187 research outputs found
Extending a mobile device's interaction space through body-centric interaction
Modern mobile devices rely on the screen as a primary input modality. Yet the small screen real-estate limits interaction possibilities, motivating researchers to explore alternate input techniques. Within this arena, our goal is to develop Body-Centric Interaction with Mobile Devices: a class of input techniques that allow a person to position and orient her mobile device to navigate and manipulate digital content anchored in the space on and around the body. To achieve this goal, we explore such interaction in a bottomup path of prototypes and implementations. From our experiences, as well as by examining related work, we discuss and present three recurring themes that characterize how these interactions can be realized. We illustrate how these themes can inform the design of Body-Centric Interactions by applying them to the design of a novel mobile browser application. Overall, we contribute a class of mobile input techniques where interactions are extended beyond the small screen, and are instead driven by a person's movement of the device on and around the body. Copyright 2012 ACM
Designing Ad-Hoc Cross Device Collaborations For Small Groups
The curation of historic documents is a difficult task as it requires to combine information and raw material from many different sources. Digital tools can support such a sensemaking task and group collaboration can help the discovery of knowledge. While most of people’s personal devices (such as phones, tablets and laptops) are connected to the internet, they are not aware of each other’s presence or relationship when in close proximity. Leveraging people’s personal devices and other devices in their surroundings provides an opportunity to support the curation of historic documents in ad hoc small group scenarios. I describe my motivation and a selection of related work, leading to requirements for such a system. I then state how I am planning to address these challenges and my current state of research, following two parallel tracks: building and testing technology as well as conducting observational studies and interviews to inform my designs
Sharing our digital aura through social and physical proximity
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2008.Includes bibliographical references (p. 153-160).People are quite good at establishing a social style and using it in different communications contexts, but they do less well when the communication is mediated by computer networks. It is hard to control what information is revealed and how one's digital persona will be presented or interpreted. In this thesis, we ameliorate this problem by creating a "Virtual Private Milieu", a "VPM", that allows networked devices to act on our behalf and project a "digital aura" to other people and devices around us in a manner analogous to the way humans naturally interact with one another. The dynamic aggregation of the different auras and facets that the devices expose to one another creates social spheres of interaction between sets of active devices, and consequently between people. We focus on the subset of networking that deals with proximate communication, which we dub Face-to-Face Networking (FtFN). Network interaction in this space is often analogous to human face-to-face interaction, and increasingly, our devices are being used in local situations. We describe a VPM framework, key features of which include the incorporation of trust and context parameters into the discovery and communication process, incorporation of multiple contextunique identities, and also the support for multiple degrees of security and privacy. We also present the "Social Dashboard", a readily usable control for one's aura. Finally, we review "Comm.unity", a software package that allows developers and researchers easy implementation and deployment of local and distant social applications, and present two applications developed over this platform.Nadav Aharony.S.M
Toward a Theory of Consumer Interaction With Mobile Technology Devices
The purpose of this dissertation was to explore the phenomenon of consumer interaction with mobile technology devices (MTDs). MTDs include electronic “gadgets” such as personal digital assistants (PDAs) and smartphones that are carried and used frequently by consumers. The emphasis in this dissertation was on developing an explanatory framework to account for everyday experiences of MTD consumption. In light of limited consumer research on the pervasive phenomenon, an inductive, theory-building approach was taken, employing the constant comparative methodology of grounded theory (Glaser and Strauss 1967; Glaser 1978). Data was gathered primarily through in-depth interviews with 20 participants who had extensive familiarity with the phenomenon. Convergence on a “core category” of Cultivating the Self explained the majority of variance in participants‟ social psychological processes while interacting with MTDs. By Cultivating the Self, consumers interact intimately with mobile technology devices in myriad ways over time, investing “psychic energy” (Csikszentmihalyi and Rochberg-Halton 1981) into the products in order to actualize goals and therefore actualize themselves, all the while becoming closer to the devices, both figuratively and literally. The core category is comprised of three interrelated stages: Transitioning, Integrating and Bonding. By Transitioning to their devices, consumers undergo a fundamental and totalizing “ecological” change in their lives as they come to understand and assimilate interactions with MTDs. Through Integrating their devices, consumers select and align activities in their daily lives with capabilities that arise from interacting with their MTDs, “offloading” tasks to the products in a process that blurs the distinction between “personal” and “professional” lives. By Bonding, consumers make the products “their own” as they become increasingly proximate and intimate with their MTDs through customizing, personifying and interacting playfully with them. Extant theory was considered in extending properties of the core category, with special attention given to the ontological and epistemological differences between structuralist and interactionist paradigms underlying prior research on human-object relations. A symbolic interactionist view of human behavior was demonstrated as supporting emergent conceptualizations of the phenomenon. The interactionist approach and emergent theory developed through this dissertation provides support for the Service-Dominant Logic views currently evolving in contemporary marketing thought
Navigating the IoT landscape: Unraveling forensics, security issues, applications, research challenges, and future
Given the exponential expansion of the internet, the possibilities of
security attacks and cybercrimes have increased accordingly. However, poorly
implemented security mechanisms in the Internet of Things (IoT) devices make
them susceptible to cyberattacks, which can directly affect users. IoT
forensics is thus needed for investigating and mitigating such attacks. While
many works have examined IoT applications and challenges, only a few have
focused on both the forensic and security issues in IoT. Therefore, this paper
reviews forensic and security issues associated with IoT in different fields.
Future prospects and challenges in IoT research and development are also
highlighted. As demonstrated in the literature, most IoT devices are vulnerable
to attacks due to a lack of standardized security measures. Unauthorized users
could get access, compromise data, and even benefit from control of critical
infrastructure. To fulfil the security-conscious needs of consumers, IoT can be
used to develop a smart home system by designing a FLIP-based system that is
highly scalable and adaptable. Utilizing a blockchain-based authentication
mechanism with a multi-chain structure can provide additional security
protection between different trust domains. Deep learning can be utilized to
develop a network forensics framework with a high-performing system for
detecting and tracking cyberattack incidents. Moreover, researchers should
consider limiting the amount of data created and delivered when using big data
to develop IoT-based smart systems. The findings of this review will stimulate
academics to seek potential solutions for the identified issues, thereby
advancing the IoT field.Comment: 77 pages, 5 figures, 5 table
A model for context awareness for mobile applications using multiple-input sources
Context-aware computing enables mobile applications to discover and benefit from valuable context information, such as user location, time of day and current activity. However, determining the users’ context throughout their daily activities is one of the main challenges of context-aware computing. With the increasing number of built-in mobile sensors and other input sources, existing context models do not effectively handle context information related to personal user context. The objective of this research was to develop an improved context-aware model to support the context awareness needs of mobile applications. An existing context-aware model was selected as the most complete model to use as a basis for the proposed model to support context awareness in mobile applications. The existing context-aware model was modified to address the shortcomings of existing models in dealing with context information related to personal user context. The proposed model supports four different context dimensions, namely Physical, User Activity, Health and User Preferences. A prototype, called CoPro was developed, based on the proposed model, to demonstrate the effectiveness of the model. Several experiments were designed and conducted to determine if CoPro was effective, reliable and capable. CoPro was considered effective as it produced low-level context as well as inferred context. The reliability of the model was confirmed by evaluating CoPro using Quality of Context (QoC) metrics such as Accuracy, Freshness, Certainty and Completeness. CoPro was also found to be capable of dealing with the limitations of the mobile computing platform such as limited processing power. The research determined that the proposed context-aware model can be used to successfully support context awareness in mobile applications. Design recommendations were proposed and future work will involve converting the CoPro prototype into middleware in the form of an API to provide easier access to context awareness support in mobile applications
Recommended from our members
Remote Access to a Prototyping Laboratory
There is a growing global demand for continuing adult higher education particularly in science and engineering subjects. New technologies are emerging which would enable the development of a Remote Access Laboratory for rapid prototyping of Artificial Intelligence, as a learning environment for mechatronic engineering, in which high precision electromechanical devices are designed to exhibit autonomous behaviour.
Secondary research investigated the learning theories for a Remote Access Laboratory, and the current practices for distance learning, involving groupware in shared activity 'collaboratories'. Having determined that the laboratory would need a multi-user interactive environment architecture, with the requirement for adaptability to rapid developments,a distributed software architecture was selected. The laboratory design was subsequently argued to be best served by Intelligent Agents in a Multi-Agent system.
The aims of the research were to establish the viability of a Remote Access Laboratory for mechatronic experimentation, and to evaluate the technologies required to implement such a laboratory environment for rapid prototyping. These were achieved by developing a novel user interface, based on a multi-functional screen layout, and a graphical specification facility to provide robotic navigation that is intuitive to use and does not require text-based programming.
The research investigated the prototyping of robotic behaviour, which used Programming by Demonstration as an innovative technique to prototype robot navigation. The method of designing behaviours met an anticipated need to allow the robot to interact with an environment, to achieve goals under conditions of uncertainty, while requiring a level of abstraction in the behaviour design. The interface structured a composite of the designed behaviours into prototype Artificial Intelligence using a hierarchical behaviour architecture, which complied with the principles of Object Orientated programming. This was subsequently a new and original programming method to facilitate rapid prototyping of Artificial Intelligence design and structuring.
Experimentation involved 20 participants attempting to accomplish a series of tasks which involved using the prototyped interface and an existing text-based robot programming system. The participants were profiled by their formal qualifications, knowledge and experience. The experimental data obtained were used to establish a comparative measure of the prototype interface success compared with an existing distance-learning, home experiment kit, in the form of a small controllable model vehicle. The data obtained provided strong evidence to support the hypothesis that a Programming by Demonstration based system for rapid prototyping is more flexible and easier to use than a previously existing distance learning text-based system. The Programming by Demonstration system showed great promise, being quicker for prototyping, and more intuitive. The learning interface design pioneered new techniques and technologies for rapid prototyping of Artificial Intelligence in a Mechatronics Remote Access Laboratory
- …