2,515 research outputs found

    Mobile information access in the real world: A story of three wireless devices

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2008 ElsevierThe importance of the user perspective to the wireless information access experience cannot be understated: simply put, users will not indulge in devices that are perceived to be difficult to use and in technologies that do not offer quality infotainment – combined information and entertainment – content. In this paper, we investigate the impact that mobile devices have on the user wireless infotainment access experience in practice. To this end, we have undertaken an empirical study placed in a ‘real-world’ setting, in which participants undertook typical infotainment access tasks on three different wireless-enabled mobile devices: a laptop, a personal digital assistant and a head mounted display device. Results show that, with the exception of participants’ level of self-consciousness when using such devices in public environments, the user wireless information access experience is generally unaffected by device type. Location was shown, though, to be a significant factor when users engage in tasks such as listening to online music or navigation. Whilst the interaction between device and environment was found to influence entertainment-related tasks in our experiments, the informational ones were not affected. However, the interaction effects between device and user type was found to affect both types of tasks. Lastly, a user’s particular computing experience was shown to influence the perceived ease of wireless information access only in the case of online searching, irrespective of whether this is done for primarily informational purposes or entertainment ones

    ImTV: Towards an Immersive TV experience

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    3rd International Workshop on Future Television: Making Television Integrated and Interactive, Adjunct Proceeding of EuroiTVThe media marketplace has witnessed an increase in the amount and types of viewing devices available to consumers. Moreover, a lot of these are portable, and offer tremendous personalization opportunities. Technology, distribution, reception and content developments all influence new 'television' viewing/using habits. In this paper, we report results and findings of a transnational three year research project on the Future of TV. Our main contributions are organized into three main dimensions: (1) a user survey concerning behaviors associated with media engagement; (2) technologies driving the social and personalized TV of the 21st century, e.g. crowdsourcing and recommendation systems; and (3) technologies enabling interactions and visualizations that are more natural, e.g. gestures and 360Âș video.info:eu-repo/semantics/publishedVersio

    An Approach for Assessment of Electronic Offers

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    Internet and mobile technology enable businesses to invent new business models by applying new forms of organization or offering new products and services. In order to assess these new business models there has to be a methodology that allows identifying advantages that are caused by electronic and mobile commerce. The proposed approach builds upon the theory of informational added values that provides a classification of gains produced by information work. This theory is extended by the definition of categories of technology inherent added values that result in informational added values. These informational added values can be perceived by users of information products and services and therefore be used to assess electronic offers. The relationship between technology inherent and informational added values will be clarified with examples of real business models. Furthermore, a classification of basic business model types will be provided.

    Pervasive and standalone computing: The perceptual effects of variable multimedia quality.

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    The introduction of multimedia on pervasive and mobile communication devices raises a number of perceptual quality issues, however, limited work has been done examining the 3-way interaction between use of equipment, quality of perception and quality of service. Our work measures levels of informational transfer (objective) and user satisfaction (subjective)when users are presented with multimedia video clips at three different frame rates, using four different display devices, simulating variation in participant mobility. Our results will show that variation in frame-rate does not impact a user’s level of information assimilation, however, does impact a users’ perception of multimedia video ‘quality’. Additionally, increased visual immersion can be used to increase transfer of video information, but can negatively affect the users’ perception of ‘quality’. Finally, we illustrate the significant affect of clip-content on the transfer of video, audio and textual information, placing into doubt the use of purely objective quality definitions when considering multimedia presentations

    Towards context classification and reasoning in IoT

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    Internet of Things (IoT) is the future of ubiquitous and personalized intelligent service delivery. It consists of interconnected, addressable and communicating everyday objects. To realize the full potentials of this new generation of ubiquitous systems, IoT's 'smart' objects should be supported with intelligent platforms for data acquisition, pre-processing, classification, modeling, reasoning and inference including distribution. However, some current IoT systems lack these capabilities: they provide mainly the functionality for raw sensor data acquisition. In this paper, we propose a framework towards deriving high-level context information from streams of raw IoT sensor data, using artificial neural network (ANN) as context recognition model. Before building the model, raw sensor data were pre-processed using weighted average low-pass filtering and a sliding window algorithm. From the resulting windows, statistical features were extracted to train ANN models. Analysis and evaluation of the proposed system show that it achieved between 87.3% and 98.1% accuracies

    An Experimental Study on Ubiquitous commerce Adoption: Impact of Personalization and Privacy Concerns

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    Ubiquitous commerce (u-commerce) represents anytime, anywhere commerce. U-commerce can provide a high level of personalization, which can bring significant benefits to customers. However, privacy is a major concern to customers and an obstacle to the adoption of u-commerce. This research examines how personalization and context can impact customers\u27 privacy concerns as well as intention to adopt u-commerce applications. As u-commerce is new and emerging, we used the scenario-based approach to operationalize personalization and context in an experimental study. The experimental results show that the effects of personalization on customers\u27 privacy concerns and adoption intention are situation dependent
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