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Implementation of Mobile Television Environments with New Forms of Content and Commercial AdvertisingEarnshaw, Rae A., Robison, David J., Al Sheik Salem, Omar F.A., Excell, Peter S. January 2011 (has links)
No / Mobile television environments offer the potential for the repurposing of media content and services, and
also the introduction of new forms of commercial advertising which are more accurately targeted
towards a user’s profile, as per an advertiser’s requirements. This modality can include non-commercial
information provision. The Google model for linking search terms and keywords to advertisements
demonstrates that ‘intelligent’, context-aware, targeted advertisements are more responsive to user
profiles. Advertiser practices such as product placement need re-examination in this context. Prototype
mobile TV interfaces, as alternatives to the well-established TV model of viewing content, are presented,
in order to evaluate the relationship between television content and mobile devices and to understand the
key factors determining possible directions, for the future of mobile television. Changes need to be made
to content display, interaction paradigms and device parameters, as social and cultural expectations are
re-negotiated.
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Managing Interruptions in Manufacturing : Towards a Theoretical Framework for Interruptions in Manufacturing AssemblyKolbeinsson, Ari January 2016 (has links)
The effect of interruptions from ICT systems on assembly workers in manufacturing is examined in this thesis, as is how the risks of errors, increases in assembly time, increased cognitive load and resultant stress can be mitigated, as well as ensuring that important new information is acted upon. To these ends, a literature study was conducted, followed by two studies using an experimental approach in an environment that simulated a manufacturing assembly situation, and used tasks designed to be representative of manufacturing assembly tasks. The results of the literature study and the two studies are presented in four appended papers. The body of the thesis itself introduces similar material, and takes a step towards the creation of a theoretical framework that supports analysing the tasks and environments in question from a embodied and situated (DEEDS or 4E) viewpoint on cognition. This theoretical framework uses graphical representations similar to storyboards to support the analyst in maintaining an embodied and situated viewpoint during analyses of active tasks that require an examination of the interplay between brain, body, and environment. Supporting an embodied viewpoint during analysis has the purpose of facilitating the design of interruption coordination systems that take into account the embodied and situated nature of the tasks faced in manual tasks such as assembly in manufacturing. / Sense&React
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An Investigation into How Degree of Distraction with Mobile Device Users Influences Attention to DetailAllen, Jeffery Craig 19 June 2017 (has links)
No description available.
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Using an Antecedent Intervention and Interdependent Group Contingency to Decrease the Inappropriate Use of Mobile Devices in High School ClassroomsHernan, Colleen J. 12 December 2017 (has links)
No description available.
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Improving the Performance of Smartphone Apps with Soft Hang Bug Detection and Dynamic Resource ManagementBrocanelli, Marco 30 October 2018 (has links)
No description available.
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Wideband Printed MIMO/Diversity Monopole Antenna for WiFi/WiMAX ApplicationsSee, Chan H., Abd-Alhameed, Raed, Abidin, Z.Z., McEwan, Neil J., Excell, Peter S. January 2012 (has links)
A novel printed diversity monopole antenna is presented for WiFi/WiMAX applications. The antenna comprises two crescent shaped radiators placed symmetrically with respect to a defected ground plane and a neutralization lines is connected between them to achieve good impedance matching and low mutual coupling. Theoretical and experimental characteristics are illustrated for this antenna, which achieves an impedance bandwidth of 54.5% (over 2.4-4.2 GHz), with a reflection coefficient <;-10 dB and mutual coupling <;-17 dB. An acceptable agreement is obtained for the computed and measured gain, radiation patterns, envelope correlation coefficient, and channel capacity loss. These characteristics demonstrate that the proposed antenna is an attractive candidate for multiple-input multiple-output portable or mobile devices
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Investigating Asymmetric Collaboration and Interaction in Immersive EnvironmentsEnriquez, Daniel 23 January 2024 (has links)
With the commercialization of virtual/augmented reality (VR/AR) devices, there is an increasing interest in combining immersive and non-immersive devices (e.g., desktop computers, mobile devices) for asymmetric collaborations.
While such asymmetric settings have been examined in social platforms, questions surrounding collaborative view dimensionalities in data-driven decision-making and interaction from non-immersive devices remain under-explored.
A crucial inquiry arises: although presenting a consistent 3D virtual world on both immersive and non-immersive platforms has been a common practice in social applications, does the same guideline apply to lay out data?
Or should data placement be optimized locally according to each device's display capacity?
To this effect, a user study was conducted to provide empirical insights into the user experience of asymmetric collaboration in data-driven decision-making.
The user study tested practical dimensionality combinations between PC and VR, resulting in three conditions: PC2D+VR2D, PC2D+VR3D, and PC3D+VR3D.
The results revealed a preference for PC2D+VR3D, and PC2D+VR2D led to the quickest task completion.
Similarly, mobile devices have become an inclusive alternative to head-worn displays in virtual reality (VR) environments, enhancing accessibility and allowing cross-device collaboration.
Object manipulation techniques in mobile Augmented Reality (AR) have been typically evaluated in table-top scale and we lack an understanding of how these techniques perform in room-scale environments.
Two studies were conducted to analyze object translation tasks, each with 30 participants, to investigate how different techniques impact usability and performance for room-scale mobile VR object translations.
Results indicated that the Joystick technique, which allowed translation in relation to the user's perspective, was the fastest and most preferred, without difference in precision.
These findings provide insight for designing collaborative, asymmetric VR environments. / Master of Science / With the commercialization of virtual/augmented reality (VR/AR) devices, there is an increasing interest in combining immersive and non-immersive devices (e.g., desktop computers, mobile devices) for collaborations across different devices.
While such asymmetric settings have been examined in social platforms, questions surrounding collaborative view differences in 2D views or 3D views affect data-driven decision-making and interaction remain under-explored.
A crucial inquiry arises: although presenting a consistent 3D virtual world on both immersive and non-immersive platforms has been a common practice in social applications, does the same guideline apply to lay out data?
Or should data placement be optimized on each device according to each device's display capacity?
To this effect, a user study was conducted to provide insights into the user experience of collaboration across different devices in data-driven decision-making.
The user study tested different combinations of 2D and 3D layouts between PC and VR, resulting in three conditions: PC2D+VR2D, PC2D+VR3D, and PC3D+VR3D.
The results revealed a preference for PC2D+VR3D, and PC2D+VR2D led to the quickest task completion.
Similarly, mobile devices have become an inclusive alternative to head-worn displays in virtual reality (VR) environments, enhancing accessibility and allowing cross-device collaboration.
Object manipulation techniques in mobile Augmented Reality (AR) have been typically evaluated in table-top scale and we lack an understanding of how these techniques perform in room-scale environments.
Two studies were conducted to analyze object translation tasks, each with 30 participants, to investigate how different techniques impact usability and performance for room-scale mobile VR object translations.
Results indicated that the Joystick technique, which allowed translation in relation to the user's perspective, was the fastest and most preferred, without difference in precision.
These findings provide insight for designing collaborative, asymmetric VR environments.
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Game Based Improvement of Learning Fractions Using iOS Mobile DevicesAslan, Serdar 10 May 2011 (has links)
Education plays a pivotal role in shaping the future of any nation. Researchers, pedagogists, and teachers all over the world are constantly working towards improving the process of teaching at all levels of education in order to help impart knowledge in a more effective way. One of the most fundamental branches of education is mathematics. Unless a strong foundation is laid in childhood, it becomes difficult for adults to apply mathematics to their daily lives. Mathematics is such a field that it is integrated in most of our activities. Fractions, a mathematics topic, pose significant challenges for middle school students Although the students generally understand proper fractions (i.e., the numerator is smaller than the denominator), they find it very difficult to learn improper fractions (i.e., the numerator is greater than the denominator). One cannot do away with parts of mathematics curriculum, just because the concept is hard to grasp.
The solution is to come up with alternative methods to teach these concepts, such that they are easier to understand and more fun to learn. This thesis describes a digital game-based solution for teaching fractions to middle school students using iOS mobile devices, i.e., iPad, iPhone, and iPod Touch. We developed a universal iOS game, called Candy Factory, which runs on all iOS mobile devices. The game assigns the student the role of the owner of a Candy Factory and tasks the student to manufacture a candy bar to match the kind and size of a customer order from a whole candy bar that is retrieved from the warehouse. The game is created to teach fractions based on the concept of partitioning and iterating. The student performs various activities such as partitioning, iterating, and measuring to produce the candy bar to satisfy the customer requirements. The game consists of three levels, which help the student progress smoothly from easier problems to more difficult ones. The Candy Factory game, not only helps students learn the fundamentals of fractions, but also makes the learning process enjoyable. / Master of Science
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Can midwives use a mobile device with translator application to effectively communicate with non-English speaking women accessing maternity services?Haith-Cooper, Melanie January 2014 (has links)
No
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Problem solving, confidence and frustration when carrying out familiar tasks on non-familiar mobile devicesAttard, C., Mountain, Gail, Romano, D.M. 22 March 2016 (has links)
No / Smart mobile devices, which are hand-held electronic devices with an advanced operating system (such as the Android platform) connected via a wireless protocol, have become an integral and essential part of our everyday life, and support both social and workplace activities. However, adopting mobile technology within the workplace setting can give rise to challenges that impact user behaviour and performance. A study was carried out amongst 90 participants located in two countries, using internet connectivity as a case study. Confidence and frustration have previously been connected with technology competence, but this was not applied to a workplace scenario during problem-solving, when users are assigned an unfamiliar smart mobile device. This research focuses on identifying the link between workplace users' levels of confidence and frustration when seeking to independently solve problems whilst completing familiar tasks on new smart mobile devices. A detailed video analysis of users' attitudes and behaviour during problem-solving was conducted, emphasising a correlation between attitudes and behaviour towards completing a task.
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