43,189 research outputs found

    Control of virtual environments for young people with learning difficulties

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    Purpose: The objective of this research is to identify the requirements for the selection or development of usable virtual environment (VE) interface devices for young people with learning disabilities. Method: a user-centred design methodology was employed, to produce a design specification for usable VE interface devices. Details of the users' cognitive, physical and perceptual abilities were obtained through observation and normative assessment tests. Conclusions : A review of computer interface technology, including virtual reality and assistive devices, was conducted. As there were no devices identified that met all the requirements of the design specification, it was concluded that there is a need for the design and development of new concepts. Future research will involve concept and prototype development and user-based evaluation of the prototypes

    The Mundane Computer: Non-Technical Design Challenges Facing Ubiquitous Computing and Ambient Intelligence

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    Interdisciplinary collaboration, to include those who are not natural scientists, engineers and computer scientists, is inherent in the idea of ubiquitous computing, as formulated by Mark Weiser in the late 1980s and early 1990s. However, ubiquitous computing has remained largely a computer science and engineering concept, and its non-technical side remains relatively underdeveloped. The aim of the article is, first, to clarify the kind of interdisciplinary collaboration envisaged by Weiser. Second, the difficulties of understanding the everyday and weaving ubiquitous technologies into the fabric of everyday life until they are indistinguishable from it, as conceived by Weiser, are explored. The contributions of Anne Galloway, Paul Dourish and Philip Agre to creating an understanding of everyday life relevant to the development of ubiquitous computing are discussed, focusing on the notions of performative practice, embodied interaction and contextualisation. Third, it is argued that with the shift to the notion of ambient intelligence, the larger scale socio-economic and socio-political dimensions of context become more explicit, in contrast to the focus on the smaller scale anthropological study of social (mainly workplace) practices inherent in the concept of ubiquitous computing. This can be seen in the adoption of the concept of ambient intelligence within the European Union and in the focus on rebalancing (personal) privacy protection and (state) security in the wake of 11 September 2001. Fourth, the importance of adopting a futures-oriented approach to discussing the issues arising from the notions of ubiquitous computing and ambient intelligence is stressed, while the difficulty of trying to achieve societal foresight is acknowledged

    A User-Focused Reference Model for Wireless Systems Beyond 3G

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    This whitepaper describes a proposal from Working Group 1, the Human Perspective of the Wireless World, for a user-focused reference model for systems beyond 3G. The general structure of the proposed model involves two "planes": the Value Plane and the Capability Plane. The characteristics of these planes are discussed in detail and an example application of the model to a specific scenario for the wireless world is provided

    Usability dimensions in collaborative GIS

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    Collaborative GIS requires careful consideration of the Human-Computer Interaction (HCI) and Usability aspects, given the variety of users that are expected to use these systems, and the need to ensure that users will find the system effective, efficient, and enjoyable. The chapter explains the link between collaborative GIS and usability engineering/HCI studies. The integration of usability considerations into collaborative GIS is demonstrated in two case studies of Web-based GIS implementation. In the first, the process of digitising an area on Web-based GIS is improved to enhance the user's experience, and to allow interaction over narrowband Internet connections. In the second, server-side rendering of 3D scenes allows users who are not equipped with powerful computers to request sophisticated visualisation without the need to download complex software. The chapter concludes by emphasising the need to understand the users' context and conditions within any collaborative GIS project. © 2006, Idea Group Inc

    Emerging technologies for learning (volume 2)

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    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

    Security and Online learning: to protect or prohibit

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    The rapid development of online learning is opening up many new learning opportunities. Yet, with this increased potential come a myriad of risks. Usable security systems are essential as poor usability in security can result in excluding intended users while allowing sensitive data to be released to unacceptable recipients. This chapter presents findings concerned with usability for two security issues: authentication mechanisms and privacy. Usability issues such as memorability, feedback, guidance, context of use and concepts of information ownership are reviewed within various environments. This chapter also reviews the roots of these usability difficulties in the culture clash between the non-user-oriented perspective of security and the information exchange culture of the education domain. Finally an account is provided of how future systems can be developed which maintain security and yet are still usable
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