Harnessing Handheld Computing – Managing IS Support to the Digital Ranger with Defensive Design

Author(s):  
Bo Andersson
Keyword(s):  
Author(s):  
Patrick O’Shea ◽  
Rebecca Mitchell ◽  
Catherine Johnston ◽  
Chris Dede

Utilizing GPS-enabled handheld computing units, we have developed and studied Augmented Reality (AR) curricula to help middle-school students learn literacy and math. In AR, students move around an outdoor physical environment, interacting with virtual characters and artifacts on their handheld computer. These “invisible” objects and characters provide clues to help solve a mystery, guiding the students through a process of inquiry and evidence-building. The first AR curriculum we developed, Alien Contact!, is based on a scenario where aliens have crash landed near the students’ middle school. Students, working in teams, learn math and literacy skills in the course of determining why the aliens have come to earth. This study describes the design heuristics used during the initial development and deployment of Alien Contact!, the results of two formative evaluations of this curriculum, and the impact these findings have had on revising our design heuristics for a subsequent AR curriculum about beached whales, called Gray Anatomy.


Author(s):  
Wen-Chen Hu

There are two kinds of handheld computing and programming, namely client- and server- side handheld computing and programming. The most popular applications of the latter are used with database-driven mobile web content, whose construction steps were described in the previous section. The remainder of this book will be devoted to client-side handheld computing and programming, whose applications do not need the support of server-side programs. Client-side handheld applications are varied and numerous, covering a wide range of everyday activities. Popular application examples include: • address books, which store personal information such as addresses, telephone numbers, and email addresses in an accessible format, • appointments, which allow users to edit, save, and view times reserved for business meetings and visits to the doctor, • calculators, which may be a standard 4-function pocket calculator or a multifunction scientific calculator, • datebooks/calendars, which allow users to enter hourly activities and show a daily or weekly schedule, or a simple monthly view, • expenses, which allow users to track and record common business expenses such as car mileage, per diems, air fees, and hotel bills, • mobile office functions, which include viewing and processing documents, spread sheets, presentations, and inventory. • multimedia, which includes playing music and videos, photography, and personal albums. • note pads, which allow users to save, view, and edit text notes, • to-do lists, which allow users to enter a list of tasks to be performed, and • video games, in addition to those on-line video games that require the support of server-side programs.


2017 ◽  
Vol 8 (4) ◽  
pp. 23-29
Author(s):  
Rajaguru D. ◽  
Puviyarasi T. ◽  
Vengattaraman T.

The Internet of Things(IoT) such as the use of robots, sensors, actuators, electronic signalization and a variety of other internet-enabled physical devices may provide for new advanced smart applications to be used in construction in the very near future. Such applications require real-time responses and are therefore time-critical. Therefore, in order to support collaboration, control, monitoring, supply management, safety and other construction processes, they have to meet dependability requirements, including requirements for high Quality of Service (QoS). Dependability and high QoS can be achieved by using adequate number and quality of computing resources, such as processing, memory and networking elements, geographically close to the smart environments for handheld device computing (HDC).


2010 ◽  
Vol 29 (1) ◽  
pp. 28-36 ◽  
Author(s):  
Mark B. Stephens ◽  
Donna Waechter ◽  
Pamela M. Williams ◽  
Alan L. Williams ◽  
Kenneth S. Yew ◽  
...  

2014 ◽  
Vol 56 (3) ◽  
pp. 317-340 ◽  
Author(s):  
Shintaro Okazaki ◽  
Natalia Rubio ◽  
Sara Campo

This study examines the effects of online gossip propensity in social networking sites (SNSs). We posit that online gossip propensity affects SNS identification, which in turn determines normative pressure and SNS engagement. The ultimate outcome is electronic word-of-mouth (eWOM) intention. We also explore the impact of two types of SNS communication channel, i.e. handheld (mobile devices and tablets) and traditional (desktop PCs and laptops) computing devices. The data were collected from a questionnaire survey with 400 general consumers. Using a scenario approach, we asked the respondents how they would react to a special discount campaign for a popular beer brand ad posted on an SNS. Our structural equation modelling results indicate that online gossip propensity is indeed a significant driver of SNS identification. All hypothesised paths are supported, except the one from normative pressure to eWOM intention. Furthermore, SNS communication channels had a clear impact, since the latent means are greater for most of the constructs in the handheld computing device group than in the traditional computing device group.


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