46 resultados para smart mobile device

em Deakin Research Online - Australia


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This study seeks to develop a comprehensive model of consumer acceptance in the context of Smart Mobile Device (SMDs). This paper proposes an adaptation of the Technology Acceptance Model (TAM) and the Unified Theory of Acceptance and Use of Technology (UTAUT2) model that can be employed to explain and predict the acceptance of SMDs. Also included in the model are a number of external and new moderating variables that can be used to explain user intentions and subsequent usage behaviour. The model holds that Activity-based Usage and Device Characteristics are posited to moderate the impact of the constructs empirically validated in the UTAUT2 model. Through an important cluster of antecedents the proposed model aims to enhance our understanding of consumer motivations for using SMDs and aid efforts to promote the adoption and diffusion of these devices.

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MSRox is a wheeled mobile robot with two actuated degrees of freedom which enables it to have smooth motion on flat surfaces. It has the capability of climbing stairs and traversing obstacles, and adaptability toward uphill, downhill and slope surfaces. MSRox with 82 cm in length, 54 cm in width and 29 cm in height has been designed to climb stairs of 10 cm in height and 15 cm in width; nevertheless, it has the capability of climbing stairs up to about 17 cm in height and unlimited widt. In this paper, the motion systems and the capabilities of MSRox are described. Furthermore, experimental results of stair climbing and a comparison of the results with others are presented.

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Computer haptics has so far been performed on a personal computer (PC). Off the shelf haptic devices provide only PC interfaces and software drivers for control and communication. The new wave of high capable tablet PCs and high end smart phones introduced new platforms for haptic applications. The major problem was to communicate wirelessly to provide user convenience and support mobility which is an essential feature for these platforms. In this paper we provide a wireless layered communication protocol and a hardware setup that enables off the shelf haptic devices to communicate wirelessly with a mobile device. The layers in the protocol enable the change of any hardware components without affecting the data flow. However, the adoption of the wireless interface instead of the wired one comes with the price of speed. Haptic refresh loops require a relatively high refresh rate of 1000 Hz compared to graphics loop which require between 30 and 60 only. An interpolation algorithm was demonstrated to compensate the latency and secure a stable user experience. The introduced setup was tested against portable environments and the users could perform similar functionalities to what are available on a wired setup to a PC.

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 The penetration of social networking platforms such as Facebook is becoming pervasive in education, along with mobile applications (apps) and mobile devices. Students are using these technologies and apps to organise their learning material. Social media via apps is the most popular activity among college students. In this paper we discuss how teachers could take advantage of Facebook social media platform to promote community-based-learning environment that is flexible, portable and challengeable. We describe how this could be achieved with no restriction to any particular mobile device brand or operating system and how student would simply bring their own device (BYOD).

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This work is motivated by two important trends in consumer computing: (i) the growing pervasiveness of mobile computing devices, and (ii) the users’ desire for increasingly complex but readily acquired and manipulated information content. Specifically, we develop and describe a system for 3D model creation of an object, using only a standard mobile device such as a smart phone. Our approach applies the structured light projection methodology and exploits multiple image input such as frames from a video sequence. In comparison with previous work, a significant further challenge addressed here is that of lower quality input data and limited hardware (processing power and memory, camera and projector quality). Novelties include: (i) a comparison of projection pattern detection approaches in the context of a mobile environment – a robust method combining colour detection and a phase congruency descriptor is evaluated, (ii) a model for single view reconstruction which exploits epipolar, coplanarity and topological constraints, (iii) the use of mobile device sensor data in the iterative closest point algorithm used to register multiple partial 3D reconstructions, and (iv) two heuristics for determining the order in which buffered single view based reconstructions are merged. Our experiments demonstrate that visually appealing results are obtained in a speedy manner which does not require specialist knowledge or expertise from the user.

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Mobile device integration in grid environments is a challenge for many researchers. Due to the transient nature of mobile devices, service management is a critical, but often overlooked area of research. We propose a distributed broker responsible for the autonomic management of grid services. The broker provides self discovery and negotiation, self configuration and self healing for SOA based mobile grids. In this paper the design and prototype implementation of the broker is presented and the importance of autonomic grid service management is shown.

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Mobile computing devices such as personal digital assistants, smart mobile phones, and other handheld computing devices hold much promise in terms of their organizational application. Many existing models of the individual acceptance and implementation of information technology in organizational contexts have been developed in the era of “at the office” computing such as MIS, office automation, groupware, and so forth. We conducted two in-depth case studies of the implementation of mobile technology in healthcare organizations. The studies highlight interrelated individual use contexts due to the mobility of the technology: the individual as employee, as professional, as private user, and as member of society. The cases show that influences emanating from these use contexts impacted on the individual adoption of the technology within the organization. While broad extra-organizational influences are incorporated in some existing individual technology adoption models, we show that it becomes relevant to accommodate these influences more specifically in research models of mobile computing in organizations. Based on the extant literature and the case study data we pave the way toward more comprehensive models of the adoption and implementation of mobile technologies in organizations.

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The usability of applications designed and developed for mobile devices integral user experience, particularly for current touch-screen mobile devices. This conceptual paper provides a profile of the ways in which mobile device usability evaluation methods are being adapted to better reflect technological. With an increasing capacity for greater user interactivity through a range of tasks and in a variety of contexts, the importance and impact of mobile device context-of-use components is of particular interest to researchers. This requires a need for a shift in evaluation method paradigms with a particular focus on methods involving the user, as part of the overall development process. Having a better understanding of the context-of-use may contribute to improvements in mobile device usability and the overall user experience.

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Mobile eLearning (mLearning) can create a revolution in eLearning with the popularity of smart mobile devices and Application. However, contents are the king to make this revolution happen. Moreover, for an effective mLearning system, analytical aspects such as, quality of contents, quality of results, performance of learners, needs to be addressed. This paper presents a framework for personal mLearning. In this paper, we have used graph-based model called bipartite graph for content authentication and identification of the quality of results. Furthermore, we have used statistical estimation process for trustworthiness of weights in the bipartite graph using confidence interval and hypothesis test as analytical decision model tool.

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The work consists of a set of six, utilitarian wine glasses. Each glass features the engraving of a bird silhouette; the six engravings represent a flock of birds and also six key-poses in the animated flight-cycle of one bird. Beside the array of wine glasses sits a screen on which is displayed a looped animation of this same bird in flight. In a way, the six wine glasses represent the six animation cels of the displayed animation. Additionally, each engraved glass serves as a sight-trigger for a smart-phone or other mobile device. If one has the Aurasma app on their device and holds it up to ‘look at’ any one of the engravings, the animation of the flying bird will also be displayed on their device’s screen.

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MOJO: The Mobile Journalism Handbook is the first book devoted specifically to training citizens, journalism students and media professionals to produce professional-quality videos with only a mobile device. As journalism becomes increasingly competitive, students and emerging professionals need a broader skillset to make themselves more employable, whether as mainstream or entrepreneurial journalists. This book by Dr. Ivo Burum and Dr. Stephen Quinn, world experts in mobile journalism, provides comprehensive coverage of all the skills and practices needed to be a mobile journalist.

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The book publishing industry has been revolutionised by the technological innovations created by the Internet. Electronic book (e-book) devices such as Kindle by Amazon, Nook by Barnes and Noble and the iPad by Apple are relatively new technological innovations that will change the way individuals purchase and read books. The purpose of this paper is to examine the factors that will lead to a person adopting an e-book device. In this paper, a social cognitive theoretical framework is utilised to understand an individual’s intention to adopt an e-book device like the Kindle, Nook or iPad. A conceptual model is proposed, which focuses on the antecedents to a person’s adoption behaviour and is empirically tested through a survey of Australian youths. A portion of the conceptual model is supported. This suggests that marketing has an effect on a person’s intention to adopt an e-book device, which is mediated by their entrepreneurial orientation. The conceptual model proposed and tested has implications for the e-book industry as it demonstrates the internal and external environmental factors that influence adoption behaviour. The paper highlights for the book industry the important areas of e-commerce and m-commerce and how technological innovations are influenced by environmental factors. More recently, m-commerce has increased in usage as people can buy an electronic book via their e-book device anywhere in the world. E-book devices are a mobile device that people adopt in different ways depending on environmental factors

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Content provision via ubiquitous technology platforms such as smart mobile phones and personal digital assistants raises interesting practical and research challenges. Many current theoretical frameworks and models are based on assumptions which may not necessarily be valid in the case of ubiquitous technologies, which users employ in a variety of contexts and for different reasons. In this research-in-progress paper we explore how content providers can better conceptualize the content requirements of ubiquitous technology users. We introduce the principle of Continuous Quality of Life Optimization as a theoretical concept to understand the content requirements of these users. We put forth a number of propositions to guide further research and provide details about our own research approach, in which we are exploring ubiquitous content provision from the perspective of content providers.