MobiGaze

Author(s):  
Takashi Nagamatsu ◽  
Michiya Yamamoto ◽  
Hiroshi Sato

Today, touch-screen-based handheld mobile devices are widely used; however, they are awkward to use with one hand. We propose MobiGaze, which is a user interface that uses one’s gaze to operate a handheld mobile device. By using MobiGaze, one can target the entire display area easily, even when the device is quite large. Moreover, MobiGaze can use both gaze and touch interactions. The combination of gaze and touch becomes a novel interaction paradigm. A gaze-and-touch interface effectively avoids the Midas-touch problem. The authors adopted a gaze-tracking method that uses a stereo camera to develop MobiGaze, because the user’s line of sight is detected in 3D. This allows the user to move the handheld mobile device freely. They constructed a prototype MobiGaze system, which consists of two cameras with IR-LEDs, a Windows-based notebook PC, and iPod touches. The authors evaluated the accuracy in a laboratory experiment and developed several applications for MobiGaze.

Author(s):  
Takashi Ohta ◽  
Jun Tanaka

The authors propose the use of a pinching gesture for relating the applications running on discrete mobile devices. The gesture is realized by swiping the touch-screen of two annexed mobile devices as if pinching them together. The authors believe that this user interface can create new user experiences of multiple-screen usages, especially by designing the applications’ content to react instantly to the connection and disconnection triggered by the gesture, and to make it happen even while applications are running in each device. The authors expect this interface to fulfill a great potential in inspiring application designers to conceive various ideas especially suited for visually fascinating contents that take advantage of the dynamic reconfigurable multi-display feature. To demonstrate that potential, the authors produced some sample applications. Herein, the authors explain the idea and details of the interface mechanism, and explain the design of sample applications.


Author(s):  
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.


Author(s):  
Mihhail Matskin ◽  
Amund Tveit

This chapter considers an application of software agents to mobile commerce services provision. With the increasing number of e-commerce services for mobile devices, there are challenges in making these services more personalized and in taking into account the severely constrained bandwidth and restricted user interface these devices currently provide. In this chapter we present an agent-based platform for support of mobile commerce using wireless devices. Agents represent mobile device customers in the network by implementing highly personalized customer profiles. The platform allows customization and adaptation of mobile commerce services as well as pro-active processing and notification of important events. Information to the customers is delivered via both an access to the Internet and SMS messages. Usage of the platform is illustrated by examples of valued customer membership services and subscription services support. We hope that the presented work demonstrates benefits of software agents as assistants in mobile commerce services.


2019 ◽  
Vol 11 (10) ◽  
pp. 4019-4039 ◽  
Author(s):  
Pin Shen Teh ◽  
Ning Zhang ◽  
Syh-Yuan Tan ◽  
Qi Shi ◽  
Wee How Khoh ◽  
...  

AbstractMobile devices, particularly the touch screen mobile devices, are increasingly used to store and access private and sensitive data or services, and this has led to an increased demand for more secure and usable security services, one of which is user authentication. Currently, mobile device authentication services mainly use a knowledge-based method, e.g. a PIN-based authentication method, and, in some cases, a fingerprint-based authentication method is also supported. The knowledge-based method is vulnerable to impersonation attacks, while the fingerprint-based method can be unreliable sometimes. To overcome these limitations and to make the authentication service more secure and reliable for touch screen mobile device users, we have investigated the use of touch dynamics biometrics as a mobile device authentication solution by designing, implementing and evaluating a touch dynamics authentication method. This paper describes the design, implementation, and evaluation of this method, the acquisition of raw touch dynamics data, the use of the raw data to obtain touch dynamics features, and the training of the features to build an authentication model for user identity verification. The evaluation results show that by integrating the touch dynamics authentication method into the PIN-based authentication method, the protection levels against impersonation attacks is greatly enhanced. For example, if a PIN is compromised, the success rate of an impersonation attempt is drastically reduced from 100% (if only a 4-digit PIN is used) to 9.9% (if both the PIN and the touch dynamics are used).


Attendance Connect aims in simplifying the task of registering attendance in the class by teachers, managing attendance records and letting students access those up-to-date attendance records anytime. These fundamental goals of simplifying workflow of teachers and students is made possible through the use of advanced technologies like state-of-the-art group based face recognition and attendance code right from the mobile device. Moreover, Attendance Connect also features additional functionalities like Schedules to make it easier for marking attendance of sessions, prior knowledge of sessions to attend or miss and Announcement Posts which lets teachers post announcements about changes in class schedules, homework or pretty much anything to stay in touch with the students. This is achieved with incredibly easy-to-use user interface developed for iOS devices using Swift and Objective-C with a modern backend of Firebase. In addition to that, the hardware requirement of Attendance connect is limited only to compatible mobile devices like smartphones or tablets. Meaning, it is easy to install, easy to start using and is significantly affordable.


2013 ◽  
Vol 5 (3) ◽  
pp. 23-41 ◽  
Author(s):  
Hamed Ketabdar ◽  
Amin Haji-Abolhassani ◽  
Mehran Roshandel

The theory of around device interaction (ADI) has recently gained a lot of attention in the field of human computer interaction (HCI). As an alternative to the classic data entry methods, such as keypads and touch screens interaction, ADI proposes a touchless user interface that extends beyond the peripheral area of a device. In this paper, the authors propose a new approach for around mobile device interaction based on magnetic field. Our new approach, which we call it “MagiThings”, takes the advantage of digital compass (a magnetometer) embedded in new generation of mobile devices such as Apple’s iPhone 3GS/4G, and Google’s Nexus. The user movements of a properly shaped magnet around the device deform the original magnetic field. The magnet is taken or worn around the fingers. The changes made in the magnetic field pattern around the device constitute a new way of interacting with the device. Thus, the magnetic field encompassing the device plays the role of a communication channel and encodes the hand/finger movement patterns into temporal changes sensed by the compass sensor. The mobile device samples momentary status of the field. The field changes, caused by hand (finger) gesture, is used as a basis for sending interaction commands to the device. The pattern of change is matched against pre-recorded templates or trained models to recognize a gesture. The proposed methodology has been successfully tested for a variety of applications such as interaction with user interface of a mobile device, character (digit) entry, user authentication, gaming, and touchless mobile music synthesis. The experimental results show high accuracy in recognizing simple or complex gestures in a wide range of applications. The proposed method provides a practical and simple framework for touchless interaction with mobile devices relying only on an internally embedded sensor and a magnet.


2021 ◽  
Vol 22 (1) ◽  
pp. 26-30
Author(s):  
A. L. Katkova ◽  
◽  
A. P. Vokhmintcev ◽  
Yu. A. Petrova ◽  
◽  
...  

Objective. The main goal of this work was to describe the concept of a mobile application that supports the functions of an electronic board for mobile devices with a touch screen. Material and methods. The work uses theoretical methods: a review of the literature on the research problem, analysis of publications, as well as an empirical method of observing the distance work of Tyumen State Medical University teachers. Results. The original article reflects the views of the teacher of the medical university on the problem of distance education during the pandemic of the new coronavirus infection and contains a practical proposal for creating a mobile application with which it is possible to facilitate teacher-student interaction during practical sessions conducted using video conferencing systems. The essence of the proposed concept is to synchronize the operation of a personal computer and a mobile device with a touch screen (phone, tablet), as well as a video conferencing system, in which a remote lesson is held, through a mobile application – a virtual board. Such an application turns the touch screen of a mobile device into an analogue of a graphics tablet, on which you can write using any suitable object. In this application the teacher has administrative permission. He can give or restrict access to the virtual clipboard to any student. This will bring the virtual educational process as close as possible to the real one. Conclusion. When implemented thorough of this idea should ensure improve the end result of education. The main disadvantage of this idea is the need for the teacher and students to have both a computer and a mobile device with a touch screen. Also the operation of this application will be difficult in places with low-speed Internet, or when Internet connection is not available.


Author(s):  
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.


2016 ◽  
Vol 3 (1) ◽  
pp. 26
Author(s):  
Gat Gat

Banyaknya informasi yang dapat akses secara online dengan menggunakan mobile tidak terlepas dari banyaknya sistem yang dikembangkan oleh perusahaan dalam mendukung aktivitas bisnisnya. Perhotelan yang ada di Pontianak juga menyediakan berbagai fasilitas yang menarik dan juga menyediakan sistem pesan kamar online. Namun permasalahan yang terjadi ketika membuka halaman website yang dibuat tidak memperhatikan kapasitas dari perangkat mobile, menyebabkan ukuran layar tidak cocok sehingga banyak pengguna yang merasa tidak nyaman. Penelitian ini bertujuan menghasilkan informasi dan reservasi hotel yang dapat diakses dengan berbagai perangkat mobile terlepas dari ukuran perangkat mobile tersebut. Sistem yang telah dibangun memberikan manfaat dan keuntungan berarti karena JQuery Mobile memungkinkan sistem ini dapat berjalan diberbagai perangkat mobile. Adanya JQuery Mobile, para pengembang tidak perlu melakukan desain user interface dan pengkodean sistem dari awal karena JQuery Mobile memiliki framework yang siap dipergunakan dan dikembangkan sesuai dengan kebutuhan dari sebuah sistem. Perbaikan dan pengembangan perlu terus dilakukan untuk memastikan fleksibilitas sistem terhadap semua perangkat mobile terutama untuk ukuran layar yang kecil dan memiliki kapasitas RAM dan prosesor yang rendah.The amount of information that can be accessed online by using the mobile is not independent of the number system developed by the company in support of business activities. Hospitality is in Pontianak also provides a range of attractive facilities and also provides online messaging system. However, problems occurred when opening web pages created are not paying attention capacity of mobile devices, causing the screen size does not fit so many users feel uncomfortable. This study aims to generate information and reservation can be accessed by a variety of mobile devices regardless of the size of the mobile device. The system has been built to provide benefits and advantages mean because JQuery Mobile enables the system to run various mobile devices. Their JQuery Mobile, the developers do not need to design the user interface and encoding system from scratch because JQuery Mobile has a framework that is ready to be used and developed in accordance with the requirements of a system. Improvement and development needs to be done to ensure system flexibility towards all mobile devices, especially for the small screen size and has a RAM capacity and processor is low.


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