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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Critical analysis and evaluation of interactive and customised applications on mobile television : interactive and customised mobile television applications are evaluated using the views of consumers, advertisers, and telecommunications operators with regard to services and also assessing the usability of mobile devices

Al Sheik Salem, Omar fuad abed al whab January 2011 (has links)
The shift of media from traditional forms to new digital ones has raised the possibility of new kinds of media services, including mobile television. In today's communications market, mobile phones are of increasing importance to users and, since mobile devices are connected most of the time, they have a high degree of location independence. The availability of 3G technology and the mobile devices needed to implement mobile television are now established and available. Mobile television is expected to be an important new service that could penetrate the market place and provide new applications, as well as create a market for new players and new investments, if the appropriate price, content and philosophy for content design are found. This research explores the many potential application areas for mobile TV, with a particular focus on advertising. Various organisations that seek success in this market can utilise the potential for advertising on mobile TV. Ultimately, mobile device users are able to use mobile TV for entertainment and information sourcing. However, a number of challenging issues remain to be addressed. The features that appealed to the consumers were studied in this research. Surveys were conducted to obtain an understanding of consumers' opinions and needs regarding the mobile TV experience. Many users clearly do like to interact with video content on mobile devices. Interactive mobile TV advertising can benefit users who will be able to use an essentially 'free' mobile TV service, funded by an advertising model. This research proposes an environment for interactive advertising on mobile TV and discussion of an implementation of the proposed designs.
12

Surfaces malléables pour l'interaction mobile et tangible à distance / Malleable Interactive surfaces for distant mobile tangible interaction

Rosso, Juan 14 December 2018 (has links)
Les curseurs sont l'un des widgets les plus utilisés pour contrôler les paramètres continus - par exemple, luminosité, volume sonore, température d'une maison intelligente, etc. Sur les téléphones mobiles, les curseurs sont représentés graphiquement, nécessitant l'attention visuelle de l'utilisateur. Ils sont principalement exploités avec un seul pouce. Alors que les curseurs de grande taille offrent de meilleures performances, ils présentent des zones difficiles à atteindre pour le pouce. Cet article explore différentes conceptions de curseurs tangibles pour offrir une interaction sans yeux et efficace avec le pouce. Les nouveaux concepts que nous avons explorés sont basés sur un espace de conception englobant des solutions graphiques et des solutions tangibles inexplorées. Pour évaluer nos conceptions, nous avons construit des prototypes et les avons testés expérimentalement dans trois expériences. Dans notre première expérience, nous avons analysé l'impact sur la performance de la longueur du curseur tangible: soit dans la zone confortable du pouce ou non. Dans notre deuxième expérience, nous avons analysé la performance d'un design tangible extensible qui permet un fonctionnement dans la zone confortable du pouce. Dans notre troisième expérience, nous avons analysé la performance d'un design tangible bimodal déformable qui permet un fonctionnement dans la zone confortable du pouce, et au-delà de cette zone, avec l'index sur le dos de l'appareil. Ce travail contribue à la littérature en: premièrement, en fournissant un espace de conception pour une interaction à une main avec des éléments tangibles déformables. Deuxièmement, analyser l'impact sur la performance lors de la manipulation de curseurs tangibles en dehors de la zone confortable du pouce. Et troisièmement, analyser l'impact de la déformation lors de la manipulation / Sliders are one of the most used widgets to control continuous parameters - e.g., brightness, sound volume, the temperature of a smart house, etc. On mobile phones, sliders are represented graphically, requiring the user's visual attention. They are mostly operated with a single thumb. While large sliders offer better performance, they present areas difficult for the thumb to reach. This article explores different tangible slider designs to offer eyes-free and efficient interaction with the thumb. The novel designs that we explored are based on a design space encompassing graphical solutions and the unexplored tangible solutions. To evaluate our designs, we built prototypes and experimentally tested them in three experiments. In our first experiment, we analyzed the impact on the performance of the tangible slider's length: either within the thumb's comfortable area or not. In our second experiment, we analyzed the performance of an extensible tangible design that allows operation within the comfortable area of the thumb. In our third experiment, we analyzed the performance of a bi-modal deformable tangible design that allows operation within the comfortable area of the thumb, and beyond this area, with the index finger on the back of the device. This work contributes to the literature by: first, providing a design space for one-handed interaction with deformable tangible elements. Second, analyzing the impact on performance when manipulating tangible sliders outside the thumb's comfortable area. And third, analyzing the impact that deformation has during manipulation.
13

In Romance with the Materials of Mobile Interaction : A Phenomenological Approach to the Design of Mobile Information Technology

Fällman, Daniel January 2003 (has links)
<p>This thesis deals analytically and through design with the issue of Human­Computer Interaction (HCI) with mobile devices; mobile interaction. Specifically, it is an investigation into and a capitalization on the multistable kinds of relations that arise between the threefold of human user, artifact, and world, and how dealing with this kind of technology and these relations in many ways must be regarded as different from mainstream HCI. This subject matter is theoretically, methodologically, and empirically approached from two to HCI unconventional outlooks: a phenomenological and a design-oriented attitude to research. The main idea pursued in this work is that while HCI for historical reasons follows a tradition of disembodiment, its opposite—embodiment—needs to come into view as an alternative design ideal when dealing with mobile interaction. The tradition of disembodiment in HCI, how it is applied within mobile interaction, and the conceptual switch in focusing on embodiment and human, technology, world relations are thoroughly analyzed and discussed. A proper understanding of these issues are seen as necessary for the primary purpose of this book: to provide designers of mobile interaction with the conceptual means needed to construct new and better styles of mobile interactions. To equip designers and researchers with the possibility of choosing an alternative path, the book provides a range of alternative conceptualizations for design, modeled primarily around phenomenological concepts such as embodiment, meaning, and involvement. In order to minimize the distance between these new notions and how they may be practically applied for design, four research prototypes are presented and discussed that all in different ways capitalize on these conceptualizations. The thesis concludes with an empirical-style study, which uses the Repertory Grid Technique to elicit the participants’ experiences of using a number of mobile information technology devices, including the research prototypes presented in this work.</p>
14

In Romance with the Materials of Mobile Interaction : A Phenomenological Approach to the Design of Mobile Information Technology

Fällman, Daniel January 2003 (has links)
This thesis deals analytically and through design with the issue of Human­Computer Interaction (HCI) with mobile devices; mobile interaction. Specifically, it is an investigation into and a capitalization on the multistable kinds of relations that arise between the threefold of human user, artifact, and world, and how dealing with this kind of technology and these relations in many ways must be regarded as different from mainstream HCI. This subject matter is theoretically, methodologically, and empirically approached from two to HCI unconventional outlooks: a phenomenological and a design-oriented attitude to research. The main idea pursued in this work is that while HCI for historical reasons follows a tradition of disembodiment, its opposite—embodiment—needs to come into view as an alternative design ideal when dealing with mobile interaction. The tradition of disembodiment in HCI, how it is applied within mobile interaction, and the conceptual switch in focusing on embodiment and human, technology, world relations are thoroughly analyzed and discussed. A proper understanding of these issues are seen as necessary for the primary purpose of this book: to provide designers of mobile interaction with the conceptual means needed to construct new and better styles of mobile interactions. To equip designers and researchers with the possibility of choosing an alternative path, the book provides a range of alternative conceptualizations for design, modeled primarily around phenomenological concepts such as embodiment, meaning, and involvement. In order to minimize the distance between these new notions and how they may be practically applied for design, four research prototypes are presented and discussed that all in different ways capitalize on these conceptualizations. The thesis concludes with an empirical-style study, which uses the Repertory Grid Technique to elicit the participants’ experiences of using a number of mobile information technology devices, including the research prototypes presented in this work.
15

Physical Mobile Interaction in Omni-Channel Retailing : Using the customers’ smartphone to interact with smart objects in a store

Falk, Johan January 2014 (has links)
While shopping in a retail store today the customers are often interacting with multiple sale channels when making a purchase. These channels can include in‑store terminals, the customers’ smartphone etc. This thesis looks at how physical mobile interaction can be implemented to enhance the experience when using different channels for a purchase. Physical mobile interaction is a way for a user to interact with real world objects using a mobile device. This thesis examines how some of these techniques can be used in a retail store using the customers’ own smartphone device. With todays smartphone market with several different operating systems available it is important to find find an implementation which suits the majority of the users. This paper details which technologies that are available to implement the physical mobile interaction on the major smartphone platforms. It also discusses important design decisions for it to work on these platforms. The paper concludes that it is possible to implement these techniques on todays major smartphone platforms. It also concludes that the best technology can not always be used because of limitations on one or more platforms.
16

Towards Internet of Things Interaction Framework Using Geometric Annotated Multimedia Objects

Rahman, Abu Saleh Md Ma January 2017 (has links)
The prevalent visions of ambient intelligence leverage natural interactions between users and available services in a smart space. In recent years, we have seen a huge interest from industry and academia in using handheld devices to interact with things, places and people in the real world. To facilitate such interactions, things are usually annotated with RFID tags or visual markers. These tags or markers are read by a handheld device equipped with an integrated RFID reader or a camera, in order to fetch related information and initiate further actions. Interacting with the Internet of Things (IoT) in a real environment has become increasingly desirable and feasible. This thesis contributes to the domain of physical interactions with IoT; however, we use a spatial-geometric approach instead of RFID or marker based solutions. Using this approach, for example, a user can point his/her handheld device to an annotated thing, from a distance, for the purpose of interaction. The pointing direction and location is determined based on the fusion of the mobile position and of the accelerometer data of the handheld device. To annotate things, their geometric coordinates are specified and related information or services are associated to them. In this thesis, we present a comprehensive and extensible framework to integrate various physical interactions with IoT into multimedia applications. The framework supports the implementations of pointMe, touchMe, and context-aware based interactions with geometrically annotated IoT. We define specific methods and practices that can be incorporated in order to build the interactions. We realize smart home, atlas learning, presentation interaction, smart haptic interaction, and learning based video interaction game prototypes in order to perform experiments and demonstrate the applicability and potential of the proposed geometric based annotation approach. In the analysis of the interaction techniques of the prototypes, we present the advantages and disadvantages of the geometric based annotation of IoT as seen by potential users, in comparison to RFID tags or visual markers based approaches.
17

Critical Analysis and Evaluation of Interactive and Customised Applications on Mobile Television. Interactive and Customised Mobile Television Applications are Evaluated Using the Views of Consumers, Advertisers, and Telecommunications Operators with Regard to Services and Also Assessing the Usability of Mobile Devices.

Al Sheik Salem, Omar F.A. January 2011 (has links)
The shift of media from traditional forms to new digital ones has raised the possibility of new kinds of media services, including mobile television. In today¿s communications market, mobile phones are of increasing importance to users and, since mobile devices are connected most of the time, they have a high degree of location independence. The availability of 3G technology and the mobile devices needed to implement mobile television are now established and available. Mobile television is expected to be an important new service that could penetrate the market place and provide new applications, as well as create a market for new players and new investments, if the appropriate price, content and philosophy for content design are found. This research explores the many potential application areas for mobile TV, with a particular focus on advertising. Various organisations that seek success in this market can utilise the potential for advertising on mobile TV. Ultimately, mobile device users are able to use mobile TV for entertainment and information sourcing. However, a number of challenging issues remain to be addressed. The features that appealed to the consumers were studied in this research. Surveys were conducted to obtain an understanding of consumers¿ opinions and needs regarding the mobile TV experience. Many users clearly do like to interact with video content on mobile devices. Interactive mobile TV advertising can benefit users who will be able to use an essentially ¿free¿ mobile TV service, funded by an advertising model. This research proposes an environment for interactive advertising on mobile TV and discussion of an implementation of the proposed designs.
18

Wearables im industriellen Einsatz

Ziegler, Jens 18 May 2016 (has links) (PDF)
Die industrielle Instandhaltung ist ein erheblicher Kostenfaktor während der Betriebsphase einer verfahrenstechnischen Produktionsanlage. Insbesondere der Mangel an technischen Möglichkeiten zum Informationsaustausch des Instandhaltungspersonals mit der digitalen Anlage während der Arbeiten im Feld erzeugt hohe Kosten. Durch die entstehenden Medienbrüche sinkt die Qualität der Informationen in der Digitalen Anlage erheblich. Mobile Informationssysteme können diese Medienbrüche beseitigen und die Informationsqualität in der Digitalen Anlage entscheidend verbessern. Das Konzept der Distributed Wearable User Interfaces (DWUI) stellt einen integrierten Ansatz zur flexiblen Zusammenstellung gebrauchstauglicher Benutzungsschnittstellen für komplexe Arbeitsabläufe in widrigen Arbeitssituationen bereit. Diese setzen sich aus Interaktionsgeräten zusammen, die in einem kabellosen körpernahen Funknetzwerk miteinander verbunden sind und in ihrer Kombination die Benutzungsschnittstelle zu einem mobilen System bilden. Die Geräte sind ergonomisch und funktional optimal am Körper des Nutzers verteilt, wobei jedes Gerät eigenständig nutzbar und für eine bestimmte Aufgabe oder einen bestimmten Nutzungskontext optimiert ist. Die Ein- und Ausgaberäume der Geräte werden in einem integrierten Interaktionsraum harmonisiert. Im Rahmen dieser Arbeit wird zunächst der Nutzungskontext der mobilen IT-gestützten Instandhaltung verfahrenstechnischer Produktionsanlagen im Hinblick auf Nutzungsszenarien und Anwendungsfälle für mobile Informationssysteme festgelegt. Darauf aufbauend werden Anforderungen an derartige Systeme spezifiziert und Gestaltungsgrundlagen und Empfehlungen speziell für DWUI-basierte mobile Informationssysteme erarbeitet. Anschließend wird eine Reihe spezieller Interaktionsgeräte vorgestellt, die verschiedene Interaktionsprinzipien, Techniken und Modalitäten umsetzen. Um diese Geräte in einem kollaborativen DWUI organisieren zu können, wird ein spezielles Kommunikationsprotokoll entworfen und prototypisch umgesetzt. Eine mobile Anwendung zur Instandhaltungsunterstützung wird vorgestellt, welche das DWUI-Kommunikationsprotokoll unterstützt und mit verschiedenen DWUI-Konfigurationen vollständig bedienbar ist. Diese Anwendung wird integriert in ein komplexes Unternehmensnetzwerk, über das sie Zugriff auf industrietypische computergestützte Planungswerkzeuge erhält. Anhand des resultierenden Gesamtsystems werden die prinzipielle Tauglichkeit und die Vorteile des DWUI-Konzepts demonstriert.
19

Experiencing the moment : Enhancing surroundig awareness when walking

Kerzic, Borut January 2019 (has links)
Todays technology provides the ability for people to interact with devices at all time, but it also makes them gaze down and loose touch with their surrounding while doing so.  This project explored alternatives to the current way of providing guidance while walking by designing in the context, rather than design for the context. This led to several iterations of prototypes that were tested with people in the context. The findings are showcased in a form of a multi modal guidance system called UP, that provides reassurance in all steps of the way without having to look down at the screen.
20

In between mobile meetings : Exploring seamless ongoing interaction support for mobile CSCW

Wiberg, Mikael January 2001 (has links)
<p>This thesis is a collection of seven papers reporting a research effort that started in January 1999. The theme of the thesis is interaction support for mobile CSCW (Computer Supported Cooperative Work). The interest in this theme is motivated by the trend towards a networked and nomadic society, the technical trends towards embedded, ubiquitous, and mobile technology, and the emergence of mobile CSCW settings. It is also motivated by current trends within the area of CSCW to focus on actual work practices, invisible and ubiquitous computer support, and mobile work settings where interaction with others is critical to get the work done.</p><p>For some time now mobile technology has been widely used to support dispersed mobile interaction, and recently the importance of co-located ”mobile meetings” to get the work done, has been recognized in the area of CSCW. However, current technology is not well suited when it comes to support interaction in mobile work settings across co-located and dispersed settings. Here, this problem is approached from an informatics perspective. Informatics can be described as a theory and design oriented study of information technology use. The scope of this thesis can be defined as understanding transformations of work practice through the use of mobile technology, and how it might be supported. The overall research question is: What are the specific needs of interaction support related to mobile meetings and dispersed interaction, how might these be supported, and what are the implications for current interaction models and support within CSCW? To answer this question several activities have been undertaken. This thesis contains empirical studies of mobile work among service technicians at Telia Nära, models of mobility and mobile meetings, and design and evaluations of a prototype system called RoamWare.</p><p>The overall conclusions related to the question stated in this thesis are that mobile interaction can be described as ongoing across mobile meetings, including both co-located face-to-face and dispersed interaction. Further, the interaction is maintained by the mobile workers through their efforts of re-establishing different threads of interaction across co-located and dispersed settings. Overall: There is a need to bridge co-located and dispersed meetings with sustained interaction support. Concerning the second part of the overall research question one conclusion is that sustained interaction across co-located and dispersed settings can be supported with mobile physical/virtual meetings support systems through the use of personal and public interaction histories. To illustrate and test this idea a prototype system called RoamWare was developed. However, evaluations of RoamWare revealed that synchronous support for sustained interaction divides users’ attention between co-located and dispersed interaction. As a consequence a second version of RoamWare was developed as an unobtrusive support for sustained interaction in between mobile meetings through seamless reestablishment of different threads of interaction, by offering support for converting interaction histories into project contexts. Finally, and according to the last part of the question stated above, this thesis concludes that current session management models need to be extended to handle sustained and dynamic sessions of interaction across co-located and dispersed mobile meetings and that, techniques for addressing groups need to be extended to enable dynamic addressing of participants in co-located mobile meeting. Finally, the exploration of how to support sustained interaction in between mobile meetings reveals important aspects to consider when trying to automatically frame spontaneous interaction with mobile technology.</p><p>Directions for future work include questions of how to design filters to support: maintenance, participation in, and negotiation about participation in between, different mobile meetings. Further, more work is needed related to how to capture spontaneous face-to-face interaction technically. Finally, new methods are needed to enable good evaluations of the impact of IT in mobile work settings.</p>

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