10,569 research outputs found

    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

    Traffic and Navigation Support through an Automobile Heads Up Display (A-HUD)

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    The automobile industry has produced many cars with new features over the past decade. Taking advantage of advances in technology, cars today have fuel-efficient hybrid engines, proximately sensors, windshield wipers that can detect rain, built-in multimedia entertainment, and all-wheel drive systems that adjust power in real-time. However, the interaction between the driver and the car has not changed significantly. The information being delivered – both in quantity and method – from the car to the driver has not seen the same improvements as there has been “under the hood.” This is a position paper that proposes immersing the driver inside an additional layer of traffic and navigation data, and presenting that data to the driver by embedding display systems into the automobile windows and mirrors. We have developed the initial concepts and ideas for this type of virtual display. Through gaze tracking the digital information is superimposed and registered with real world entities such as street signs and traffic intersections

    UrbanDiary - a tracking project

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    This working paper investigates aspects of time in an urban environment, specifically the cycles and routines of everyday life in the city. As part of the UrbanDiary project (urbantick.blogspot.com), we explore a preliminary study to trace citizen’s spatial habits in individual movement utilising GPS devices with the aim of capturing the beat and rhythm of the city. The data collected includes time and location, to visualise individual activity, along with a series of personal statements on how individuals “use” and experience the city. In this paper, the intent is to explore the context of the UrbanDiary project as well as examine the methodology and technical aspects of tracking with a focus on the comparison of different visualisation techniques. We conclude with a visualisation of the collected data, specifically where the aspect of time is developed and explored so that we might outline a new approach to visualising the city in the sense of a collective, constantly renewed space

    Designing for Cross-Device Interactions

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    Driven by technological advancements, we now own and operate an ever-growing number of digital devices, leading to an increased amount of digital data we produce, use, and maintain. However, while there is a substantial increase in computing power and availability of devices and data, many tasks we conduct with our devices are not well connected across multiple devices. We conduct our tasks sequentially instead of in parallel, while collaborative work across multiple devices is cumbersome to set up or simply not possible. To address these limitations, this thesis is concerned with cross-device computing. In particular it aims to conceptualise, prototype, and study interactions in cross-device computing. This thesis contributes to the field of Human-Computer Interaction (HCI)—and more specifically to the area of cross-device computing—in three ways: first, this work conceptualises previous work through a taxonomy of cross-device computing resulting in an in-depth understanding of the field, that identifies underexplored research areas, enabling the transfer of key insights into the design of interaction techniques. Second, three case studies were conducted that show how cross-device interactions can support curation work as well as augment users’ existing devices for individual and collaborative work. These case studies incorporate novel interaction techniques for supporting cross-device work. Third, through studying cross-device interactions and group collaboration, this thesis provides insights into how researchers can understand and evaluate multi- and cross-device interactions for individual and collaborative work. We provide a visualization and querying tool that facilitates interaction analysis of spatial measures and video recordings to facilitate such evaluations of cross-device work. Overall, the work in this thesis advances the field of cross-device computing with its taxonomy guiding research directions, novel interaction techniques and case studies demonstrating cross-device interactions for curation, and insights into and tools for effective evaluation of cross-device systems
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