104,431 research outputs found

    BlueGame - A bluetooth enabled multi-player and multi-platform game: An experience report

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    Computer games on mobile devices including cellular phones or handheld computers have become a fast expanding industry due to the recent advance in hardware and software supports. Most large mobile game and handheld vendors mainly focus on improving the interactivity and visual effects of, commonly single-user, mobile games. In this project, we carefully designed and then implemented an interactive multi-player action game, namely the BlueGame, transferrable between different computing platforms supported by the Bluetooth wireless technology. In addition to individual user's convenience to continue the multi-player game, our BlueGame prototype highlighted certain shortcomings of the existing Bluetooth technology, and more importantly our valuable experience gained for future wireless game development. ©2006 IEEE.published_or_final_versio

    Wireless Broadband for Municipal Police: Evaluating Clearance Times of Calls for Service

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    Though research has explored impacts of mobile computing and information technology on police operations, the literature lacks exploration of large-bandwidth data-sharing technologies that enhance the utility of mobile computing terminals. As part of a federally funded project, the present study employs a longitudinal pre- and postdesign utilizing 7 years of computer-aided dispatch data from a medium-sized municipal police department in the New England region. Pooled time series analyses are employed to examine the effect of wireless broadband implementation on clearance time of calls for service. Findings offer tentative support that clearance times for service calls decreased with the implementation of a wireless broadband network. Implementation did not appear to generate differential effects in areas that had experienced past challenges with cellular communication signals. Implications are provided, with an emphasis on the development of additional knowledge on technological evaluations

    Impact of Mobile and Wireless Technology on Healthcare Delivery services

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    Modern healthcare delivery services embrace the use of leading edge technologies and new scientific discoveries to enable better cures for diseases and better means to enable early detection of most life-threatening diseases. The healthcare industry is finding itself in a state of turbulence and flux. The major innovations lie with the use of information technologies and particularly, the adoption of mobile and wireless applications in healthcare delivery [1]. Wireless devices are becoming increasingly popular across the healthcare field, enabling caregivers to review patient records and test results, enter diagnosis information during patient visits and consult drug formularies, all without the need for a wired network connection [2]. A pioneering medical-grade, wireless infrastructure supports complete mobility throughout the full continuum of healthcare delivery. It facilitates the accurate collection and the immediate dissemination of patient information to physicians and other healthcare care professionals at the time of clinical decision-making, thereby ensuring timely, safe, and effective patient care. This paper investigates the wireless technologies that can be used for medical applications, and the effectiveness of such wireless solutions in a healthcare environment. It discusses challenges encountered; and concludes by providing recommendations on policies and standards for the use of such technologies within hospitals

    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

    Managing Wireless Networks in the Healthcare Sector: Emerging Experiences of Cultural Impacts

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    The existing body of knowledge has generally supported that organizational culture plays a significant role in shaping group identity, work pattern, communication schemes, and interpersonal relations; all of these cultural elements are important organizational factors that shape workplaces and operational routines. In the context of emerging information technology, it has also been suggested that organizational culture could affect IT implementation and management. However, little is known about how emerging information technology shapes organizational culture, which in turn helps reshape the organization as a whole. The purpose of this paper is thus to build empirical understanding of how IT in general and emerging wireless networks in particular reshapes organizational culture. Case studies conducted in two hospitals situated in southwest U.S.A. illustrated that the implementation of wireless networks indeed helped shape and/or reshape organizational culture in the healthcare sector and in turn enhance healthcare organizations’ competitiveness in the marketplace. For IT managers and practitioners in healthcare institutions, effective strategy to plan and manage emerging ITs such as wireless networks will thus have long-term implications on cultivating organizational culture that could eventually reshape workplace and competitiveness

    Beyond swarm intelligence: The Ultraswarm

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    This paper explores the idea that it may be possible to combine two ideas – UAV flocking, and wireless cluster computing – in a single system, the UltraSwarm. The possible advantages of such a system are considered, and solutions to some of the technical problems are identified. Initial work on constructing such a system based around miniature electric helicopters is described

    Split Distributed Computing in Wireless Sensor Networks

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    We designed a novel method intended to improve the performance of distributed computing in wireless sensor networks. Our proposed method is designed to rapidly increase the speed of distributed computing and decrease the number of the messages required for a network to achieve the desired result. In our analysis, we chose Average consensus algorithm. In this case, the desired result is that every node achieves the average value calculated from all the initial values in the reduced number of iterations. Our method is based on the idea that a fragmentation of a network into small geographical structures which execute distributed calculations in parallel significantly affects the performance

    Mobihealth: mobile health services based on body area networks

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    In this chapter we describe the concept of MobiHealth and the approach developed during the MobiHealth project (MobiHealth, 2002). The concept was to bring together the technologies of Body Area Networks (BANs), wireless broadband communications and wearable medical devices to provide mobile healthcare services for patients and health professionals. These technologies enable remote patient care services such as management of chronic conditions and detection of health emergencies. Because the patient is free to move anywhere whilst wearing the MobiHealth BAN, patient mobility is maximised. The vision is that patients can enjoy enhanced freedom and quality of life through avoidance or reduction of hospital stays. For the health services it means that pressure on overstretched hospital services can be alleviated

    Quality assessment technique for ubiquitous software and middleware

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    The new paradigm of computing or information systems is ubiquitous computing systems. The technology-oriented issues of ubiquitous computing systems have made researchers pay much attention to the feasibility study of the technologies rather than building quality assurance indices or guidelines. In this context, measuring quality is the key to developing high-quality ubiquitous computing products. For this reason, various quality models have been defined, adopted and enhanced over the years, for example, the need for one recognised standard quality model (ISO/IEC 9126) is the result of a consensus for a software quality model on three levels: characteristics, sub-characteristics, and metrics. However, it is very much unlikely that this scheme will be directly applicable to ubiquitous computing environments which are considerably different to conventional software, trailing a big concern which is being given to reformulate existing methods, and especially to elaborate new assessment techniques for ubiquitous computing environments. This paper selects appropriate quality characteristics for the ubiquitous computing environment, which can be used as the quality target for both ubiquitous computing product evaluation processes ad development processes. Further, each of the quality characteristics has been expanded with evaluation questions and metrics, in some cases with measures. In addition, this quality model has been applied to the industrial setting of the ubiquitous computing environment. These have revealed that while the approach was sound, there are some parts to be more developed in the future
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