525 research outputs found

    Three-dimensional context-aware tailoring of information

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2010 EmeraldPurpose – The purpose of this paper is to explore the notion of context in ubiquitous computing. Personal Information Managers exploit the ubiquitous paradigm in mobile computing to integrate services and programs for business and leisure. Recognising that every situation is constituted by information and events, context will vary depending on the situation in which users find themselves. The paper aims to show the viability of tailoring contextual information to provide users with timely and relevant information. Design/methodology/approach – A survey was conducted after testing on a group of real world users. The test group used the application for approximately half a day each and performed a number of tasks. Findings – The results from the survey show the viability of tailoring contextual information to provide users with timely and relevant information. Among the questions in the questionnaire the users were asked to state whether or not they would like to use this application in their daily life. Statistically significant results indicate that the users found value in using the application. Originality/value – This work is a new exploration and implementation of context by integrating three dimensions of context: social information, activity information, and geographical position

    Equity research - Micron Technology

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    Mestrado em FinançasEste projeto Ê o trabalho final como parte do mestrado. Licenciatura em Finanças pela Escola de Economia e Gestão de Lisboa (ISEG). Os alunos podem optar por escrever uma tese de mestrado ou escrever uma pesquisa de patrimônio de uma empresa escolhida. O projeto estå estruturado de acordo com as diretrizes do ISEG e o CFA institui recomendaçþes de relatórios de pesquisa. Eu escolhi analisar a Micron Technology Inc. por causa do meu interesse no setor de tecnologia, especialmente na indústria de semicondutores. O setor exibe muitos traços especiais, como ciclicidade e exigências extremas de capital, que eram ao mesmo tempo educacionais e exigentes para anålise.This project is the final work as a part of the MSc. Finance degree at Lisbon School of Economics and Management (ISEG). Students can choose to write a master thesis or write an equity research of a chosen company. The project is structured after ISEG's guidelines and the CFA institutes research report recommendations. I choose to analyze Micron Technology Inc. because of my interest in the technology sector, especially the semiconductor industry. The industry displays a lot of special traits like cyclicality and extreme capital requirements, which was both educational and demanding to analyze.info:eu-repo/semantics/publishedVersio

    Towards NFC payments using a lightweight architecture for the Web of Things

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    The Web (and Internet) of Things has seen the rapid emergence of new protocols and standards, which provide for innovative models of interaction for applications. One such model fostered by the Web of Things (WoT) ecosystem is that of contactless interaction between devices. Near Field Communication (NFC) technology is one such enabler of contactless interactions. Contactless technology for the WoT requires all parties to agree one common definition and implementation and, in this paper, we propose a new lightweight architecture for the WoT, based on RESTful approaches. We show how the proposed architecture supports the concept of a mobile wallet, enabling users to make secure payments employing NFC technology with their mobile devices. In so doing, we argue that the vision of the WoT is brought a step closer to fruition

    Evaluating usability of cross-platform smartphone applications

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    The computing power of smartphones is increasing as time goes. However, the proliferation of multiple different types of operating platforms affected interoperable smartphone applications development. Thus, the cross-platform development tools are coined. Literature showed that smartphone applications developed with the native platforms have better user experience than the cross-platform counterparts. However, comparative evaluation of usability of cross-platform applications on the deployment platforms is not studied yet. In this work, we evaluated usability of a crossword puzzle developed with PhoneGap on Android, Windows Phone, and BlackBerry. The evaluation was conducted focusing on the developer's adaptation effort to native platforms and the end users. Thus, we observed that usability of the cross-platform crossword puzzle is unaffected on the respective native platforms and the SDKs require only minimal configuration effort. In addition, we observed the prospect of HTML5 and related web technologies as our future work towards evaluating and enhancing usability in composing REST-based services for smartphone applications

    Mobile money system design for illiterate users in rural Ethiopia

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    Current mobile money systems provide users with hierarchical user interface and represent money as a positive rational numbers of the form 1, 3, 4.87.N. However, research indicates that rural communities that cannot read and write have a challenge entering such numbers in to mobile money system. Navigating through hierarchical text menu is also difficult to illiterate individuals. The present study uses concepts like memory placeholders, dragging & dropping; swiping, temporary holding space, and frequency counter and proposed a system that consists of three layers. The first layer denotes user interface and uses photos of currency notes, second layer is a placeholder memory that keep record of the frequency of currency bill, and the last layer keeps record of the total digital money in the system. We believe that the proposed system enables illiterate to identify currency notes while making payments and receiving payments, count digital money while making payments and or receiving payments during transaction

    Every Cloud Has a Push Data Lining: Incorporating Cloud Services in a Context-Aware Application

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    We investigated context-awareness by utilising multiple sources of context in a mobile device setting. In our experiment we developed a system consisting of a mobile client, running on the Android platform, integrated with a cloud-based service. These components were integrated using pushmessaging technology.One of the key featureswas the automatic adaptation of smartphones in accordance with implicit user needs. The novelty of our approach consists in the use of multiple sources of context input to the system, which included the use of calendar data and web based user configuration tool, as well as that of an external, cloud-based, configuration file storing user interface preferences which, pushed at log-on time irrespective of access device, frees the user from having to manually configure its interface.The systemwas evaluated via two rounds of user evaluations (n = 50 users), the feedback of which was generally positive and demonstrated the viability of using cloud-based services to provide an enhanced context-aware user experience

    The Live Programming Lecturing Technique: A Study of the Student Experience in Introductory and Advanced Programming Courses

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    This paper investigates the topic of teaching programming in higher education. The teaching method often referred to as live programming has become a widely applied lecturing strategy for teaching programming subjects in an interactive fashion. Lectures based on live programming normally involve live demonstrations, explanations and interaction with the students. Although this technique seems to be very popular amongst students and instructors, we hypothesise that it also involves potential challenges. In this paper, we investigate the perceived difficulty and promise of following such an approach from a student perspective. We present results from interviews with 1st and 2nd year IT Bachelor students about their experience with live programming. Our results indicate that students’ engagement and desire to learn through active learning techniques still are very much valid also in introductory and advanced programming courses. Furthermore, we also interpret from our findings a suggested model of a repeated cycle of lecture, demo and exercise as highly beneficial to the student learning process

    Latency Thresholds for Usability in Games: A Survey

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    User interactions in interactive applications are time critical operations;late response will degrade the experience. Sensitivity to delay doeshowever vary greatly with between games. This paper surveys existingliterature on the specifics of this limitation. We find a classificationwhere games are grouped with others of roughly the same requirements.In addition we find some numbers on how long latency is acceptable.These numbers are however inconsistent between studies, indicatinginconsistent methodology or insufficient classification of games andinteractions. To improve classification, we suggest some changes.In general, research is too sparse to draw any strong or statisticallysignificant conclusions. In some of the most time critical games, latencyseems to degrade the experience at about 50 ms
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