59,882 research outputs found

    Exploring Bluetooth based Mobile Phone Interaction with the Hermes Photo Display

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    One of the most promising possibilities for supporting user interaction with public displays is the use of personal mobile phones. Furthermore, by utilising Bluetooth users should have the capability to interact with displays without incurring personal financial connectivity costs. However, despite the relative maturity of Bluetooth as a standard and its widespread adoption in today’s mobile phones, little exploration seems to have taken place in this area - despite its apparent significant potential. This paper describe the findings of an exploratory study nvolving our Hermes Photo Display which has been extended to enable users with a suitable phone to both send and receive pictures over Bluetooth. We present both the technical challenges of working with Bluetooth and, through our user study, we present initial insights into general user acceptability issues and the potential for such a display to facilitate notions of community

    Enabling pervasive computing with smart phones

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    The authors discuss their experience with a number of mobile telephony projects carried out in the context of the European Union Information Society Technologies research program, which aims to develop mobile information services. They identify areas where use of smart phones can enable pervasive computing and offer practical advice in terms of lessons learned. To this end, they first look at the mobile telephone as * the end point of a mobile information service,* the control device for ubiquitous systems management and configuration,* the networking hub for personal and body area networks, and* identification tokens.They conclude with a discussion of business and practical issues that play a significant role in deploying research systems in realistic situations

    iCapture: Facilitating Spontaneous User-Interaction with Pervasive Displays using Smart Devices

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    Abstract. The eCampus project at Lancaster University is an inter-disciplinary project aiming to deploy a wide range of situated displays across the University campus in order to create a large per-vasive communications infrastructure. At present, we are conducting a series of parallel research activities in order to investigate how the pervasive communications infrastructure can support the daily needs of staff, students and visitors to the University. This paper introduces one of our current research investigations into how one is able to mediate spontaneous interaction with the pervasive display infrastructure through camera equipped mobile phones (i.e. smart devices).

    Personalization in cultural heritage: the road travelled and the one ahead

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    Over the last 20 years, cultural heritage has been a favored domain for personalization research. For years, researchers have experimented with the cutting edge technology of the day; now, with the convergence of internet and wireless technology, and the increasing adoption of the Web as a platform for the publication of information, the visitor is able to exploit cultural heritage material before, during and after the visit, having different goals and requirements in each phase. However, cultural heritage sites have a huge amount of information to present, which must be filtered and personalized in order to enable the individual user to easily access it. Personalization of cultural heritage information requires a system that is able to model the user (e.g., interest, knowledge and other personal characteristics), as well as contextual aspects, select the most appropriate content, and deliver it in the most suitable way. It should be noted that achieving this result is extremely challenging in the case of first-time users, such as tourists who visit a cultural heritage site for the first time (and maybe the only time in their life). In addition, as tourism is a social activity, adapting to the individual is not enough because groups and communities have to be modeled and supported as well, taking into account their mutual interests, previous mutual experience, and requirements. How to model and represent the user(s) and the context of the visit and how to reason with regard to the information that is available are the challenges faced by researchers in personalization of cultural heritage. Notwithstanding the effort invested so far, a definite solution is far from being reached, mainly because new technology and new aspects of personalization are constantly being introduced. This article surveys the research in this area. Starting from the earlier systems, which presented cultural heritage information in kiosks, it summarizes the evolution of personalization techniques in museum web sites, virtual collections and mobile guides, until recent extension of cultural heritage toward the semantic and social web. The paper concludes with current challenges and points out areas where future research is needed

    Wearable and mobile devices

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    Information and Communication Technologies, known as ICT, have undergone dramatic changes in the last 25 years. The 1980s was the decade of the Personal Computer (PC), which brought computing into the home and, in an educational setting, into the classroom. The 1990s gave us the World Wide Web (the Web), building on the infrastructure of the Internet, which has revolutionized the availability and delivery of information. In the midst of this information revolution, we are now confronted with a third wave of novel technologies (i.e., mobile and wearable computing), where computing devices already are becoming small enough so that we can carry them around at all times, and, in addition, they have the ability to interact with devices embedded in the environment. The development of wearable technology is perhaps a logical product of the convergence between the miniaturization of microchips (nanotechnology) and an increasing interest in pervasive computing, where mobility is the main objective. The miniaturization of computers is largely due to the decreasing size of semiconductors and switches; molecular manufacturing will allow for “not only molecular-scale switches but also nanoscale motors, pumps, pipes, machinery that could mimic skin” (Page, 2003, p. 2). This shift in the size of computers has obvious implications for the human-computer interaction introducing the next generation of interfaces. Neil Gershenfeld, the director of the Media Lab’s Physics and Media Group, argues, “The world is becoming the interface. Computers as distinguishable devices will disappear as the objects themselves become the means we use to interact with both the physical and the virtual worlds” (Page, 2003, p. 3). Ultimately, this will lead to a move away from desktop user interfaces and toward mobile interfaces and pervasive computing

    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

    Exploring the Design of Pay-Per-Use Objects in the Construction Domain

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    Equipment used in the construction domain is often hired in order to reduce cost and maintenance overhead. The cost of hire is dependent on the time period involved and does not take into account the actual use equipment has received. This paper presents our initial investigation into how physical objects augmented with sensing and communication technologies can measure use in order to enable new pay-per-use payment models for equipment hire. We also explore user interaction with pay-per-use objects via mobile devices. The user interactions that take place within our prototype scenario range from simple information access to transactions involving multiple users. This paper presents the design, implementation and evaluation of a prototype pay-per-use system motivated by a real world equipment hire scenario. We also provide insights into the various challenges introduced by supporting a pay-per-use model, including data storage and data security in addition to user interaction issues

    Creating the Ideal Digital Self: 3G Mobile Phone Content Production and Distribution as Social Communication

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    Mobile phone ownership presents users with the opportunity to regularly update others of their actions through the digital documentation and circulation of their experiences. There is a sense that an event is not complete until it is shared through text, voice or images. An empirical study of 35 users aged 18-30, conducted for the Smart Internet Technology CRC [3] revealed that when members of a social group cannot be together physically, circulating digitised accounts of an activity becomes an authentic way to share the event. Furthermore, the study indicated that with the convergence of 3G mobile phones, digital cameras and the Internet, users are taking advantage of the best of all three communication channels to create, circulate, distribute and archive content in new and dynamic ways. Through this process users are creating the 'ideal digital self' by which to communicate socially. However, the effectiveness of these new practices is eroded by specific design and technological limitations, thus a distinct set of user problems emerged. This paper illustrates how the Trophy Room scenario, which is a 3G phone and web application, was developed to address the user needs identified in the study
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