Multimedia Information Design for Mobile Devices

Author(s):  
Mohamed Ally

There is a rapid increase in the use of mobile devices such as cell phones, tablet PCs, personal digital assistants, Web pads, and palmtop computers by the younger generation and individuals in business, education, industry, and society. As a result, there will be more access of information and learning materials from anywhere and at anytime using these mobile devices. The trend in society today is learning and working on the go and from anywhere rather than having to be at a specific location to learn and work. Also, there is a trend toward ubiquitous computing, where computing devices are invisible to the users because of wireless connectivity of mobile devices. The challenge for designers is how to develop multimedia materials for access and display on mobile devices and how to develop user interaction strategies on these devices. Also, designers of multimedia materials for mobile devices must use strategies to reduce the user mental workload when using the devices in order to leave enough mental capacity to maximize deep processing of the information. According to O’Malley et al. (2003), effective methods for presenting information on these mobile devices and the pedagogy of mobile learning have yet to be developed. Recent projects have started research on how to design and use mobile devices in the schools and in society. For example, the MOBILearn project is looking at pedagogical models and guidelines for mobile devices to improve access of information by individuals (MOBILearn, 2004). This paper will present psychological theories for designing multimedia materials for mobile devices and will discuss guidelines for designing information for mobile devices. The paper then will conclude with emerging trends in the use of mobile devices.

2008 ◽  
pp. 607-614
Author(s):  
M. Ally

There is a rapid increase in the use of mobile devices such as cell phones, tablet PCs, personal digital assistants, Web pads, and palmtop computers by the younger generation and individuals in business, education, industry, and society. As a result, there will be more access of information and learning materials from anywhere and at anytime using these mobile devices. The trend in society today is learning and working on the go and from anywhere rather than having to be at a specific location to learn and work. Also, there is a trend toward ubiquitous computing, where computing devices are invisible to the users because of wireless connectivity of mobile devices. The challenge for designers is how to develop multimedia materials for access and display on mobile devices and how to develop user interaction strategies on these devices. Also, designers of multimedia materials for mobile devices must use strategies to reduce the user mental workload when using the devices in order to leave enough mental capacity to maximize deep processing of the information. According to O’Malley et al. (2003), effective methods for presenting information on these mobile devices and the pedagogy of mobile learning have yet to be developed. Recent projects have started research on how to design and use mobile devices in the schools and in society. For example, the MOBILearn project is looking at pedagogical models and guidelines for mobile devices to improve access of information by individuals (MOBILearn, 2004). This paper will present psychological theories for designing multimedia materials for mobile devices and will discuss guidelines for designing information for mobile devices. The paper then will conclude with emerging trends in the use of mobile devices.


This study examined the mobile-assisted language learning studies published from 2007 to 2016 in selected journals from the aspects of adopted mobile devices, mobile learning systems/resources, and the benefits and challenges of utilizing mobile devices or learning systems/resources. The results revealed that the traditional mobile devices (e.g., Personal Digital Assistants, PDAs) and the current popular mobile devices (e.g., smartphones and tablet PCs) were frequently adopted for language learning in different time periods, while wearable devices have not been adopted by any language learning research so far. In addition, most of the studies used researcher-developed learning systems/resources, while the use of educational affordances of free applications or resources needs to be promoted. Furthermore, the abundant benefits of using mobile devices or mobile learning systems/resources for language acquisition were found in many studies, such as providing substantial chances for learning, and providing or building authentic environments for learners’ meaningful knowledge construction; on the other hand, the studies also reported several challenges (e.g., insufficient practice time and the lack of effective learning strategies) to be overcome in the future. Finally, several suggestions are provided for researchers or practitioners to conduct their future work.


Author(s):  
M. Decker

According to our comprehension, mobile advertising (also called “wireless advertising” or “mobile marketing”) is the presentation of advertising information on mobile handheld devices with a wireless data link like cellular phones, personal digital assistants and smartphones; however notebooks/laptops and tablet PCs are not considered as mobile devices in this sense, because they are used like stationary devices at different locations. For example SMS-messages with product offers would be a simple form of m-advertising. In this article we discuss the special features of m-advertising, but also the problems involved. Afterwards we name basic methods of m-advertising and compare their general strengths and weaknesses using a set of criteria.


2021 ◽  
Vol 13 (14) ◽  
pp. 7890
Author(s):  
Tao-Hua Wang ◽  
Hao-Chiang Koong Lin ◽  
Hong-Ren Chen ◽  
Yueh-Min Huang ◽  
Wei-Ting Yeh ◽  
...  

To echo the United Nations formulated Sustainable Development Goals (SDGs), SDG 4 is to ensure inclusive and equitable quality education and promote lifelong learning opportunities for all. Furthermore, high-quality education is the base on which human lives can be improved and sustainable development can be accomplished. Therefore, the affective emotional tutoring system established in this study enables learning via mobile devices, which are indispensable in daily life. The real-time interactive agent in the system guides learners to turn negative emotions into positive ones. We explored the usability of and user satisfaction with the affective emotional tutoring system. Sixty-two students participated in the study which used a quantitative research design to explore a learning situation. The overall usability of the system was evaluated with the System Usability Scale (SUS), and the Questionnaire for User Interaction Satisfaction (QUIS) was used to evaluate user satisfaction with the different elements of the system. The results showed that both the usability of and satisfaction with the affective emotional tutoring system were high. The emotional feedback mechanism of the system can help learners turn negative emotions into positive ones.


Author(s):  
Ratchel Chikurunhe ◽  
Armstrong Kadyamatimba

The University of Venda(Univen) distributed tablets to students for facilitating and enhancing their studies. However, the provision of tablet PCs to students may not be a panacea for quality learning, especially to technological disadvantaged rural student  population. The aim of study was to investigate the use of digital mobile devices for enhancing teaching and learning at the Univen. The research questions focused on determining the current level of use of mobile devices, how they can be used effectively for teaching and learning. Mixed methods approach was applied with data being solicited from a convenient sample of students, lecturers and an IT technician. The results of the study indicated that many students and lecturers are active and have higher perceptions of mobile devices usage. The results of the study are to be used to explicate and advance the integration of the mobile devices for promoting learning and teaching accomplishments. The findings clearly showed that mobile devices have a positive impact on the academic experience. The results also indicate that there is a gradual acceptance of the Learners Management Systems (Blackboard) by both academics and students. The digital mobile devices are eventually enhancing teaching and learning at Univen.


2011 ◽  
pp. 203-230
Author(s):  
Kin Choong Yow ◽  
Nitin Mittal

The evolution in mobile messaging and mobile devices has made it possible to provide multimedia rich messaging capabilities to personal digital assistants (PDAs). The need for this arises simply because mobile service providers want to provide an enhanced messaging experience to the user. It also opens up new avenues for business, such as a shopping mall scenario. This chapter discusses the development of a multimedia messaging client for a PDA and a kiosk providing multimedia messages composition, search, share, and sending capabilities. This chapter also discusses the various messaging technologies, enabling wireless technologies, and the peer-to-peer model. The peer-to-peer technology used was Jxta, an XML-based and language agnostic peer-to-peer platform specification from Sun Microsystems. The peers (PDA client and the kiosk) were implemented using the application programming interfaces provided by the Personal Java reference implementation and the Jxta platform’s Personal Java port.


Author(s):  
Nan Jing ◽  
Yong Yao ◽  
Yanbo Ru

Context-aware advertising is one of the most critical components in the Internet ecosystem today because most WWW publisher’s revenue highly depends on the relevance of the displayed advertisement to the context of the user interaction. Existing research works in context-aware advertising mainly focus on analyzing either the content of the web page (in which it is also called contextual advertising), or the keywords of the user search. However, we have identified the limitations of these works when being extended into mobile web, which has become a major platform for users to access Internet with thanks to the new lightweight web technologies and the development of mobile devices. These mobile devices are equipped with networking capabilities and sensors that provide versatile contexts including physical environment, user internal and social community. These contexts, which are far beyond just page content and search keywords, should be well organized and utilized for online advertising to gain better user experience and reaction. In this chapter, we point out the aforementioned limitations of the existing works in context-aware advertising when being applied for mobile platforms. We also discuss the characteristics of the contexts that are available on mobile devices and clearly describe the challenges of utilizing these contexts to optimize the advertisement on mobile platforms. We then present a context-aware advertising framework that collects and integrates the user contexts to select, generate, and present advertising content. The purpose of this framework is to provide the mobile users with targeted and purposeful advertisement. Finally, we discuss the implementation aspects and one specific application of this framework and outline our future plans.


Author(s):  
Hyo-Jeong So ◽  
Bosung Kim

For the past decade, handheld devices with mobile and wireless capabilities have emerged as the next promising generation of technology for teaching and learning. Today, handheld devices such as mobile phones, personal digital assistants (PDAs), portable gaming devices, and tablet PCs have already become pervasive in daily lives of students. With this trend, there has been increased interest as to how mobile technologies can be used to enhance teaching and learning. One of the challenges for educators is to examine how we can use the new innovations of mobile technologies to create learning experiences that are often limited in traditional classroom environments. The purpose of this article, therefore, is to provide innovative and practical applications of mobile technologies in a variety of educational contexts, including from K-12 to higher education and informal learning.


2008 ◽  
pp. 129-150
Author(s):  
K. C. Yow ◽  
N. Mittal

The evolution in mobile messaging and mobile devices has made it possible to provide multimedia rich messaging capabilities to personal digital assistants (PDAs). The need for this arises simply because mobile service providers want to provide an enhanced messaging experience to the user. It also opens up new avenues for business, such as a shopping mall scenario. This chapter discusses the development of a multimedia messaging client for a PDA and a kiosk providing multimedia messages composition, search, share, and sending capabilities. This chapter also discusses the various messaging technologies, enabling wireless technologies, and the peer-to-peer model. The peer-to-peer technology used was Jxta, an XML-based and language agnostic peer-to-peer platform specification from Sun Microsystems. The peers (PDA client and the kiosk) were implemented using the application programming interfaces provided by the Personal Java reference implementation and the Jxta platform’s Personal Java port.


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