Designing Multi-Dimensional User Interaction for a Virtual Museum System

Author(s):  
Tengku Siti Meriam Tengku Wook ◽  
Noraidah Sahari @ Ashaari ◽  
Normala Rahim

The focus of this study is to improve the display platform for the State of Terengganu Virtual Museum System (muziummaya.terengganu.gov.my). The existing virtual museum can be displayed via desktop computing system where information is displayed on-line using features for searching, browsing, and manipulating artifacts and galleries. However, presentation of information on mobile device screens cannot be viewed effectively and is difficult to navigate due to the user's cognitive load. Therefore, this study will establish effective interaction design, taking into account the multi-dimensional context for the design of a user interface via a mobile device in the hopes that users who are students, curators, researchers, and the public can access the virtual museum system via desktop as well as from their mobile devices. This study was conducted in three stages i.e. user requirements analysis, interface design, and usability evaluation. The results of this research is the design of a multi-dimensional user interaction context that meets the display requirements and navigation information for mobile devices.

2021 ◽  
Author(s):  
Joanna Tsai

My project explores the uses of new techniques, colour theories and user interaction design, experimentally deployed through an app experience. Following the theories of X, and by way of example through a low fidelity app prototype, this minimal viable product attempts to address current UI/UX theories and methodologies, while at the same time, trying to address new modes of interface design and user interaction.


Author(s):  
Panu Korpipää ◽  
Jukka Linjama ◽  
Juha Kela ◽  
Tapani Rantakokko

Gesture control of mobile devices is an emerging user interaction modality. Large-scale deployment has been delayed by two main technical challenges: detecting gestures reliably and power consumption. There have also been user-experience-related challenges, such as indicating the start of a gesture, social acceptance, and feedback on the gesture detection status. This chapter evaluates a solution for the main challenges: an event-based movement interaction modality, tapping, that emphasizes minimal user effort in interacting with a mobile device. The technical feasibility of the interaction method is examined with a smartphone equipped with a sensor interaction cover, utilizing an enabling software framework. The reliability of detecting tapping is evaluated by analyzing a dataset collected with the smartphone prototype. Overall, the results suggest that detecting tapping is reliable enough for practical applications in mobile computing when the interaction is performed in a stationary situation.


Author(s):  
Hyowon Lee ◽  
Cathal Gurrin ◽  
Gareth J.F. Jones ◽  
Alan F. Smeaton

This chapter explores some of the technological elements that will greatly enhance user interaction with personal photos on mobile devices in the near future. It reviews major technological innovations that have taken place in recent years which are contributing to re-shaping people’s personal photo management behavior and thus their needs, and presents an overview of the major design issues in supporting these for mobile access. It then introduces the currently very active research area of content-based image analysis and context-awareness. These technologies are becoming an important factor in improving mobile interaction by assisting automatic annotation and organization of photos, thus reducing the chore of manual input on mobile devices. Considering the pace of the rapid increases in the number of digital photos stored on our digital cameras, camera phones and online photoware sites, the authors believe that the subsequent benefits from this line of research will become a crucial factor in helping to design efficient and satisfying mobile interfaces for personal photo management systems.


Author(s):  
Elena Utrobina ◽  
Irina Kokorina ◽  
Lyudmila Radchenko ◽  
Tatyana Molokina

The article is devoted to the issue of expanding the functions of cartographic images for transmitting geospatial information using mobile devices. It discusses the functions of mobile mapping applications. Based on the classification of the main types of perception, a study was conducted on the correlation of user-accepted geospatial information with the means of its transmission. Since modern mobile technologies make it possible to obtain cartographic information with the help of visual, auditory, tactile perception, and also make it possible to sense space, movement and time, the map in combination with these types of perception becomes more intuitive. Actual in the visualization of the cartographic image on the screen of the mobile device is the question of exploring the user interface and displaying the contents of the map at different scale levels. In this regard, the requirements for interfaces are generalized, the principles necessary for the development of the interface of cartographic applications are formulated and presented, based on the condition: “Conditional sign — interface element”. The proposed principles can be divided into three groups: principles that define the general issues of building the interface of mobile cartographic applications, their structure as a whole and user interaction; principles governing the design of the interface of mobile cartographic applications; principles governing the development of mobile cartographic applications, taking into account the features of their use and new technical capabilities. Using the example of level-by-level compilation of elements of navigation charts, a conclusion is drawn on the correspondence between the display of spatial information on a mobile device and the user's perception of reality. Generalized features of cartographic image visualization in mobile devices, such as: intuitive readability, map adaptability, generalization by motion factor, multiscale and multimedia.


Author(s):  
Joanna Lumsden

Mobile technology has been one of the major growth areas in computing over recent years (Urbaczewski, Valacich, & Jessup, 2003). Mobile devices are becoming increasingly diverse and are continuing to shrink in size and weight. Although this increases the portability of such devices, their usability tends to suffer. Fuelled almost entirely by lack of usability, users report high levels of frustration regarding interaction with mobile technologies (Venkatesh, Ramesh, & Massey, 2003). This will only worsen if interaction design for mobile technologies does not continue to receive increasing research attention. For the commercial benefit of mobility and mobile commerce (m-commerce) to be fully realized, users’ interaction experiences with mobile technology cannot be negative. To ensure this, it is imperative that we design the right types of mobile interaction (m-interaction); an important prerequisite for this is ensuring that users’ experience meets both their sensory and functional needs (Venkatesh, Ramesh, & Massey, 2003). Given the resource disparity between mobile and desktop technologies, successful electronic commerce (e-commerce) interface design and evaluation does not necessarily equate to successful m-commerce design and evaluation. It is, therefore, imperative that the specific needs of m-commerce are addressed–both in terms of design and evaluation. This chapter begins by exploring the complexities of designing interaction for mobile technology, highlighting the effect of context on the use of such technology. It then goes on to discuss how interaction design for mobile devices might evolve, introducing alternative interaction modalities that are likely to affect that future evolution. It is impossible, within a single chapter, to consider each and every potential mechanism for interacting with mobile technologies; to provide a forward-looking flavor of what might be possible, this chapter focuses on some more novel methods of interaction and does not, therefore, look at the typical keyboard and visual display-based interaction which, in essence, stem from the desktop interaction design paradigm. Finally, this chapter touches on issues associated with effective evaluation of m-interaction and mobile application designs. By highlighting some of the issues and possibilities for novel m-interaction design and evaluation, we hope that future designers will be encouraged to “think out of the box” in terms of their designs and evaluation strategies.


2012 ◽  
Vol 3 (7) ◽  
pp. 102 ◽  
Author(s):  
María Dolores Robles Ortega ◽  
Francisco R. Feito Higueruela ◽  
Juan José Jiménez Delgado ◽  
Rafael J. Segura Sánchez

<p>Virtual museums have incorporated new contents which make the knowledge transmission easier, thanks to the development of the new technologies. Evidently, it would be desirable that all these new elements could be accessed using any mobile device.<br />In this paper we study the main graphical languages to create 3D virtual museums and the process to adapt it to mobile devices. Specifically, we focus on the following technologies: Flash, VRML and X3D. We also explain the initial process to migrate the Virtual Museum of Iberian Art developed in a previous work in order to be renderized using a Samsung Galaxy Tab 10.1 with Android as operative system.</p>


Author(s):  
Anastasia V. Daraseliya ◽  
Eduard S. Sopin

The offloading of computing tasks to the fog computing system is a promising approach to reduce the response time of resource-greedy real-time mobile applications. Besides the decreasing of the response time, the offloading mechanisms may reduce the energy consumption of mobile devices. In the paper, we focused on the analysis of the energy consumption of mobile devices that use fog computing infrastructure to increase the overall system performance and to improve the battery life. We consider a three-layer computing architecture, which consists of the mobile device itself, a fog node, and a remote cloud. The tasks are processed locally or offloaded according to the threshold-based offloading criterion. We have formulated an optimization problem that minimizes the energy consumption under the constraints on the average response time and the probability that the response time is lower than a certain threshold. We also provide the numerical solution to the optimization problem and discuss the numerical results.


2001 ◽  
Vol 10 (1) ◽  
pp. 96-108 ◽  
Author(s):  
Doug A. Bowman ◽  
Ernst Kruijff ◽  
Joseph J. LaViola ◽  
Ivan Poupyrev

Three-dimensional user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of 3-D interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3-D tasks and the use of traditional 2-D interaction styles in 3-D environments. We divide most user-interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques but also practical guidelines for 3-D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3-D interaction design and some example applications with complex 3-D interaction requirements. We also present an annotated online bibliography as a reference companion to this article.


2018 ◽  
Vol 39 (3) ◽  
pp. 297-308
Author(s):  
Amelia W. Cole ◽  
Jennette Lovejoy

The mobile phone has changed the human–mobile device relationship, which has given rise to a controversy regarding the neutrality of technological devices. This study seeks to understand how news media portray mobile phone devices using second-level agenda setting that extends the model to the public perception of mobile devices. Conducting a content analysis (N = 630) of two major U.S. newspapers covering the years 1991 to 2015, this study discovered that news articles primarily communicated mobile phones as neutral tools.


2009 ◽  
pp. 1029-1046
Author(s):  
Panu Korpipää ◽  
Jukka Linjama ◽  
Juha Kela ◽  
Tapani Rantakokko

Gesture control of mobile devices is an emerging user interaction modality. Large-scale deployment has been delayed by two main technical challenges: detecting gestures reliably and power consumption. There have also been user-experience- related challenges, such as indicating the start of a gesture, social acceptance, and feedback on the gesture detection status. This chapter evaluates a solution for the main challenges: an event-based movement interaction modality, tapping, that emphasizes minimal user effort in interacting with a mobile device. The technical feasibility of the interaction method is examined with a smartphone equipped with a sensor interaction cover, utilizing an enabling software framework. The reliability of detecting tapping is evaluated by analyzing a dataset collected with the smartphone prototype. Overall, the results suggest that detecting tapping is reliable enough for practical applications in mobile computing when the interaction is performed in a stationary situation.


Sign in / Sign up

Export Citation Format

Share Document