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IJMHCI Tables of Contents: 010203040506

International Journal of Mobile Human Computer Interaction 2

Editors:Joanna Lumsden
Dates:2010
Volume:2
Publisher:IGI Global
Standard No:ISSN: 1942-390X EISSN: 1942-3918 DOI: 10.4018/IJMHCI
Papers:19
Links:www.igi-global.com | Table of Contents
  1. IJMHCI 2010 Volume 2 Issue 1
  2. IJMHCI 2010 Volume 2 Issue 2
  3. IJMHCI 2010 Volume 2 Issue 3
  4. IJMHCI 2010 Volume 2 Issue 4

IJMHCI 2010 Volume 2 Issue 1

Editorial Preface BIBAPDF i-ii
  Jo Lumsden
Welcome to the latest issue of the International Journal of Human Computer Interaction [sic] (IJMHCI).
On Quality of Experience in Remote Visualization on Mobile Devices BIBAFull-Text 1-20
  Gianluca Paravati; Andrea Sanna; Fabrizio Lamberti; Luigi Ciminiera
Quality of Experience (QoE) is a relatively new concept which represents a way of measuring user satisfaction in the use of a certain kind of service. This work investigates issues related to the QoE in manipulating 3D scenes on mobile devices, by focusing on scenarios based on the remote visualization paradigm where a remote server is in charge of computing a flow of compressed images to be delivered to client devices. A novel approach able to dynamically set the encoding parameters at the server side is presented; the considered parameters are frame resolution, frame rate and image quality. The proposed solution is able to tune the above parameters according to both user preferences and network performance. Experimental tests are exploited to assess the relationship between the involved parameters and the QoE. Results obtained by considering low resource hardware (e.g. mobile devices) and unreliable connections (e.g. wireless networks) are presented. User feedback proves the effectiveness of the proposed approach.
Ask and You Will Receive: Training Novice Adults to use a PDA in an Active Learning Environment BIBAFull-Text 21-47
  Katrin Arning; Martina Ziefle
Even though the effective usage of mobile devices has become a mandatory requirement in many professional and private areas, inexperienced users face especially great difficulties in acquiring computer skills. Based on the assumptions of constructivist learning theories, the effect of asking questions and repeated practice on PDA skill acquisition in adults (n = 36) was examined. Learners had the opportunity to ask questions and receive answers during the learning process. One learner group additionally received a manual with basic PDA-operating-principles; a control group received no instructional support at all. As dependent variables task effectiveness, efficiency, subjective ratings of perceived ease of use as well as number and content of questions were assessed. Findings showed that asking questions and repeated practice considerably enhanced PDA-performance in adult novice learners, but not perceived ease of use. Furthermore, the content-analysis of learner questions gave valuable insights into information needs, cognitive barriers and mental models of adult learners, which can contribute to the design of interfaces and computer-based tutors.
A Model-Based Approach to Analysis and Calibration of Sensor-Based Human Interaction Loops BIBAFull-Text 48-72
  Parisa Eslambolchilar; Roderick Murray-Smith
The dynamic systems approach to the design of continuous interaction allows designers to use analytical tools such as state-space modeling and Bode diagrams to simulate and analyse the behaviour and stability of sensor-based applications alone and when it is coupled with a manual control model of user behaviour. This approach also helps designers to calibrate and tune the parameters of the sensor-based application before the actual implementation, and in response to user action. In this article the authors introduce some term definitions from manual control theory for the analysis of the continuous aspects of the interaction design and human behaviour. Then we provide a theoretical framework for specification, analysis and calibration of a sensor-based zooming and scrolling application on mobile devices including the user in the interaction loop. It is especially topical and interesting for guiding design of sensor-based applications on mobile devices. We test our framework with a tilt-controlled speed-dependent automatic zooming application on a PDA.

IJMHCI 2010 Volume 2 Issue 2

Guest editorial Preface Children and their interactions with Mobile technology BIBPDF i-iii
  Janet C. Read; Panos Markopoulos; Allison Druin
Children's Interaction with Mobile Touch-Screen Devices: Experiences and Guidelines for Design BIBAFull-Text 1-18
  Lorna McKnight; Brendan Cassidy
In this article, the authors investigate the usability of mobile touch-screen devices for children. This is a growing area, and as such there is currently a lack of definitive guidelines for mobile device designers. This article reports two studies that investigated input methods for touch-screens with children aged 7-10, concentrating on the interaction between the child and the devices. In the first study, a range of devices were observed in use, in order to gather overall impressions of interaction styles and user experience. In the second study, a more controlled comparison between stylus and finger input is made. The article concludes by offering a set of general design guidelines for the design of mobile devices for children.
Designing for Children's Mobile Storytelling BIBAFull-Text 19-36
  Sonia Franckel; Elizabeth Bonsignore; Allison Druin
Mobile technologies offer novel opportunities for children to express themselves in-context, seamlessly, without disrupting the flow of their formal learning activities or informal play. Most contemporary mobile devices are equipped with multimedia support that can be used to create multimodal stories that represent the rich life narratives children experience, imagine, and want to share. The authors investigated these issues over a 9-month series of participatory design sessions in the Human-Computer Interaction Lab (HCIL) at the University of Maryland. In this article, the authors describe their work with children in designing mobile tools for story creation and collaboration. Throughout this work, they asked the following questions: What stories do children want to tell, and how do they want to convey them in a mobile context? The findings suggest the need for mobile technology-based applications that support children's unique storytelling habits, particularly interruptability and multimodality.
Bits and Pieces: Potential Future Scenarios for Children's Mobile Technology BIBAFull-Text 37-52
  Michael Eisenberg; Leah Buechley; Nwanua Elumeze
The reigning portrait of mobile technology for children has, by and large, been founded on a portrait of computing derived from an earlier generation of desktop devices. That is, the recurring image of "mobile computing" employs a full-scale personal computer shrunk down to handheld size (as in a PDA or iPhone). While this image suggests avenues for innovation, it nevertheless reflects a highly constrained view of computing that fails to do justice to the educational possibilities of children's informal day-to-day activities. This article seeks to challenge the "PDA-centric" view of children's mobile technology by discussing two major design themes that lead in alternative directions: namely, material computing (endowing physical substrates of various kinds with computational capabilities) and piecewise computing (enhancing mobility through the dissociation of various functional capabilities of traditional computers). In discussing these themes, the authors draw on design projects.
MuseumScrabble: Design of a Mobile Game for Children's Interaction with a Digitally Augmented Cultural Space BIBAFull-Text 53-71
  Christos Sintoris; Adrian Stoica; Ioanna Papadimitriou; Nikoleta Yiannoutsou; Vassilis Komis; Nikolaos Avouris
Mobile technology has created new possibilities for location-based playful learning experiences. This article describes the MuseumScrabble mobile game, aimed at children visiting a historical museum. The game requires that the players explore the museum and link abstract concepts with physical artefacts using a mobile device. The focus of this article is on the interaction design process and the subsequent observations made during field evaluation of the game. Design principles that guide the development of such a game are presented and concern playfulness, learning, social interaction, physical aspects of the game and flow between physical and digital space. This article explores how these design principles are reflected in the study and how problem-solving strategies and collaboration and competition patterns are developed by children in this multi-player educational game.

IJMHCI 2010 Volume 2 Issue 3

Guest editorial Preface Mobile Interaction with the Real World: Introduction to the Special Issue BIBPDF i-v
  Enrico Rukzio; Andreas Zimmermann; Niels Henze; Xavier Righetti
Projector Phones: A New Class of Interfaces for Augmented Reality BIBAFull-Text 1-14
  Johannes Schöning; Markus Löchtefeld; Michael Rohs; Antonio Krüger
With the miniaturization of projection technology, the integration of tiny projection units into mobile devices is no longer fiction; therefore, such integrated projectors in mobile devices could make mobile projection ubiquitous. These phones will have the ability to project large-scale information onto any surfaces in the real world, and by doing so, the interaction space of the mobile device can be considerably expanded. In addition, physical objects in the environment can be augmented with additional information, which can support interaction concepts that are not even possible on modern desktop computers today. The authors believe that mobile camera-projector units can form a promising interface type for mobile Augmented Reality (AR) applications, thus, this paper identifies different application classes of such interfaces. In addition, different spatial setups of camera and projector units will have an effect on the possible applications and the interaction space with the focus on the augmentation of real word objects in the environment. This paper presents two examples of applications for mobile camera-projector units and different hardware prototypes that allow augmentation of real world objects.
View and Share: Exploring Co-Present Viewing and Sharing of Pictures using Personal Projection BIBAFull-Text 15-30
  Andrew Greaves; Enrico Rukzio
Co-present viewing and sharing of images on mobile devices is a popular but very cumbersome activity. Firstly, it is difficult to show a picture to a group of friends due to the small mobile phone screen and secondly it is difficult to share media between multiple friends, e.g., when considering Bluetooth usage and technical limitations, limited input and repeated user interactions. This paper introduces the View & Share system which allows mobile phone users to spontaneously form a group and engage in the viewing and sharing of images. A member of the group has a personal projector (e.g., projector phone) which is used to view pictures collaboratively. View & Share supports sharing with a single user, multiple users or all users, allows members to borrow the projected display and provides a private viewing mode between co-located users. This paper reports on the View & Share system, its implementation and an explorative user study with 12 participants showing the advantages of our system and user feedback.
Pervasive Computing in the Supermarket: Designing a Context-Aware Shopping Trolley BIBAFull-Text 31-43
  Darren Black; Nils Clemmensen; Mikael Skov
Shopping in the real world is becoming an increasingly interactive experience as stores integrate various technologies to support shoppers. Based on an empirical study of supermarket shoppers, the authors designed a mobile context-aware system called the Context-Aware Shopping Trolley (CAST). The purpose of CAST is to support shopping in supermarkets through context-awareness and acquiring user attention, thus, the authors' interactive trolley guides and directs shoppers in the handling and finding of groceries. An empirical evaluation showed that shoppers using CAST behaved differently than shoppers using a traditional trolley. Specifically, shoppers using CAST exhibited a more uniform pattern of product collection and found products more easily while travelling a shorter distance. As such, the study finds that CAST supported the supermarket shopping activity.
Cocktail: Exploiting Bartenders' Gestures for Mobile Interaction BIBAFull-Text 44-57
  Jong-Woon Yoo; Woomin Hwang; Hyunchul Seok; Sung Park; Chulmin Kim; Woong Choi; Kyu Park
Today's mobile devices are capable of creating and storing a large amount of multimedia data, but sharing such data with others remains challenging. Even when a user wishes to send a picture to a friend located next to the user, current wireless data transfer techniques usually demand several steps requiring inconvenient user involvement, such as manipulation of tiny buttons on a small touch screen. This paper presents 'Cocktail', a new gesture-based mobile interaction system that exploits gestures employed by bartenders for easy data sharing between co-located users. In our system, users can pour (transfer) multimedia data in their mobile devices to other friends' devices in a manner akin to a bartender pouring a drink into a glass. Cocktail also provides an intuitive way of creating new content by mixing existing data with a shaking gesture. For example, users can make music videos with their favorite music and pictures in the mobile phone by selecting them and shaking the mobile phone. The authors have implemented a prototype of Cocktail with commercial smart phones and evaluated its usability via user studies.
A Conceptual Framework for Interoperability of Mobile User Interfaces with Ambient Computing Environments BIBAFull-Text 58-73
  Andreas Lorenz
The use of mobile and hand-held devices is a desirable option for implementation of user interaction with remote services from a distance, whereby the user should be able to select the input device depending on personal preferences, capabilities and availability of interaction devices. Because of the heterogeneity of available devices and interaction styles, the interoperability needs particular attention by the developer. This paper describes the design of a general solution to enable mobile devices to have control on services at remote hosts. The applied approach enhances the idea of separating the user interface from the application logic, leading to the definition of virtual or logical input devices physically separated from the controlled services.

IJMHCI 2010 Volume 2 Issue 4

Editorial Preface BIBAPDF i-iii
  Jo Lumsden
I am especially pleased to welcome you to the latest issue of the International Journal of Human Computer Interaction [sic] (IJMHCI)...
Framing the Context of Use for Mobile HCI BIBAFull-Text 1-28
  Satu Jumisko-Pyykkö; Teija Vainio
The need to better understand the role of context has emerged after the revolution of mobile computing, as such devices are used in heterogeneous circumstances. However, it is difficult to say what context of use in mobile human-computer interaction actually means. This study summarises past research in mobile contexts of use and not only provides a deeper understanding of the characteristics associated with it, but also indicates a path for future research. This article presents an extensive and systematic literature review of more than 100 papers published in five high-quality journals and one main conference in the field of HCI during the years 2000-2007. The authors' results show that context of use is still explored as a relatively static phenomenon in mobile HCI. Its most commonly mentioned characteristics are linked to social, physical, and technical components, while transitions between the contexts were rarely listed. Based on this review, a descriptive model of context of use for mobile HCI (CoU-HMCI) summarising five components, their subcomponents and descriptive properties is presented. The model can help both practitioners and academics to identify broadly relevant contextual factors when designing, experimenting with, and evaluating, mobile contexts of use.
Crossmodal Audio and Tactile Interaction with Mobile Touchscreens BIBAFull-Text 29-44
  Eve Hoggan
This article asserts that using crossmodal auditory and tactile interaction can aid mobile touchscreen users in accessing data non-visually and, by providing a choice of modalities, can help to overcome problems that occur in different mobile situations where one modality may be less suitable than another (Hoggan, 2010). By encoding data using the crossmodal parameters of audio and vibration, users can learn mappings and translate information between both modalities. In this regard, data may be presented to the most appropriate modality given the situation and surrounding environment.
Visual Demand Evaluation Methods for In-Vehicle Interfaces BIBAFull-Text 45-57
  Michael Pettitt; Gary Burnett
The primary aim of the research presented in this paper is developing a method for assessing the visual demand (distraction) afforded by in-vehicle information systems (IVIS). In this respect, two alternative methods are considered within the research. The occlusion technique evaluates IVIS tasks in interrupted vision conditions, predicting likely visual demand. However, the technique necessitates performance-focused user trials utilising robust prototypes, and consequently has limitations as an economic evaluation method. In contrast, the Keystroke Level Model (KLM) has long been viewed as a reliable and valid means of modelling human performance and making task time predictions, therefore not requiring empirical trials or a working prototype. The research includes four empirical studies in which an extended KLM was developed and subsequently validated as a means of predicting measures relevant to the occlusion protocol. Future work will develop the method further to widen its scope, introduce new measures, and link the technique to existing design practices.