8,901 research outputs found

    Quality assessment technique for ubiquitous software and middleware

    Get PDF
    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

    The Mundane Computer: Non-Technical Design Challenges Facing Ubiquitous Computing and Ambient Intelligence

    Full text link
    Interdisciplinary collaboration, to include those who are not natural scientists, engineers and computer scientists, is inherent in the idea of ubiquitous computing, as formulated by Mark Weiser in the late 1980s and early 1990s. However, ubiquitous computing has remained largely a computer science and engineering concept, and its non-technical side remains relatively underdeveloped. The aim of the article is, first, to clarify the kind of interdisciplinary collaboration envisaged by Weiser. Second, the difficulties of understanding the everyday and weaving ubiquitous technologies into the fabric of everyday life until they are indistinguishable from it, as conceived by Weiser, are explored. The contributions of Anne Galloway, Paul Dourish and Philip Agre to creating an understanding of everyday life relevant to the development of ubiquitous computing are discussed, focusing on the notions of performative practice, embodied interaction and contextualisation. Third, it is argued that with the shift to the notion of ambient intelligence, the larger scale socio-economic and socio-political dimensions of context become more explicit, in contrast to the focus on the smaller scale anthropological study of social (mainly workplace) practices inherent in the concept of ubiquitous computing. This can be seen in the adoption of the concept of ambient intelligence within the European Union and in the focus on rebalancing (personal) privacy protection and (state) security in the wake of 11 September 2001. Fourth, the importance of adopting a futures-oriented approach to discussing the issues arising from the notions of ubiquitous computing and ambient intelligence is stressed, while the difficulty of trying to achieve societal foresight is acknowledged

    Supporting Device Discovery and Spontaneous Interaction with Spatial References

    Get PDF
    The RELATE interaction model is designed to support spontaneous interaction of mobile users with devices and services in their environment. The model is based on spatial references that capture the spatial relationship of a user’s device with other co-located devices. Spatial references are obtained by relative position sensing and integrated in the mobile user interface to spatially visualize the arrangement of discovered devices, and to provide direct access for interaction across devices. In this paper we discuss two prototype systems demonstrating the utility of the model in collaborative and mobile settings, and present a study on usability of spatial list and map representations for device selection

    Using Hybrid Simulations for Early User Evaluations of Pervasive Interactions

    Get PDF

    Pervasive Technologies and Support for Independent Living

    No full text
    A broad range of pervasive technologies are used in many domains, including healthcare: however, there appears to be little work examining the role of such technologies in the home, or the different wants and needs of elderly users. Additionally, there exist ethical issues surrounding the use of highly personal healthcare-related data, and interface issues centred on the novelty of the technologies and the disabilities experienced by the users. This report examines these areas, before considering the ways in which they might come together to help support independent-living users with disabilities which may be age-related

    Architectural implications for context adaptive smart spaces

    Get PDF
    Buildings and spaces are complex entities containing complex social structures and interactions. A smart space is a composite of the users that inhabit it, the IT infrastructure that supports it, and the sensors and appliances that service it. Rather than separating the IT from the buildings and from the appliances that inhabit them and treating them as separate systems, pervasive computing combines them and allows them to interact. We outline a reactive context architecture that supports this vision of integrated smart spaces and explore some implications for building large-scale pervasive systems

    A Mobile Money Solution for Illiterate Users

    Get PDF
    Existing mobile money platforms have text based interfaces and target literate people. Illiterate people, without the assistance of literate individuals, cannot use such platforms. Applying user-centered requirements gathered in an Ethiopian context, this paper presents the design and development of a mobile money solution that targets illiterate people. Particular emphasis is given to how illiterate users deal with cash money in their everyday life and how such practices can be mapped into financial technology design. Given the ubiquity of mobile telephony in Africa, our solution is based on the widely available, relatively inexpensive and open source Android mobile web platform. The proposed system enables illiterate individuals to count money bills, while providing the facility to accept and make payments. In so doing, we provide an example of how a pervasive technology such as smartphones can empower a hitherto often neglected user category of illiterate users

    Emerging technologies for learning (volume 2)

    Get PDF

    Technology inspired design for pervasive healthcare

    Get PDF
    Pervasive healthcare technologies are increasingly using novel sensory devices that are able to measure phenomena that could not be measured before. To develop novel healthcare applications that use these largely untested technologies, it is important to have a design process that allows proper exploration of the capabilities of the novel technologies. We focus on the technology-inspired design process that was used in the development of a system to support posture and provide guidance by nudging people, and how this has lead us to explore pervasive healthcare applications

    Assessing user experience of context-aware interfaces in a retail store

    Get PDF
    Context-awareness is becoming an essential functionality of mobile applications. However, it remains challenging to capture the contextual experience in innovation research, since early-stage technologies have not reached maturity to be implemented in a real-life context. Moreover, users have difficulty in evaluating implicit interactions with context-aware interfaces since imagination of users is limited. Assuming that context impacts user experience, virtual reality (VR) provides an untapped potential for the domain of innovation research. The aim of this study (in progress) is to investigate the potential of user tests in virtual reality (here virtual retail store) for human-computer interaction to better match the needs of users and designers. Initially, the mock-up has been implemented in a retail store with its context-awareness being simulated using the Wizard of Oz methodology (N = 18). This approach is found to be time-consuming and not sufficient for evaluating radical context-aware innovations
    corecore