4,954 research outputs found
Pervasive Technologies and Support for Independent Living
A broad range of pervasive technologies are used in many domains, including healthcare: however, there appears to be little work examining the role of such technologies in the home, or the different wants and needs of elderly users. Additionally, there exist ethical issues surrounding the use of highly personal healthcare-related data, and interface issues centred on the novelty of the technologies and the disabilities experienced by the users. This report examines these areas, before considering the ways in which they might come together to help support independent-living users with disabilities which may be age-related
Enhanced reality live role playing
Live role-playing is a form of improvisational theatre played for the experience of the performers and without an audience. These games form a challenging application domain for ubiquitous technology. We discuss the design options for enhanced reality live role-playing and the role of technology in live role-playing games
Quality assessment technique for ubiquitous software and middleware
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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Device and context influence on wireless infotainment access: A real world story
Copyright @ 2005 CEPISUser considerations are paramount when it comes to take up of technologies, and even more so in the case of mobile devices, in which the success of a particular device often depends on its novelty appeal. However, relatively little work has been undertaken exploring how day-to-day tasks are affected when mediated by such access devices. This paper reports the results of an empirical study placed in a 'real-world' setting, in which participants undertook typical infotainment - combined information and entertainment access tasks on three different wireless-enabled mobile devices. These were a laptop, a Personal Digital Assistant and a Head Mounted Display device. Our results show that, with the exception of participants' level of self-consciousness when using such devices in public environments, the user wireless infotainment 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
Technology And Online Education: Models For Change
This paper contends that technology changes advance online education.  A number of mobile computing and transformative technologies will be examined and incorporated into a descriptive study. The object of the study will be to design innovative mobile awareness models seeking to understand technology changes for mobile devices and how they can be used for online learning. These models will take information from technology vicissitudes, online education systems, along with mobile device literature, and build a picture of past, current, and future trends for online learning. The application of such an approach should lead to a better definition of mobile awareness requirements and greater online visibility relative to selection of the appropriate model criteria and requirements.  The models will identify online problem definitions, hardware and software advancements, analysis mobile objectives, and the selection of evaluation criteria and requirements to design online mobile awareness. By using technology vicissitudes, online education systems, and mobile device variables that are found in the literature, models can be designed to achieve awareness for online learning and changing technologies. These futuristic models can help to identify the appropriate techniques and methods to be used in facilitating the overall effort in future mobile devices for online learning. Hopefully, seamless technology integration and borderless networks for mobile awareness will motivate and benefit all future online teaching and learning groups
Mobile information access in the real world: A story of three wireless devices
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
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Landscape Study in Wireless and Mobile Learning in the post-16 sector
In the post-16 sector (further and higher education, and adult and community learning) there is a need to understand how wireless and mobile technologies can contribute to improving the student experience of learning, and help institutions fulfil their missions in an age of incomparably fast technological change. In the context of this interest and growing need, a Landscape Study project was commissioned by JISC through the Innovation strand of the JISC e-Learning Programme in 2004-5. Our project aims were to take a birds-eye view of developments and practice in the UK and internationally, and to communicate our findings to a broad and varied audience. The Summary report is accompanied by 3 associated reports on 'Current Uses', 'Potential Uses' and 'Strategic Aspects'. (The four reports are available in one single document here.
Metadata and ontologies for organizing students’ memories and learning: standards and convergence models for context awareness
Este artÃculo trata de las ontologÃas que sirven para la comprensión en contexto y la Gestión de la Información Personal (PIM)y su aplicabilidad al proyecto Memex Metadata(M2). M2 es un proyecto de investigación de la Universidad de Carolina del Norte en Chapel Hill para mejorar la memoria digital de los alumnos utilizando tablet PC, la tecnologÃa SenseCam de Microsoft y otras tecnologÃas móviles(p.ej. un dispositivo de GPS) para capturar el contexto del aprendizaje. Este artÃculo presenta el proyecto M2, dicute el concepto de los portafolios digitales en las actuales tendencias educativas, relacionándolos con las tecnologÃas emergentes, revisa las ontologÃas relevantes y su relación con el proyecto CAF (Context Awareness Framework), y concluye identificando las lÃneas de investigación futuras.This paper focuses on ontologies supporting context awareness and Personal Information Management (PIM) and their
applicability in Memex Metadata (M2) project. M2 is a research project of the University of North Carolina at Chapel Hill to
improve student digital memories using the tablet PC, Microsoft’s SenseCam technology, and other mobile technologies (e.g.,
a GPS device) to capture context. The M2 project offers new opportunities studying students’ learning with digital
technologies. This paper introduces the M2 project; discusses E-portfolios and current educational trends related to pervasive
computing; reviews relevant ontologies and their relationship to the projects’ CAF (context awareness framework), and
concludes by identifying future research directions
M-health review: joining up healthcare in a wireless world
In recent years, there has been a huge increase in the use of information and communication technologies (ICT) to deliver health and social care. This trend is bound to continue as providers (whether public or private) strive to deliver better care to more people under conditions of severe budgetary constraint
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