275,381 research outputs found

    Mobile support in CSCW applications and groupware development frameworks

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    Computer Supported Cooperative Work (CSCW) is an established subset of the field of Human Computer Interaction that deals with the how people use computing technology to enhance group interaction and collaboration. Mobile CSCW has emerged as a result of the progression from personal desktop computing to the mobile device platforms that are ubiquitous today. CSCW aims to not only connect people and facilitate communication through using computers; it aims to provide conceptual models coupled with technology to manage, mediate, and assist collaborative processes. Mobile CSCW research looks to fulfil these aims through the adoption of mobile technology and consideration for the mobile user. Facilitating collaboration using mobile devices brings new challenges. Some of these challenges are inherent to the nature of the device hardware, while others focus on the understanding of how to engineer software to maximize effectiveness for the end-users. This paper reviews seminal and state-of-the-art cooperative software applications and development frameworks, and their support for mobile devices

    Quality delivery of mobile video: In-depth understanding of user requirements

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    The increase of powerful mobile devices has accelerated the demand for mobile videos. Previous studies in mobile video have focused on understanding of mobile video usage, improvement of video quality, and user interface design in video browsing. However, research focusing on a deep understanding of users’ needs for a pleasing quality delivery of mobile video is lacking. In particular, what quality-delivery mode users prefer and what information relevant to video quality they need requires attention. This paper presents a qualitative interview study with 38 participants to gain an insight into three aspects: influencing factors of user-desired video quality, user-preferred quality-delivery modes, and user-required interaction information of mobile video. The results show that user requirements for video quality are related to personal preference, technology background and video viewing experience, and the preferred quality-delivery mode and interactive mode are diverse. These complex user requirements call for flexible and personalised quality delivery and interaction of mobile video

    Talk in activity during young children’s use of digital technologies at home

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    This article establishes ways that family members engage and disengage in talk so as to manage their individual activity with mobile devices and accomplish interaction with each other.AbstractInternet-connected tablets and smart phones are being used increasingly by young children. Little is known, however, about their social interactions with family members when engaged with these technologies. This article examines video-recorded interactions between a father and his two young children, one aged 18 months using an iPhone and one aged three years accessing an iPad. Drawing on Ethnomethodology and Conversation Analysis, analysis establishes ways the family members engage and disengage in talk so as to manage their individual activity with mobile devices and accomplish interaction with each other. Findings are relevant for understanding children’s everyday practices with mobile technologies.Authored by Susan Danby, Christina Davidson, Maryanne Theobald, Brooke Scriven, Charlotte Cobb-Moore, Sandra Houen, Sandra Grant, Lisa M. Given, and Karen Thorpe

    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

    THE USE OF MOBILE TECHNOLOGY TO EXTEND OR REPLACE THE CLASSROOM IN BUSINESS ADMINISTRATION EDUCATION

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    This study seeks to understand if utilizing simulations beyond the classroom and accessing the simulations daily with mobile devices provide a holistic understanding and comprehension for learning and strategy building. It is concluded that mobile devices can become an extension of the traditional classroom, and in some cases, it can even become a substitute for classroom interaction

    Accessing Data: Methods for understanding mobile technology use

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    Mobile devices, applications and services have become integrated into people’s dailylives on a personal and professional level. Although traditional research methods arebeing used to understand the use of mobile devices and applications, methodologicalchallenges still exist. Researchers have responded to these challenges in a variety ofways, with an emphasis on developing methods that enable new ways of accessing,making available and collecting data about mobile technology use. This paper identifies,defines, describes and presents, a preliminary framework for understanding themethodological responses emerging in current Mobile Human Computer Interaction(Mobile HCI) research

    THE IMPACT OF USER EXPERIENCE ON HUMAN COMPUTER INTERACTION - RESULTS FROM A USABILITY STUDY

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    For a large number of applications, mobile devices offer a manifold variety of potentials to improve business processes. However, most projects still fail to be successful with regard to key performance indicators (KPI). There is a growing understanding that human computer interaction is a key factor for the successful use of mobile devices in practice. However, it is still unclear how interfaces can be designed according to the specific needs of a user applying mobile devices in a business context. In this study we show that user experience has a strong impact on efficient human computer interaction. We present the results of a usability study on a mobile tool for IT-Service technicians. The results show that (a) even low experienced users can achieve sufficient task performance with a usable tool and (b) that participants of all experience groups perform better in the field setting compared to the lab

    Effectiveness of mobile learning across various settings

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    This paper reviews three ‘mobile learning’ projects to understand the nature of and extent to which learning is enhanced and facilitated by the inclusion of mobile technologies in the different teaching/learning activities that were carried out. Reviews will be taken from a number of projects; Mobile Learning in Informal Science Settings (MELISSA),Mobile Clinical Learning and Out There in Here (OTIH) projects. Melissa was a European project dealing with a range of learning systems. The Mobile Clinical Learning project investigated the potential of learning resources provided in Personal Digital Assistants (PDAs) and the ways in which clinical learning within two comparative health care institutions can be supported by using small handheld computers. OTIH is seeking to support collaborative remote experimentation where learners work together in different contexts. Within these projects a range of mobile devices (e.g. smartphones, laptops, ipads) were used to allow a broader understanding of a changing mobile device landscape. The research literature suggests that learning opportunities are more likely to arise in environments where interaction is facilitated. By reviewing these projects we are able to identify elements that are facilitated by mobile technologies and explore ways that learning is supported
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