16,780 research outputs found

    Special track on handheld computing

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    Handheld computing is an emerging mobile computing paradigm that promotes using handheld wireless devices (or mobile devices) such as cellular phones and Personal Digital Assistants (PDAs) to accomplish various computing tasks. As handheld devices continue to appear in many forms with diverse functionalities, handheld computing will become the dominant computing paradigm in many fields including education, enterprises, and healthcare

    Special track on handheld computing

    Get PDF
    Handheld computing is an emerging mobile computing paradigm that promotes using handheld wireless devices (or mobile devices) such as cellular phones and Personal Digital Assistants (PDAs) to accomplish various computing tasks. As handheld devices continue to appear in many forms with diverse functionalities, handheld computing will become the dominant computing paradigm in many fields including education, enterprises, and healthcare

    Smart Signs: Showing the way in Smart Surroundings

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    This paper presents a context-aware guidance and messaging system for large buildings and surrounding venues. Smart Signs are a new type of electronic door- and way-sign based on wireless sensor networks. Smart Signs present in-situ personalized guidance and messages, are ubiquitous, and easy to understand. They combine the easiness of use of traditional static signs with the flexibility and reactiveness of navigation systems. The Smart Signs system uses context information such as user’s mobility limitations, the weather, and possible emergency situations to improve guidance and messaging. Minimal infrastructure requirements and a simple deployment tool make it feasible to easily deploy a Smart Signs system on demand. An important design issue of the Smart Signs system is privacy: the system secures communication links, does not track users, allow almost complete anonymous use, and prevent the system to be used as a tool for spying on users

    Device-Based Isolation for Securing Cryptographic Keys

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    In this work, we describe an eective device-based isolation approach for achieving data security. Device-based isolation leverages the proliferation of personal computing devices to provide strong run-time guarantees for the condentiality of secrets. To demonstrate our isolation approach, we show its use in protecting the secrecy of highly sensitive data that is crucial to security operations, such as cryptographic keys used for decrypting ciphertext or signing digital signatures. Private key is usually encrypted when not used, however, when being used, the plaintext key is loaded into the memory of the host for access. In our threat model, the host may be compromised by attackers, and thus the condentiality of the host memory cannot be preserved. We present a novel and practical solution and its prototype called DataGuard to protect the secrecy of the highly sensitive data through the storage isolation and secure tunneling enabled by a mobile handheld device. DataGuard can be deployed for the key protection of individuals or organizations

    Impact of Mobile and Wireless Technology on Healthcare Delivery services

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    Modern healthcare delivery services embrace the use of leading edge technologies and new scientific discoveries to enable better cures for diseases and better means to enable early detection of most life-threatening diseases. The healthcare industry is finding itself in a state of turbulence and flux. The major innovations lie with the use of information technologies and particularly, the adoption of mobile and wireless applications in healthcare delivery [1]. Wireless devices are becoming increasingly popular across the healthcare field, enabling caregivers to review patient records and test results, enter diagnosis information during patient visits and consult drug formularies, all without the need for a wired network connection [2]. A pioneering medical-grade, wireless infrastructure supports complete mobility throughout the full continuum of healthcare delivery. It facilitates the accurate collection and the immediate dissemination of patient information to physicians and other healthcare care professionals at the time of clinical decision-making, thereby ensuring timely, safe, and effective patient care. This paper investigates the wireless technologies that can be used for medical applications, and the effectiveness of such wireless solutions in a healthcare environment. It discusses challenges encountered; and concludes by providing recommendations on policies and standards for the use of such technologies within hospitals

    Supporting ethnographic studies of ubiquitous computing in the wild

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    Ethnography has become a staple feature of IT research over the last twenty years, shaping our understanding of the social character of computing systems and informing their design in a wide variety of settings. The emergence of ubiquitous computing raises new challenges for ethnography however, distributing interaction across a burgeoning array of small, mobile devices and online environments which exploit invisible sensing systems. Understanding interaction requires ethnographers to reconcile interactions that are, for example, distributed across devices on the street with online interactions in order to assemble coherent understandings of the social character and purchase of ubiquitous computing systems. We draw upon four recent studies to show how ethnographers are replaying system recordings of interaction alongside existing resources such as video recordings to do this and identify key challenges that need to be met to support ethnographic study of ubiquitous computing in the wild

    Evaluating the development of wearable devices, personal data assistants and the use of other mobile devices in further and higher education institutions

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    This report presents technical evaluation and case studies of the use of wearable and mobile computing mobile devices in further and higher education. The first section provides technical evaluation of the current state of the art in wearable and mobile technologies and reviews several innovative wearable products that have been developed in recent years. The second section examines three scenarios for further and higher education where wearable and mobile devices are currently being used. The three scenarios include: (i) the delivery of lectures over mobile devices, (ii) the augmentation of the physical campus with a virtual and mobile component, and (iii) the use of PDAs and mobile devices in field studies. The first scenario explores the use of web lectures including an evaluation of IBM's Web Lecture Services and 3Com's learning assistant. The second scenario explores models for a campus without walls evaluating the Handsprings to Learning projects at East Carolina University and ActiveCampus at the University of California San Diego . The third scenario explores the use of wearable and mobile devices for field trips examining San Francisco Exploratorium's tool for capturing museum visits and the Cybertracker field computer. The third section of the report explores the uses and purposes for wearable and mobile devices in tertiary education, identifying key trends and issues to be considered when piloting the use of these devices in educational contexts

    Lessons learned from the design of a mobile multimedia system in the Moby Dick project

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    Recent advances in wireless networking technology and the exponential development of semiconductor technology have engendered a new paradigm of computing, called personal mobile computing or ubiquitous computing. This offers a vision of the future with a much richer and more exciting set of architecture research challenges than extrapolations of the current desktop architectures. In particular, these devices will have limited battery resources, will handle diverse data types, and will operate in environments that are insecure, dynamic and which vary significantly in time and location. The research performed in the MOBY DICK project is about designing such a mobile multimedia system. This paper discusses the approach made in the MOBY DICK project to solve some of these problems, discusses its contributions, and accesses what was learned from the project

    An Interactive Zoo Guide: A Case Study of Collaborative Learning

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    Real Industry Projects and team work can have a great impact on student learning but providing these activities requires significant commitment from academics. It requires several years planning implementing to create a collaborative learning environment that mimics the real world ICT (Information and Communication Technology) industry workplace. In this project, staff from all the three faculties, namely the Faculty of Health, Engineering and Science, Faculty of Arts, Education and Human Development, and Faculty of Business and Law in higher education work together to establish a detailed project management plan and to develop the unit guidelines for participating students. The proposed project brings together students from business, multimedia and computer science degrees studying their three project-based units within each faculty to work on a relatively large IT project with our industry partner, Melbourne Zoo. This paper presents one multimedia software project accomplished by one of the multi-discipline student project teams. The project was called 'Interactive ZooOz Guide' and developed on a GPS-enabled PDA device in 2007. The developed program allows its users to navigate through the Zoo via an interactive map and provides multimedia information of animals on hotspots at the 'Big Cats' section of the Zoo so that it enriches user experience at the Zoo. A recent development in zoo applications is also reviewed. This paper is also intended to encourage academia to break boundaries to enhance students' learning beyond classroom.Comment: 11 Page
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