18 research outputs found

    Services surround you:physical-virtual linkage with contextual bookmarks

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    Our daily life is pervaded by digital information and devices, not least the common mobile phone. However, a seamless connection between our physical world, such as a movie trailer on a screen in the main rail station and its digital counterparts, such as an online ticket service, remains difficult. In this paper, we present contextual bookmarks that enable users to capture information of interest with a mobile camera phone. Depending on the user’s context, the snapshot is mapped to a digital service such as ordering tickets for a movie theater close by or a link to the upcoming movie’s Web page

    Behavior3D: an XML-based framework for 3D graphics behavior.

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    Success of 3D applications on the Web inherently depends on object behavior and interaction. Current Web3D formats often fall short in supporting behavior modeling. This paper introduces a flexible concept for declaratively modeling 3D object behaviors. Based on Extensible 3D (X3D) a node concept is suggested with object-oriented features such as inheritance, strong typing, and polymorphism. An XML-based language Behavior3DNode serves the interface definition of new nodes. Their implementation is simplified by automated code generation. A novel grammar generation mechanism collects all existing nodes in a dynamic XML Schema. Thus new behavior nodes can be used along with built-in nodes as first class scene graph elements. A rich set of predefined behaviors is proposed, among them Animation and State Machine node collections. The concepts were successfully implemented with VRML97/X3D and integrated into a 3D component approach

    Role assignment via physical mobile interaction techniques in mobile multi-user applications for children

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    Abstract. The development of engaging user interfaces that support collaboration is a great challenge – in particular if users are children. We consider mobile phones as appropriate devices for multi-user interactions with a system because novel forms of physical mobile interaction techniques with smart objects yield lots of benefits, such as being intuitive and playful to use, but also addressing children's needs for curiosity. In this paper, we introduce our approach to multi-user game-like scenarios within an ambient intelligence context which are controlled via different mobile phones and their supported interaction techniques. By providing children with multiple mobile phones we structure interactions in multi-user settings and prevent undesirable situations, such as dominant users or off-topic actions. Children get access to various physical mobile interaction techniques for interactions with smart objects which are all required to fulfill one common goal. In this way, social interaction arises in a natural manner. In order to motivate and evaluate our approach, we developed two ambient intelligence applications called The World Explorer and The Escape. Results of a user study showed that children liked working in a group and that physical mobile interaction techniques are a promising approach to increase engagement and foster social interactions but also to prevent chaotic situations by balancing the distribution of activities in multi-user settings

    Improving Mobile Solution Workflows and Usability Using Near Field Communication Technology

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    Abstract. Organisations want nowadays more controlled processes and easily usable solutions, but achieving them requires winning many challenges. Radio Frequency Identification (RFID) based technology has been proposed for improving mobile solution workflows and usability. NFC (Near Field Communication) technology is based on integrating RFID on mobile devices. This paper identifies how NFC based systems could be used to improve mobile solution workflows and usability. The results of this study are based on the implementation of six pilot cases in 2005-2007. This paper concludes that use of NFC provides both advantages and disadvantages and, therefore, to estimate the potential of NFC, its pros and cons have to be weighed up for each case in question. This paper also concludes that only a comprehensive solution achieves the full potential of NFC from users ’ point of view. Considering mobile solution usability, this paper concludes that NFC based solutions are easy to use, but the small and limited keyboard of mobile devices poses challenges to the design of these solutions. NFC use poses new organizational challenges like need for the rest of the system to catch up and feeling of distrust from the user side
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