18,757 research outputs found

    Físchlár on a PDA: handheld user interface design to a video indexing, browsing and playback system

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    The Físchlár digital video system is a web-based system for recording, analysis, browsing and playback of TV programmes which currently has about 350 users. Although the user interface to the system is designed for desktop PCs with a large screen and a mouse, we are developing versions to allow the use of mobile devices to access the system to record and browse the video content. In this paper, the design of a PDA user interface to video content browsing is considered. We use a design framework we have developed previously to be able to specify various video browsing interface styles thus making it possible to design for all potential users and their various environments. We can then apply this to the particulars of the PDA's small, touch-sensitive screen and the mobile environment where it will be used. The resultant video browsing interfaces have highly interactive interfaces yet are simple, which requires relatively less visual attention and focusing, and can be comfortably used in a mobile situation to browse the available video contents. To date we have developed and tested such interfaces on a Revo PDA, and are in the process of developing others

    Designing ambient intelligent scenarios to promote discussion of human values

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    Ambient technology evokes a near future in which humans will be surrounded by ‘always-on’, unobtrusive, interconnected intelligent objects. Always connected raises concern over human values. This study uses a privacy and trust framework to evaluate two Aml scenarios one health related and the other to the everyday task of shopping. Findings are discussed in relation to dimensions of trust, privacy and the impact upon human values

    PDA mobile learning using indoor intelligent wireless whiteboard

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    The information and the educational technologies has rapidly changed in recent years. The application of information technology typically Mobile has become as new technology that can enhance the quality of learning. More class time and assignments in introduction to information technology should be dedicated. This paper reports on the designing the interface of a mobile learning PDA based on wireless whiteboard classroom architecture. Developing an adaptive and context aware mobile learning system is presented. Therein, the proposed technique would definitely enhance the lecturer's hand written notes to integrate PDAs in classroom. Future development approaches for systems supporting learning environments is considered

    Mobile Agents for Mobile Tourists: A User Evaluation of Gulliver's Genie

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    How mobile computing applications and services may be best designed, implemented and deployed remains the subject of much research. One alternative approach to developing software for mobile users that is receiving increasing attention from the research community is that of one based on intelligent agents. Recent advances in mobile computing technology have made such an approach feasible. We present an overview of the design and implementation of an archetypical mobile computing application, namely that of an electronic tourist guide. This guide is unique in that it comprises a suite of intelligent agents that conform to the strong intentional stance. However, the focus of this paper is primarily concerned with the results of detailed user evaluations conducted on this system. Within the literature, comprehensive evaluations of mobile context-sensitive systems are sparse and therefore, this paper seeks, in part, to address this deficiency

    Design and development of Taeneb City Guide - from paper maps and guidebooks to electronic guides

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    This paper reports the design, development and feedback from the initial trial of the Taeneb City Guide project developing tourist information software on Personal Digital Assistant (PDA) handheld computers. Based on the users' requirements for electronic tourists guides already published in the literature, the paper focuses on the three main technology features of the systems, which would give the advantage over the existing paper publication: query-able dynamic map interface, dynamic information content and community review systems and users' forum. The paper also reports the results of an initial trial of a City Guide for Glasgow conducted as part of the EMAC 03 conference

    Mobile Usability in Educational Contexts: What have we learnt?

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    The successful development of mobile learning is dependent on human factors in the use of new mobile and wireless technologies. The majority of mobile learning activity continues to take place on devices that were not designed with educational applications in mind, and usability issues are often reported. The paper reflects on progress in approaches to usability and on recent developments, with particular reference to usability findings reported in studies of mobile learning. The requirements of education are considered as well as the needs of students participating in distance education; discipline-specific perspectives and accessibility issues are also addressed. Usability findings from empirical studies of mobile learning published in the literature are drawn together in the paper, along with an account of issues that emerged in two mobile learning projects based at The Open University, UK, in 2001 and 2005. The main conclusions are: that usability issues are often reported in cases where PDAs have been used; that the future is in scenario-based design which should also take into account the evolution of uses over time and the unpredictability of how devices might be used; and that usability issues should be tracked over a longer period, from initial use through to a state of relative experience with the technology

    Trust and Privacy Permissions for an Ambient World

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    Ambient intelligence (AmI) and ubiquitous computing allow us to consider a future where computation is embedded into our daily social lives. This vision raises its own important questions and augments the need to understand how people will trust such systems and at the same time achieve and maintain privacy. As a result, we have recently conducted a wide reaching study of people’s attitudes to potential AmI scenarios with a view to eliciting their privacy concerns. This chapter describes recent research related to privacy and trust with regard to ambient technology. The method used in the study is described and findings discussed

    When do we eat? An evaluation of food items input into an electronic monitoring application

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    We present a formative study that examines what, when, and how participants in a chronic kidney disease (stage 5) population input food items into an electronic intake monitoring application. Participants scanned food item barcodes or voice recorded food items they consumed during a three week period. The results indicated that a learning curve was associated with barcode scanning; participants with low literacy skills had difficulty describing food items in voice recordings; and participants input food items depending on when they had dialysis treatment. Participants thought this electronic self monitoring application would be helpful for chronically ill populations in their first year of treatmen
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