16,767 research outputs found

    Services surround you:physical-virtual linkage with contextual bookmarks

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    Our daily life is pervaded by digital information and devices, not least the common mobile phone. However, a seamless connection between our physical world, such as a movie trailer on a screen in the main rail station and its digital counterparts, such as an online ticket service, remains difficult. In this paper, we present contextual bookmarks that enable users to capture information of interest with a mobile camera phone. Depending on the user’s context, the snapshot is mapped to a digital service such as ordering tickets for a movie theater close by or a link to the upcoming movie’s Web page

    Comparing Techniques for Mobile Interaction with Objects from the Real World.

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    Mobile interaction with objects from the real world is gaining in popularity and importance as different mobile technologies increasingly provide the basis for the extraction and usage of information from physical objects. So far, Physical Mobile Interaction is used in rather simple ways. This paper presents a comparison and evaluation of more complex and sophisticated techniques for Physical Mobile Interaction. The results indicate the importance of usability guidelines that pay attention to these new interaction techniques

    Everyday racism and "my tram experience": emotion, civic performance and learning on YouTube

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    Does the public expression and performance of shock, distress, anger, frustration and ideological disapproval of particular sorts of politics constitute a form of collective political expression from which individuals can learn about being citizens When it comes to the expression of feelings of racial and other types of prejudice, has political correctness led to a deepening of entrenched racist beliefs with no channel for discussion This article engages with such questions through a case study of YouTube responses to «My Tram Experience» a commuter-uploaded mobile-phone video of a racist diatribe on a tram in the UK. Using qualitative content analysis and thematic analysis, it describes how these performed, networked and distributed moments of citizen angst demonstrate a limited but interesting range of civic engagements with and positionings towards racism, immigration, class and nationalism. For one reason or another these are not allowed to occur in other public for a such as the mainstream media or schools. The article argues that these vlogs are both a wide-ranging potentially therapeutic resource for those needing validation for their racist or anti-racist views, or for those who wish to express and garner solidarity for discomfort and pain caused by racism; they are also a significant though currently uncurated resource for citizenship education both formal and informal because of their engagements with technology, social context, emotional context and political rhetoric

    A Near Field Communication (NFC) – Enabled System in Smart Posters for University Application

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    This project involves the exploration and use of Near Field Communication (NFC) in the Education field. The goal is to design a new application for the use of NFC in the pretext of a university environment. This has been done by exploring the current application of NFC in the Education sector and looking into new possibilities for this upcoming technology. Upon research, the author is interested in the process of producing a tag that will contain URLs of references for smart posters. Through showing the capabilities of NFC in the form of a new application, this research proves the possibility of the expansion and successful application of NFC in the near future for the Education sector

    PlaceRaider: Virtual Theft in Physical Spaces with Smartphones

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    As smartphones become more pervasive, they are increasingly targeted by malware. At the same time, each new generation of smartphone features increasingly powerful onboard sensor suites. A new strain of sensor malware has been developing that leverages these sensors to steal information from the physical environment (e.g., researchers have recently demonstrated how malware can listen for spoken credit card numbers through the microphone, or feel keystroke vibrations using the accelerometer). Yet the possibilities of what malware can see through a camera have been understudied. This paper introduces a novel visual malware called PlaceRaider, which allows remote attackers to engage in remote reconnaissance and what we call virtual theft. Through completely opportunistic use of the camera on the phone and other sensors, PlaceRaider constructs rich, three dimensional models of indoor environments. Remote burglars can thus download the physical space, study the environment carefully, and steal virtual objects from the environment (such as financial documents, information on computer monitors, and personally identifiable information). Through two human subject studies we demonstrate the effectiveness of using mobile devices as powerful surveillance and virtual theft platforms, and we suggest several possible defenses against visual malware

    Interaction tasks and controls for public display applications

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    Public displays are becoming increasingly interactive and a broad range of interaction mechanisms can now be used to create multiple forms of interaction. However, the lack of interaction abstractions forces each developer to create specific approaches for dealing with interaction, preventing users from building consistent expectations on how to interact across different display systems. There is a clear analogy with the early days of the graphical user interface, when a similar problem was addressed with the emergence of high-level interaction abstractions that provided consistent interaction experiences to users and shielded developers from low-level details. This work takes a first step in that same direction by uncovering interaction abstractions that may lead to the emergence of interaction controls for applications in public displays. We identify a new set of interaction tasks focused on the specificities of public displays; we characterise interaction controls that may enable those interaction tasks to be integrated into applications; we create a mapping between the high-level abstractions provided by the interaction tasks and the concrete interaction mechanisms that can be implemented by those displays. Together, these contributions constitute a step towards the emergence of programming toolkits with widgets that developers could incorporate into their public display applications.The research has received funding from the European Union Seventh Framework Programme (FP7/2007-2013) under Grant agreement no. 244011 (PD-NET). Jorge Cardoso has been supported by "Fundacao para a Ciencia e Tecnologia" (FCT) and "Programa Operacional Ciencia e Inovacao 2010", co-funded by the Portuguese Government and European Union by FEDER Program and by FCT training Grant SFRH/BD/47354/2008
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