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1.
As more interactive surfaces enter public life, casual interactions from passersby are bound to increase. Most of these users can be expected to carry a mobile phone or PDA, which nowadays offers significant computing capabilities of its own. This offers new possibilities for interaction between these users’ private displays and large public ones. In this paper, we present a system that supports such casual interactions. We first explore a method to track mobile phones that are placed on a horizontal interactive surface by examining the shadows which are cast on the surface. This approach detects the presence of a mobile device, as opposed to any other opaque object, through the signal strength emitted by the built-in Bluetooth transceiver without requiring any modifications to the devices’ software or hardware. We then go on to investigate interaction between a Sudoku game running in parallel on the public display and on mobile devices carried by passing users. Mobile users can join a running game by placing their devices on a designated area. The only requirement is that the device is in discoverable Bluetooth mode. After a specific device has been recognized, a client software is sent to the device which then enables the user to interact with the running game. Finally, we explore the results of a study which we conducted to determine the effectiveness and intrusiveness of interactions between users on the tabletop and users with mobile devices.  相似文献   

2.
Emerging technologies such as location-awareness devices have the potential to significantly impact users' social coordination, particularly while rendezvousing. It is important that we explore how new technologies influence social behaviours and communication in order to realize their full potential. This paper presents a field study investigating the use of mobile location-aware devices for rendezvous activities. Participants took part in one of three mobile device conditions (a mobile phone, a location-aware handheld, or both a mobile phone and a location-aware handheld) and completed three rendezvousing scenarios. The results reveal key differences in communication patterns between the mediums, as well as the potential strengths and limitations of location-aware devices for social coordination. The paper concludes with a discussion of relevant design issues drawn from observations gathered during the field study.  相似文献   

3.
In recent years, there has been an explosive growth in the use of mobile devices. The ubiquitous and multifunctional nature of these devices with internet connectivity and personalization features make them a unique context to investigate what factors shape mobile users perception of their mobile device functionality fit with their needs. In order to answer this question, we proposed a research model in which we introduced multifunctional use and perceived device-functionality fit as two new constructs. The results of our study show that a significant portion of individuals’ perceived device-functionality fit can be explained by their perceived enjoyment, perceived ease of use, perceived usefulness, and symbolic value of the device. In terms of the theoretical contribution, our research suggests revamping the concept of device-functionality fit when it comes to mobile devices by accounting for both hedonic and utilitarian aspects of mobile devices. In terms of practical implications, our study highlights the importance of the social image that mobile devices create in the society for their users as well as the importance of look-and-feel aspects of mobile devices in shaping users perception of fit between functionalities of their mobile devices and their needs.  相似文献   

4.
The proliferation of wireless and mobile devices such as personal digital assistants and mobile phones has created a large demand for mobile software applications such as social networking software. In addition, the realization and widespread usage of peer-to-peer (P2P) networking have drastically increased the number of applications utilizing these technologies. The convergence of mobile and P2P networking have generated increasing interest in the mobile peer-to-peer (MP2P) community. In this paper, we describe the design and development of a mobile social software (MoSoSo) based on a P2P network architecture using Juxtapose (JXTA) and Juxtapose for Java MicroEdition (JXME). The MoSoSo application allows users to discover, communicate and share resources with one another. We present three facets of designing the MoSoSo: object-oriented software design, network infrastructure design, and user-interface design. The software has been fully implemented and tested on a variety of mobile devices for use in a campus setting. By studying the design and implementation of the MoSoSo, we hope to benefit the entire mobile application development community by providing common models and insights into developing MP2P software.  相似文献   

5.
Mobile Social Networks (MSNs) facilitate connections between mobile devices, and are capable of providing an effective mobile computing environment for users to access, share, and distribute information. However, MSNs are virtual social spaces, the available information may not be trustworthy to all. Therefore, trust inference plays a critical role for establishing social links between mobile users. In MSNs, users’ transactions will more and more be complemented with group contact. Hence, future usage patterns of mobile devices will involve more group contacts. In this paper, we describe the implicit social behavioral graph, i.e., ego-i graph which is formed by users’ contacts, and present an algorithm for initiating ego-i graph. We rate these relationships to form a dynamic contact rank, which enables users to evaluate the trust values between users within the context of MSNs. We, then, calculate group-based trust values according to the level of contacts, interaction evolution, and users’ attributes. Based on group-based trust, we obtain a cluster trust by the aggregation of inter group-based trust values. Due to the unique nature of MSNs, we discuss the propagation of cluster trust values for global MSNs. Finally, we evaluate the performance of our trust model through simulations, and the results demonstrate the effectiveness of group-based behavioural relationships in MSNs’ information sharing system.  相似文献   

6.
7.
Touch screens are a key component of consumer mobile devices such as smartphones and tablets, as well as an increasingly common self-service component of information retrieval on fixed screens and mobile devices in-store. The ubiquity of touch screens in daily life increases consumer accessibility and extended use for shopping, whilst software innovations have increased the functionality of touch screens, for example the extent to which images respond to fingertip control. This study examines how users engage with interactive visual rotation and tactile simulation features while browsing fashion clothing products on touch screen devices and thus contributes to retail touch screen research that previously focused on in-store kiosks and window displays. Findings show that three dimensions of user engagement (endurability, novelty and felt involvement) are positively influenced by both forms of manipulation. In order to examine the extent to which touch screen user engagement varies with individual preferences for an in-store experience, the paper also examines whether user engagement outcomes are mediated by an individual's need for physical touch. Findings indicate that the need for touch does not explain the variance between individuals. We conclude that touch screen technology complements the physical retail environment.  相似文献   

8.
针对新一代智能家居系统对于大量多功能、高精度自动化控制功能的需求,设计提出了一种基于ARM和WIFI通信的智能开关控制器。以WIFI无线通信技术为基础,用户通过使用Android智能手机或平板电脑等移动智能终端设备,借助设备上的客户端软件对被控设备如灯光照明系统等家居用电设备进行实时无线遥控。采用各种传感器模块对该控制器以及被控设备运行环境进行实时监测,用户可通过移动客户端软件查看了解相关情况。采用TFT液晶显示屏构建用户交互显示模块,对相关信息进行显示,方便用户的日常使用,增强用户的直观体验。通过实验测试,提出的基于ARM和WIFI通信的智能开关控制器达到了对被控设备的智能动态控制要求。该控制器具有结构简单、操作简便、响应迅速、控制功能多样化等优点,应用前景广泛。  相似文献   

9.
We report on the results of a study in which 19 new mobile telephone users were closely tracked for the first six weeks after service acquisition. Results show that novices tend to rapidly modify their perceptions of social appropriateness around mobile phone use, that actual nature of use frequently differs from initial predictions, and that comprehension of service-based technologies can be problematic. We also describe instances and features of mobile telephony practice. When in use, mobile phones occupy multiple social spaces simultaneously, spaces with norms that sometimes conflict: the physical space of the mobile phone user and the virtual space of the conversation.  相似文献   

10.
Accessibility revolves around building products, including electronic devices and digital content, so that diverse users can conveniently utilize them, irrespective of their capabilities. In recent years, the concept of touchscreen accessibility has gained a remarkable attention, especially within the considerable reliance on mobile touchscreen devices (MTDs) for information acquisition and dissemination as we witness nowadays. For users who are visually impaired, MTDs unlock different opportunities for independence and functioning. Thus, with the increasing ubiquity of MTDs and their potential extensive utility for all demographics, it becomes paramount to ensure that these devices and the content delivered on them are accessible. And while it might seem straightforward to achieve accessibility on MTDs, attaining this outcome is governed by an interplay between different elements. These involve platform (i.e., operating system) built-in support of accessibility features, content rendering modalities and structures pertaining to user needs and the peculiarities of MTDs as informed in standard accessibility guidelines, user studies uncovering preferences and best practices while interacting with MTDs, national legislations and policies, and the use of third-party devices such as assistive technologies. In this paper, mobile touchscreen accessibility for users who are visually impaired is surveyed with focus on three aspects: (1) the existing built-in accessibility features within popular mobile platforms; (2) the nature of non-visual interaction and how users who are visually impaired access, navigate, and create content on MTDs; and (3) the studies that tackled different issues pertaining to touchscreen accessibility, such as extraction of user needs and interaction preferences, identification of most critical accessibility problems encountered on MTDs, integrating mobile accessibility in standard accessibility guidelines, and investigation of existing guidelines in terms of sufficiency and appropriateness.  相似文献   

11.
Ubiquitous and mobile computer technologies are increasingly being appropriated to facilitate people’s social life outside the work domain. Designing such social and collaborative technologies requires an understanding of peoples’ physical and social context, and the interplay between these and their situated interactions. In response, this paper addresses the challenge of informing design of mobile services for fostering social connections by using the concept of place for studying and understanding peoples’ social activities in a public built environment. We present a case study of social experience of a physical place providing an understanding of peoples’ situated social interactions in public places of the city derived through a grounded analysis of small groups of friends socialising out on the town. Informed by this, we describe the design and evaluation of a mobile prototype system facilitating sociality in the city by (1) allowing people to share places, (2) indexing to places, and (3) augmenting places.  相似文献   

12.
Mobile phone data help us to understand human activities. Researchers have investigated the characteristics and relationships of human activities and regional function using information from physical and virtual spaces. However, how to establish location mapping between spaces to explore the relationships between mobile phone call activity and regional function remains unclear. In this paper, we employ a self-organizing map (SOM) to map locations with 24-dimensional activity attributes and identify relationships between users' mobile phone call activities and regional functions. We apply mobile phone call data from Harbin, a city in northeast China, to build the location mapping relationships between user clusters of mobile phone call activity and points of interest (POI) composition in geographical space. The results indicate that for mobile phone call activities, mobile phone users are mapped to five locations that represent particular mobile phone call patterns. Regarding regional functions, we identified nine unique types of functional areas that are related to production, business, entertainment and education according to the patterns of users and POI proportions. We then explored the correlations between users and POIs for each type of area. The results of this research provide new insights into the relationships between human activity and regional functions.  相似文献   

13.
随着嵌入式技术、移动计算技术和无线传感器网络技术的发展,越来越多的可移动的通信和存储设备上嵌入了传感器,比如,手机上的方位传感器、震动传感器(实际上,手机的话筒和摄像头也是传感器),以及嵌入到MP3播放器中的脉搏传感器,等等.这些移动设备上的传感器可以采集与人们的行动、社会交往等息息相关的个人信息.此外,随着成本的下降,这些具有感知功能的移动通信设备的持有量不断提高,再加上Internet中社会网络软件的广泛使用,一类新的感知应用应运而生-以人为中心的感知(People-Centric Sensing,PCS).PCS不仅是一个新的研究领域,而且具有巨大的潜在应用价值,近几年来引起了学术界和工业界的高度关注.该文介绍了PCS的概念、特征以及重要的研究问题和挑战,并概述了PCS的研究现状.  相似文献   

14.
In this issue's Works in Progress department, we have 12 urban computing and mobile device entries that span a wide range of computing and social areas. The first entry examines how an urban environment could operate as a large-scale, real-time control system. One project focuses on annotating public spaces and sharing the tags with others. Two projects tie together social networking in cyberspace with local urban communities. Two projects examine computing and social interactions in physical spaces. Two entries explore how to combine synthetic and physical views of urban environments. Four entries investigate how we explore urban spaces, interact with technology in those spaces, and create shared community histories.  相似文献   

15.
As mobile and Internet technologies evolve, mobile services (e.g., Internet banking, social commerce) continuously expand and diversify. In order to use these mobile services, it is essential that security services, especially distribution certificates (e.g., bank certificates), relevant to mobile devices be provided. Some approaches to providing distribution certificates between a user's mobile device and a personal computer (PC) have been proposed. However, the existing approaches do not guarantee that the certificate in the mobile devices same with the issued one from the PC, causing constraints on mobile services such as mobile phone banking and mobile commerce (M-commerce).In this paper, we propose a novel approach that shares certificates securely without modification of the existing standard certificate format between a smartphone and a PC. We also implemented the certificate sharing system (CSS) in a virtual private network (VPN). The CSS provides strong end-to-end data security for the certificate with a key size of 192-bits which is able to guarantee an expiration date of three years. It also provides strong data security on physical devices with the use of device ID. The certificate that is shared between devices is available only through the CSS's authorization process. In addition, the CSS provides a flexible and extensible system for sharing certificates in enterprise environments. The CSS module of a PC was implemented by way of a standard web language, and the CSS module of a smartphone was developed with the assistance of mobile applications with a small size of 1210KB.  相似文献   

16.
The spread of mobile media devices (MMDs), such as smartphones and tablet computers, has been markedly rapid around the world in recent years. The diffusion of mobile media technology has turned some early adopters into “power users,” using MMD more innovatively, efficiently and thoroughly than others. Going beyond the research of innovative users and heavy users, this study proposes the concept of power users by investigating the interactions between the power use of MMD and personality attributes, online activities as well as traditional media use. The findings showed that personality attributes were strong predictors for power use, which was also partially predicated by media multitasking and traditional media use. Research in this stream should assist in understanding the diffusion of mobile media technology and its impact on human interaction.  相似文献   

17.
The viewing of video increasingly occurs in a wide range of public and private environments via a range of static and mobile devices. The proliferation of content on demand and the diversity of the viewing situations means that delivery systems can play a key role in introducing audiences to contextually relevant content of interest whilst maximising the viewing experience for individual viewers. However, for video delivery systems to do this, they need to take into account the diversity of the situations where video is consumed, and the differing viewing experiences that users desire to create within them. This requires an ability to identify different contextual viewing situations as perceived by users. This paper presents the results from a detailed, multi-method, user-centred field study with 11 UK-based users of video-based content. Following a review of the literature (to identify viewing situations of interest on which to focus), data collection was conducted comprising observation, diaries, interviews and self-captured video. Insights were gained into whether and how users choose to engage with content in different public and private spaces. The results identified and validated a set of contextual cues that characterise distinctive viewing situations. Four archetypical viewing situations were identified: ‘quality time’, ‘opportunistic planning’, ‘sharing space but not content’ and ‘opportunistic self-indulgence’. These can be differentiated in terms of key contextual factors: solitary/shared experiences, public/private spaces and temporal characteristics. The presence of clear contextual cues provides the opportunity for video delivery systems to better tailor content and format to the viewing situation or additionally augment video services through social media in order to provide specific experiences sensitive to both temporal and physical contexts.  相似文献   

18.
SSL/TLS validations such as certificate and public key pinning can reinforce the security of encrypted communications between Internet-of-Things devices and remote servers, and ensure the privacy of users. However, such implementations complicate forensic analysis and detection of information disclosure; say, when a mobile app breaches user’s privacy by sending sensitive information to third parties. Therefore, it is crucial to develop the capacity to vet mobile apps augmenting the security of SSL/TLS traffic. In this paper, we propose a technique to bypass the system’s default certificate validation as well as built-in SSL/TLS validations performed in iOS apps. We then demonstrate its utility by analysing 40 popular iOS social networking, electronic payment, banking, and cloud computing apps.  相似文献   

19.
More and more Web users ask for contents and services highly tailored to their particular contexts of use. Especially due to the increasing affordability of new and powerful mobile communication devices, they also appreciate the availability of ubiquitous access, independent from the device actually in use. Due to such premises, traditional software design methods need to be extended, and new issues and requirements need to be addressed for supporting context-aware access to services and applications. In this paper we propose a model-driven approach towards adaptive, context-aware Web applications, accompanied by a general-purpose execution framework enabling active context-awareness. Whereas conventional adaptive hypermedia systems address the problem of adapting HTML pages in response to user-generated requests, in this work we especially stress the importance of user-independent, context-triggered adaptivity actions. This finally leads us to interpret the context as an active actor, operating independently from users during their navigations.  相似文献   

20.
In the IoT environment, all devices are connected to each other, and mobile device is considered as key device. But hacking into mobile devices is increasing rapidly with the increase in mobile device users. As the market share of Android OS increases, hacking of mobile devices has focused on Android devices. Although there are many security solutions for mobile devices, they are fragmentary for mobile threats; that is, they are solutions for only several threats rather than comprehensive solutions. There is hence a limit to protecting user’s and company’s data stored or used on mobile devices from various types of hacking. To address this, we propose a mobile device protection technology based on domain isolation. Virtualization technology has emerged to increase CPU utilization in server-class PCs and to run various OSs in one system. As these virtualization technologies become lightweight, they are beginning to be applied to embedded devices. In this paper, we applied this lightweight embedded virtualization technology to mobile devices to divide mobile devices into two areas. Therefore, users can have hidden area from hacker attack in addition to Android OS area which can use same as existing mobile device. There is a hardware-based mobile security solution using an secure element, but this has to be reflected in the manufacturing process of the mobile device. However, since the domain separation technology using the virtualization, proposed in this paper, is a software solution, it has an advantage that it can be applied to a device that is already in use. In addition, to protect the hidden area, application authentication/authorization and user authentication technology were applied. And we use white-box cryptography to get root of trust of the key which is used for secure storage and data encryption/decryption. We believe this is a fundamental solution for protecting the mobile device users from hacking. We implemented and tested various mobile applications operating on a mobile device that incorporates our proposed structure based on domain isolation. There is some performance degradation caused by the domain separation, but it is negligible. According to https://www.wired.com/insights/2012/11/mobile-supercomputers/, the chips for mobile phones have evolved and mobile phones will soon become supercomputers. In this case, the addition of virtualization to the mobile device will have less impact on the computing power of the mobile device, and data protection stored in mobile devices and secure execution environment of security programs will become more important issues. Therefore, our TeeMo structure is a necessary technology to protect mobile device users.  相似文献   

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