Search results for "Mobile device"

showing 10 items of 144 documents

News Consumption in the Mobile Era

2014

Mobile devices allow users to keep ubiquitously connected to the internet. Consequently, they change the reception of information by faster access, greater timeliness, and new media usage contexts. At the same time, many traditional media organizations already produce content for mobile websites and apps in line with cross-media strategies. Reflecting severe structural changes in the journalism market, they are hoping to manage the digital transition successfully by mobile publishing, (re)gaining especially the digital natives. Referring to the media repertoire approach, we examine the role of mobile devices on two different levels. First, from a technical point of view, we consider the pla…

MultimediaComputer sciencebusiness.industryCommunicationMobile Webcomputer.software_genreNew mediaWorld Wide WebDigital nativeMobile paymentMobile searchMobile technologyThe InternetbusinesscomputerMobile deviceDigital Journalism
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Gestural and audio metaphors as a means of control for mobile devices

2002

This paper discusses the use of gesture and non-speech audio as ways to improve the user interface of a mobile music player. Their key advantages mean that users could use a player without having to look at its controls when on the move. Two very different evaluations of the player took place: one based on a standard usability experiment (comparing the new player to a standard design) and the other a video analysis of the player in use. Both of these showed significant usability improvements for the gesture/audio-based interface over a standard visual/pen-based display. The similarities and differences in the results produced by the two studies are discussed

MultimediaComputer sciencebusiness.industryInterface (computing)Mobile computingMobile musicUsabilitycomputer.software_genreHuman–computer interactionKey (cryptography)User interfacebusinesscomputerMobile deviceGesture
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Introduction to the Minitrack on Software Development for Mobile Devices, Wearables, and the Internet-of-Things

2019

Multimediabusiness.industryComputer scienceSoftware developmentWearable computerInternet of Thingsbusinesscomputer.software_genrecomputerMobile deviceSoftware technologyProceedings of the 51st Hawaii International Conference on System Sciences
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CORMORANT

2019

People own and carry an increasing number of ubiquitous mobile devices, such as smartphones, tablets, and notebooks. Being small and mobile, those devices have a high propensity to become lost or stolen. Since mobile devices provide access to their owners' digital lives, strong authentication is vital to protect sensitive information and services against unauthorized access. However, at least one in three devices is unprotected, with inconvenience of traditional authentication being the paramount reason. We present the concept of CORMORANT, an approach to significantly reduce the manual burden of mobile user verification through risk-aware, multi-modal biometric, cross-device authentication…

PasswordAuthenticationBiometricsComputer Networks and CommunicationsEvent (computing)Computer science020206 networking & telecommunications02 engineering and technologyComputer securitycomputer.software_genreHuman-Computer InteractionInformation sensitivityKeystroke dynamicsHardware and Architecture0202 electrical engineering electronic engineering information engineeringStrong authentication020201 artificial intelligence & image processingcomputerMobile deviceProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies
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Mobile Banking and Payment System : A Conceptual Standpoint

2017

This study conceptualizes and proposes a well-regulated and designated mobile banking and payment system (MBPS) with the potential to strengthen the banking system, foster the regulatory framework, and to be integrated across various platforms and mobile devices. Unlike other mobile payment systems that lack convenience, scalability, and usability, the proposed MBPS contains several important functionalities and it has the potential to bring together hitherto unconnected industries—banking, Fintech and telecoms—to offer value-added services to their existing and potential customers. The ownership of the MBPS shall remain with the financial services sector including the banking and microfina…

Payment systempayment systemsManagement Information Systemslaw.inventionlaw0502 economics and businessSMS bankingMobile paymentmobile bankingPayment service providerta512MicrofinanceMobile bankingbusiness.industry05 social sciencesComputer Science ApplicationsCommercemaksujärjestelmätverkkopankitRetail banking050211 marketingbusinessTelecommunicationsMobile device050203 business & managementInternational Journal of E-Business Research
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2020

Since the beginning of the 20th century, electroencephalography (EEG) has been used in a wide variety of applications, both for medical needs and for the study of various cerebral processes. With the rapid development of the technique, more and more precise and advanced tools have emerged for research purposes. However, the main constraints of these devices have often been the high price and, for some devices the low transportability and the long set-up time. Nevertheless, a broad range of wireless EEG devices have emerged on the market without these constraints, but with a lower signal quality. The development of EEG recording on multiple participants simultaneously, and new technological …

Range (music)Multidisciplinarymedicine.diagnostic_testComputer scienceMusic psychologymedia_common.quotation_subjectElectroencephalographyPleasureEeg recordingHuman–computer interactionDynamics (music)medicineActive listeningMobile deviceReliability (statistics)media_commonPLOS ONE
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INTERNET USE FOR SHOPPING IN LATVIA: FINDINGS BY RECENT SURVEY

2019

Recent developments of internet applications and increase in application of various information technologies have supported fast development of internet shopping worldwide and also important topics for academic researchers. Aim of the research: check findings of recent preferences by customers on internet shops and factors for internet shop choice, different aspects on internet shopping and comparisons with academic research results in other countries. Tasks: scientific findings studies and empirical investigations on customer preferences and determining factors for choice of different factors in internet shopping. Research methods used: recent scientific publications studies, studies of st…

Response rate (survey)Descriptive statisticsDigital marketingbusiness.industryScale (social sciences)Information technologyThe InternetVariance (accounting)MarketingbusinessMobile deviceEuropean Integration Studies
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User Evaluation of the Smartphone Screen Reader VoiceOver with Visually Disabled Participants

2018

Touchscreen assistive technology is designed to support speech interaction between visually disabled people and mobile devices, allowing hand gestures to interact with a touch user interface. In a global perspective, the World Health Organisation estimates that around 285 million people are visually disabled with 2/3 of them over 50 years old. This paper presents the user evaluation of VoiceOver, a built-in screen reader in Apple Inc. products, with a detailed analysis of the gesture interaction, familiarity and training by visually disabled users and the system response. Six participants with prescribed visual disability took part in the tests in a usability laboratory under controlled con…

Screen readerArticle SubjectComputer Networks and Communicationsbusiness.industryComputer scienceTouch user interface05 social sciencesPerspective (graphical)UsabilityVisual disabilityTK5101-6720Computer Science Applicationslaw.invention03 medical and health sciences0302 clinical medicineTouchscreenHuman–computer interactionlawTelecommunication030221 ophthalmology & optometry0501 psychology and cognitive sciencesbusinessMobile device050107 human factorsGesture
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Evaluation of touchscreen assistive technology for visually disabled users

2017

Touchscreen assistive technology is designed to support speech interaction between visually disabled people and mobile devices, allowing the use of a choreography of gestures to interact with a touch user interface. This paper presents the evaluation of VoiceOver, a screen reader in Apple Inc. products, made in the research project Visually impaired users touching the screen- A user evaluation of assistive technology together with six visually disabled test participants. The aim was to identify challenges related to the performance of the gestures for screen interaction and evaluate the system response to the gestures. The main results showed that most of the hand gestures were easy to perf…

Screen readerMultimediabusiness.industryComputer scienceTouch user interface020206 networking & telecommunicationsUsability02 engineering and technologycomputer.software_genrelaw.inventionVisualizationChoreography03 medical and health sciences0302 clinical medicineTouchscreenlawHuman–computer interaction030221 ophthalmology & optometry0202 electrical engineering electronic engineering information engineeringbusinesscomputerMobile deviceGesture2017 IEEE Symposium on Computers and Communications (ISCC)
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Seamless Learning Environments in Higher Education with Mobile Devices and Examples

2016

The use of seamless learning environments that have the potential to support lifelong learning anytime and anywhere has become a reality. In this sense, many educational institutions have started to consider introducing seamless learning environments into their programs. The aim of this study is to analyze how various educational university programs implement the design elements for seamless learning environments with mobile devices. For that purpose, three cases involved in a Finnish teaching development project are explored by conducting semi-structured interviews with key participants. The themes of the interviews were related to the theoretical background for (mobile) seamless learning …

Semi-structured interviewseamless learning environmentsGeneral Computer ScienceHigher educationComputer scienceLifelong learningmeaningful learningsulautuva opetuscomputer.software_genreEducationWorld Wide Webmobile devicesMeaningful learningmobiililaitteetta516CurriculumWeb 2.0 tools060201 languages & linguisticspersonal learning environmentsMultimediabusiness.industry05 social sciencesEducational technology050301 education06 humanities and the artsblended learningBlended learninghigher education0602 languages and literaturebusiness0503 educationMobile devicecomputer
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