing the average energy consumption during the peak loads, and suggest that there is space for replication of the CITYOPT French pilot in other countries
Exploring value co-creation within buyer-seller relationship in mobile applications services : a model development
Mobile phones have become an indispensable part of consumers’ life where they access core and supporting services via mobile applications services (m-applications). The focus of the present study is to explore dyadic buyer-seller roles in m-applications services’ value creation taking mobile banking applications services (MB-applications) as a case study. While prior research on value co-creation in service dominant logic (S-d logic) serves as a foundation for this study, it does not provide adequate guidance on how buyer and seller co-create value in m-applications services.To address this shortcoming, semi-structured interviews were carried out with 12 banks’ officials in banks’ headquarters of Saudi Arabia. Also, six focus groups were conducted; three with MB-application services users and three with non-users which were held in Riyadh College of Technology (RCT). In addition, a content analysis of MB-applications services was conducted to support suppliers’ perspectives regarding value propositions (service offering). A conceptual framework is developed for managing co-creation to illustrate practical application of the framework.The findings pointed to six factors that shape shape service suppliers’ ability to offer and deliver value via MB-applications, namely; brand image building, bank’s business vision, customer culture-orientation, bank’s internal environment, information technology system and positioning strategy. These factors combine to establish a value proposition for banks’ customers in the MB-applications services domain.Customer’s value creation as value in-use during usage emerged in different usage situations. A value framework incorporating value consumptions (Sheth et al., 1991a) is proposed. It identifies the main value-adding elements in m-applications and the primary drivers for adopting m-applications. Findings revealed that bank managers attempted to support customers’ value creation, which was reflected in MB-application content. However, support was constrained by some insufficient assumptions about customers and the m-commerce architecture. Factors that impede MB-applications use include consumers’ banking habits, perceived risk (security and privacy); usability hindrance, marketing and promotion, technical problems, and socio-cultural barriers. Implications are drawn for service delivery value perception and mobile marketing theory, and recommendations are made to service suppliers and commercial banks to achieve sustained returns of investment from MB-applications services
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