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Mobile applications tend to be used in contexts that change over time. These varying contexts may impact the usability, and potentially the overall user experience, of mobile applications. However, the impact of context from a temporal perspective is not fully considered within usability evaluations. Consequently, this work focuses on a conceptual method that attempts to address this limitation. The...
This paper presents findings from the deployment of a mobile application designed to enable students to learn more effectively in field studies. The mobile application supports students in a design task as part of their learning of HumanComputer Interaction design skills. It explores the challenges in implementing and deploying such an app in a pedagogic context. A number of evaluations were conducted...
User eXperience (UX) is identified as the characteristics of the designed system, the result of user's internal state, and the context within which the interaction between the system and user occurs. UX is becoming increasingly diverse and well established field especially in the context of its usage. Nevertheless, this field of research lack conceptual and practical frameworks to be followed while...
The interfacing technologies have motivated the behavior of people and change their living style. Mobile is the prompt entity for human life and the applicant user can't live without it. It means mobile is a necessary entity for human life in similar to cloth, food, water and air etc. The continuous up- gradation into mobile technologies has made them more effective. Currently most of the user uses...
Mobile systems usability raises new challenges, questions and concern for the evaluation of field and lab. According to the literature study, mobile HCI research projects are mostly lab based. Mobile devices have spread in our society, indicating wider gap between desktop and mobile users. These mobile devices are more flexible, and can work with variety of input mechanisms therefore the models that...
Augmented Reality is an advance technology that enhances the real world by overlaying digital data on top of it. When Augmented Reality (AR) experience is delivered on mobile devices it is termed as mobile augmented reality (MAR). MAR is state-of-the-art technology that has completely revolutionized the way of accessing and interacting with information thus invoking new experiences for users all around...
We evaluate to what extent students are interacting with mobile devices in one of four ways intended in the design of a mobile learning activity. Video data from one class of fifth grade students were analyzed using a model of four different types of interaction. The evaluation shows that the students interacted with the devices in the ways intended in design 64% of the time. The contribution is an...
New platforms and mobile devices are constantly coming to the market but, in an effort to attract more public, several manufacturers incorporate special features into their models, resulting in a lack of uniformity among them. Thus, devices present different processing, memory, storage, communication and displaying capabilities. This heterogeneity causes that the application development process becomes...
Consideration of the availability of learning resources, or the ability of mobile learners to find information, is not enough when defining mobile and ubiquitous learning approaches. This limited consideration could play a role in blending both learning approaches as they assist the mobile learners. Moreover, the essential requirements for mobile learners may be overlooked by this consideration and...
Crowdsourcing has emerged as a new learning and online collaborative paradigm, in which “crowds” of people can collaborate and complete a specific task. In this paper, we provide a survey of crowdsourcing as a means of collaboration in three different contexts, namely academic, enterprise, and social. The survey also includes a short inventory of how different factors contribute to the development...
Context-awareness in pervasive smart spaces exposes intuitively useful services. These services implicitly annotate users' personal information with contextual cues to individualise experiences. Mobile terminals have positioned most domestic and business users as potential consumers of these services. To alleviate the inconveniences of small screens, compact keyboards and users' limited attention...
Microcontent is the prime resource and valuable asset of Web 2.0, rapid development of Mobile Commerce (MC) has enhanced the operational functionalities requirement among Mobile terminals, Servers, Knowledge Bases and other participants in many Web 2.0 applications, consequently making Micro content Management incompetent in the world of distributed environment. This issue gets further complicated...
In fast growing world we are in need of information for place we are in right now. For these types of services the Pervasive Computing is used. In Olden days, if we need some information means, we have to go to our computer and had the necessary information. Nowadays we have our laptop Computer with us and have the information where ever we are now. The sub domain of Pervasive Computing is Context...
The quality of interaction with a mobile website is arguably influenced by the prevailing conditions of use. The characteristics of the latter have not been sufficiently addressed in HCI literature yet, partly because they cannot be easily controlled in a usability study. Drawing on multidisciplinary theories, we propose a model hypothesizing on the effects of environmental context on the usability...
Smart meeting rooms are one of the most exciting applications in context-aware computing. This is of no surprise since context awareness plays a significant role in the domain of implicit human computer interaction, such as meetings, as context is tightly correlated to the analysis of human actions and intentions. In this paper we present a context aware meeting room. It works by integrating the mobile...
The interdisciplinary field of Human Computer Interaction (HCI), having barely matured past its adolescent shoes, now faces the challenge of meaningfully integrating Mobile Human Computer Interaction (MHCI). MHCI however, when viewed as an emerging independent discipline, does not have the luxury to leisurely plod along. Amid the great diversity of initiatives and interactions, the challenge is to...
This paper describes concepts, design, implementation, and performance evaluation of a 3D-based user interface for accessing Ambient Intelligence Environments (AmIE). The generic interaction model of the described work addresses some major challenges of Human-Environment-Interaction such as cognitive overload and manual device selection, loss of user control, missing system image or over-automation...
The rise of mainstream virtual learning environments has facilitated the operation of information spaces to support display, simulation, and interactive modelling. As well as disseminating information and knowledge, they can also be used to accumulate learning as each user is also a potential contributor. This paper examines the use of information environments to support mobile learning and dynamic...
Mobile search is becoming increasingly important for mobile users as mobile devices are more widely used. Mobile search differs from standard PC-based Web search in a number of ways: (1) the user interfaces and I/O are limited by screen real estate and tiny key pads are tiny, (2) limited bandwidth and costly connection time, (3) increased local search due to mobility. These limitations result in more...
With appearance of mobile devices such as cell phones, PDAs and smart phones, context-aware applications are becoming increasingly popular. Therefore, developers are always seeking for new and powerful developing tools for context-aware programming. Developers prefer to use fast and convenient development tools that can support all required possibilities for implementing a complete and user-friendly...
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