4 research outputs found

    Adapting mobile systems using logical mobility primitives

    Get PDF
    Mobile computing devices, such as personal digital assistants and mobile phones, are becoming increasingly popular, smaller, more capable and even fashionable personal items. Combined with the recent advent of wireless networking techniques, users are equipped with mobile devices of significant computational abilities, which are able to wirelessly access information by dynamically connecting to many different networks. Despite the ubiquity of mobile devices, mobile systems are built using monolithic architectures, use a small set of predefined interaction paradigms and do not exploit or adapt to the dynamicity of their local or remote context. Applications deployed on mobile devices face considerable challenges posed by their changing surroundings. One of the main peculiarities of mobile devices is heterogeneity, which may occur in software, hardware and network protocols. Mobile systems may carry a large number of different applications, use different operating systems and middleware and, often, have more than one network interface. A further challenge is their considerable variation in the computational resources available, such as battery power, CPU speed, network bandwidth and volatile and persistent memory. Moreover, mobile computing systems are highly dynamic systems, in terms of their surroundings, implying that the requirements for applications deployed on a mobile device are a moving target. Changes in the requirements (such as integration with a new service) may require changes to the application. Consequently, these changes may mean that the application behaviour needs to adapt. This thesis argues that the potential of the ubiquity of mobile devices cannot be realised using static and monolithic architectures, as mobile systems need to be able to adapt to accommodate changes to their environment. It investigates the use of three technologies to offer adaptation to mobile devices: Logical mobility techniques, component systems and middleware technologies. More specifically, this thesis presents the SATIN (System Adaptation Targeting Integrated Networks) component metamodel, a lightweight local component metamodel that offers the flexible use of logical mobility primitives. The metamodel is instantiated to build the SATIN middleware system, a component-based mobile computing middleware that uses the mobility primitives exported by the metamodel to reconfigure itself and applications running on top of it. The suitability of SATIN for the creation of adaptable mobile systems is demonstrated, by using it to implement and evaluate a number of applications showing different aspects of adaptation. Moreover, existing projects are reengineered to run as SATIN components, showing the flexibility of the approach and the advantages gained over the originals

    Middleware and Application Adaptation Requirements and their Support in Pervasive Computing

    No full text
    Pervasive computing environments are characterized by an additional heterogeneity compared to existing computing infrastructures. Devices ranging from small embedded systems to full-fledged computers are connected via spontaneously formed networks. In this paper we analyze requirements of applications and system software to cope with the dynamically changing execution environment. Based on our micro-broker-based middleware BASE a component framework for pervasive computing supporting application adaptation is proposed

    Integrating Usability Models into Pervasive Application Development

    Get PDF
    This thesis describes novel processes in two important areas of human-computer interaction (HCI) and demonstrates ways to combine these in appropriate ways. First, prototyping plays an essential role in the development of complex applications. This is especially true if a user-centred design process is followed. We describe and compare a set of existing toolkits and frameworks that support the development of prototypes in the area of pervasive computing. Based on these observations, we introduce the EIToolkit that allows the quick generation of mobile and pervasive applications, and approaches many issues found in previous works. Its application and use is demonstrated in several projects that base on the architecture and an implementation of the toolkit. Second, we present novel results and extensions in user modelling, specifically for predicting time to completion of tasks. We extended established concepts such as the Keystroke-Level Model to novel types of interaction with mobile devices, e.g. using optical markers and gestures. The design, creation, as well as a validation of this model are presented in some detail in order to show its use and usefulness for making usability predictions. The third part is concerned with the combination of both concepts, i.e. how to integrate user models into the design process of pervasive applications. We first examine current ways of developing and show generic approaches to this problem. This leads to a concrete implementation of such a solution. An innovative integrated development environment is provided that allows for quickly developing mobile applications, supports the automatic generation of user models, and helps in applying these models early in the design process. This can considerably ease the process of model creation and can replace some types of costly user studies.Diese Dissertation beschreibt neuartige Verfahren in zwei wichtigen Bereichen der Mensch-Maschine-Kommunikation und erläutert Wege, diese geeignet zu verknüpfen. Zum einen spielt die Entwicklung von Prototypen insbesondere bei der Verwendung von benutzerzentrierten Entwicklungsverfahren eine besondere Rolle. Es werden daher auf der einen Seite eine ganze Reihe vorhandener Arbeiten vorgestellt und verglichen, die die Entwicklung prototypischer Anwendungen speziell im Bereich des Pervasive Computing unterstützen. Ein eigener Satz an Werkzeugen und Komponenten wird präsentiert, der viele der herausgearbeiteten Nachteile und Probleme solcher existierender Projekte aufgreift und entsprechende Lösungen anbietet. Mehrere Beispiele und eigene Arbeiten werden beschrieben, die auf dieser Architektur basieren und entwickelt wurden. Auf der anderen Seite werden neue Forschungsergebnisse präsentiert, die Erweiterungen von Methoden in der Benutzermodellierung speziell im Bereich der Abschätzung von Interaktionszeiten beinhalten. Mit diesen in der Dissertation entwickelten Erweiterungen können etablierte Konzepte wie das Keystroke-Level Model auf aktuelle und neuartige Interaktionsmöglichkeiten mit mobilen Geräten angewandt werden. Der Entwurf, das Erstellen sowie eine Validierung der Ergebnisse dieser Erweiterungen werden detailliert dargestellt. Ein dritter Teil beschäftigt sich mit Möglichkeiten die beiden beschriebenen Konzepte, zum einen Prototypenentwicklung im Pervasive Computing und zum anderen Benutzermodellierung, geeignet zu kombinieren. Vorhandene Ansätze werden untersucht und generische Integrationsmöglichkeiten beschrieben. Dies führt zu konkreten Implementierungen solcher Lösungen zur Integration in vorhandene Umgebungen, als auch in Form einer eigenen Applikation spezialisiert auf die Entwicklung von Programmen für mobile Geräte. Sie erlaubt das schnelle Erstellen von Prototypen, unterstützt das automatische Erstellen spezialisierter Benutzermodelle und ermöglicht den Einsatz dieser Modelle früh im Entwicklungsprozess. Dies erleichtert die Anwendung solcher Modelle und kann Aufwand und Kosten für entsprechende Benutzerstudien einsparen
    corecore