4,449 research outputs found

    The impact of user- and system-initiated personalization on the user experience at large sports events

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    This article describes an experimental study investigating the impact on user experience of two approaches of personalization of content provided on a mobile device, for spectators at large sports events. A lab-based experiment showed that a system-driven approach to personalization was generally preferable, but that there were advantages to retaining some user control over the process. Usability implications for a hybrid approach, and design implications are discussed, with general support for countermeasures designed to overcome recognised limitations of adaptive systems

    SensX: About Sensing and Assessment of Complex Human Motion

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    The great success of wearables and smartphone apps for provision of extensive physical workout instructions boosts a whole industry dealing with consumer oriented sensors and sports equipment. But with these opportunities there are also new challenges emerging. The unregulated distribution of instructions about ambitious exercises enables unexperienced users to undertake demanding workouts without professional supervision which may lead to suboptimal training success or even serious injuries. We believe, that automated supervision and realtime feedback during a workout may help to solve these issues. Therefore we introduce four fundamental steps for complex human motion assessment and present SensX, a sensor-based architecture for monitoring, recording, and analyzing complex and multi-dimensional motion chains. We provide the results of our preliminary study encompassing 8 different body weight exercises, 20 participants, and more than 9,220 recorded exercise repetitions. Furthermore, insights into SensXs classification capabilities and the impact of specific sensor configurations onto the analysis process are given.Comment: Published within the Proceedings of 14th IEEE International Conference on Networking, Sensing and Control (ICNSC), May 16th-18th, 2017, Calabria Italy 6 pages, 5 figure

    Mobile exergaming in adolescents’ everyday life—contextual design of where, when, with whom, and how: the SmartLife case

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    Exergames, more specifically console-based exergames, are generally enjoyed by adolescents and known to increase physical activity. Nevertheless, they have a reduced usage over time and demonstrate little effectiveness over the long term. In order to increase playing time, mobile exergames may increase potential playing time, but need to be engaging and integrated in everyday life. The goal of the present study was to examine the context of gameplay for mobile exergaming in adolescents’ everyday life to inform game design and the integration of gameplay into everyday life. Eight focus groups were conducted with 49 Flemish adolescents (11 to 17 years of age). The focus groups were audiotaped, transcribed, and analyzed by means of thematic analysis via Nvivo 11 software (QSR International Pty Ltd., Victoria, Australia). The adolescents indicated leisure time and travel time to and from school as suitable timeframes for playing a mobile exergame. Outdoor gameplay should be restricted to the personal living environment of adolescents. Besides outdoor locations, the game should also be adaptable to at-home activities. Activities could vary from running outside to fitness exercises inside. Furthermore, the social context of the game was important, e.g., playing in teams or meeting at (virtual) meeting points. Physical activity tracking via smart clothing was identified as a motivator for gameplay. By means of this study, game developers may be better equipped to develop mobile exergames that embed gameplay in adolescents’ everyday life

    A Study on Platform's New Strategy in Media 2.0 Era - Based on “Keystone” concept & Google case

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    The purpose of this paper is to suggest a new strategy of the platform in Media 2.0 era. This goal is approached by firstly examining conceptual change of the platform strategy from mass media world (Media 1.0) to micro media world (Media 2.0). Then, it will discuss "Keystone" strategy by Iansiti & Levien (2004) who introduced four different types of platform and will give an example, Google. The data shows, how Google's keystone strategy could be successfully accomplished with three sources for value creation, revelation, aggregation and plasticity, and how healthy it is in terms of productivity, robustness, and niche creation. Finally, an applicable framework to Media 2.0 will be constructed on the basis sources for value creation and "Keystone" capabilities of ecosystem management. Three main parts of the keystone strategy are the openness, synchronization, and mass customization focus. --Media platform,Keystone,ecosystem

    Delivery of Personalized and Adaptive Content to Mobile Devices:A Framework and Enabling Technology

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    Many innovative wireless applications that aim to provide mobile information access are emerging. Since people have different information needs and preferences, one of the challenges for mobile information systems is to take advantage of the convenience of handheld devices and provide personalized information to the right person in a preferred format. However, the unique features of wireless networks and mobile devices pose challenges to personalized mobile content delivery. This paper proposes a generic framework for delivering personalized and adaptive content to mobile users. It introduces a variety of enabling technologies and highlights important issues in this area. The framework can be applied to many applications such as mobile commerce and context-aware mobile services

    Business Case and Technology Analysis for 5G Low Latency Applications

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    A large number of new consumer and industrial applications are likely to change the classic operator's business models and provide a wide range of new markets to enter. This article analyses the most relevant 5G use cases that require ultra-low latency, from both technical and business perspectives. Low latency services pose challenging requirements to the network, and to fulfill them operators need to invest in costly changes in their network. In this sense, it is not clear whether such investments are going to be amortized with these new business models. In light of this, specific applications and requirements are described and the potential market benefits for operators are analysed. Conclusions show that operators have clear opportunities to add value and position themselves strongly with the increasing number of services to be provided by 5G.Comment: 18 pages, 5 figure

    Mobile telecommunication networks and mobile commerce : towards its applications in chinese market

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    La tĂ©lĂ©communication mobile connecte les personnes de n'importe oĂč Ă  tout moment. La transmission de la voix et des donnĂ©es Ă  travers les rĂ©seaux de tĂ©lĂ©communication mobile permet d'envoyer des informations et de diriger des transactions d'une maniĂšre nouvelle. Cela crĂ©e un nouveau domaine d'affaires qui s'appelle du commerce mobile, une affaire Ă©tendue basĂ©e sur l'Internet avec de nombreux des caractĂ©ristiques uniques ajoutĂ©s. Comme un soutien fondamental du plate-forme, les rĂ©seaux de la tĂ©lĂ©communication mobile joue un rĂŽle essentiel dans le commerce mobile. Leurs caractĂ©ristiques techniques et le dĂ©ploiement dĂ©terminent l'essence pour le commerce mobile. Dans cette mĂ©moire, nous Ă©tudions et prĂ©sentons les caractĂ©ristiques techniques des technologies communications mobiles du rĂ©seau 1G Ă  3G et au-delĂ . Nous Ă©tudions Ă©galement les technologies WLAN et WAP qui sont courantes dans le commerce mobile en Chine et dans le monde. Le commerce mobile est en train de se dĂ©velopper, le nombre d'utilisateurs de tĂ©lĂ©phones mobiles sont de plus en plus en Chine et dans ce monde. Les utilisateurs mobiles Ă©normes en Chine ainsi que la maturitĂ© des technologies 3G affichent un fort potentiel pour offrir et d'adopter plus les nouveaux services mobiles. AprĂšs rĂ©viser l'Ă©volution du commerce mobile et l'histoire du succĂšs i-mode au Japon, nous nous concentrons sur le mobile du marchĂ© chinois de maniĂšre Ă  dĂ©couvrir son marchĂ©, l'infrastructure du rĂ©seau mobile, et le modĂšle d'affaires. FondĂ© sur la base de notre enquĂȘte sur le commerce mobile chinois, nous prĂ©sentons, selon notre jugement, les services mobiles et des applications que sont convenables pour la Chine. Parmi eux, nous pensons qu'il y a la tendance sur les services basĂ©s sur la localisation et services orientĂ©es de l'architectures. Cette tendance peut attirer plus d'attention Ă  offrir de nouveaux services. En plus, elle peut offrir des services d'intĂ©gration et de personnalisation qui viennent de fournisseurs de services mobiles et des utilisateurs finaux. ______________________________________________________________________________ MOTS-CLÉS DE L’AUTEUR : Gestion intĂ©grĂ©e et Ă©cosystĂ©mique, Principe de prĂ©caution, Communication entre acteurs, Risques sur l'environnement et la santĂ©

    Audit Process during Projects for Development of New Mobile IT Application

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    This paper presents characteristics of the computer audit process during software development life cycle focused on specific aspects of the mobile IT applications. There are highlighted specific features of the distributed informatics systems implemented in wireless environments as hardware components, wireless technologies, classes of wireless systems, specialized software for mobile IT applications, quality characteristics of the mobile IT applications, software development models and their specific stages and issues aspects of the computer audit during software development life cycle of the distributed informatics systems customized on mobile IT applications. In the computer audit process, tasks of the computer auditors and what controls they must implement are also presented.Audit Process, Mobile It Applications, Software Development Life Cycle, Project Management
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