MDO-LWIGT: An Mobile Device Oriented Lightweight Interactive Graphics Toolkit

2011 ◽  
Vol 268-270 ◽  
pp. 1745-1749
Author(s):  
Hong An Pan ◽  
Qing Yi Hua ◽  
Yan Shuo Chang ◽  
Xiao Dong Qi

In the development of interactive graphics application on mobile devices, we are puzzled by two problems: The one is how to make graphics application adapt to the intrinsic limitations of mobile devices; The other one is how to rapidly and effectively build graphics application. This paper proposes a MDO-LWIGT(Mobile Device Oriented Lightweight Interactive Graphics Toolkit) to provide a graphics application model that can help developers rapidly build graphics application on mobile devices. The application based on such a model not only can be adaptive to the limitations of mobile devices but also can effectively represent and manage graphics objects, maitain the dynamic relationship between the application datas related to graphics objects.

2018 ◽  
pp. 1431-1447
Author(s):  
Barkha Narang ◽  
Jyoti Batra Arora

Mobile Commerce is a term to describe any commercial activity on a mobile device, such as a mobile phone (iPhone, Android, Blackberry) or a tablet (iPad, Galaxy Tab, Surface). This includes all steps of the customer journey; reach, attract, choose, convert and retain. Hence mobile commerce is probably best described as shopping that takes advantage of unique properties of mobile devices. It is also called as m-commerce. Pervasive computing aims at availability and invisibility. On the one hand, pervasive computing can be defined as availability of software applications and information anywhere and anytime. On the other hand, pervasive computing also means that computers are hidden in numerous so-called information appliances that we use in our day-to-day lives Characteristics of pervasive computing applications have been identified as interaction transparency, context awareness, and automated capture of experiences.


Author(s):  
Barkha Narang ◽  
Jyoti Batra Arora

Mobile Commerce is a term to describe any commercial activity on a mobile device, such as a mobile phone (iPhone, Android, Blackberry) or a tablet (iPad, Galaxy Tab, Surface). This includes all steps of the customer journey; reach, attract, choose, convert and retain. Hence mobile commerce is probably best described as shopping that takes advantage of unique properties of mobile devices. It is also called as m-commerce. Pervasive computing aims at availability and invisibility. On the one hand, pervasive computing can be defined as availability of software applications and information anywhere and anytime. On the other hand, pervasive computing also means that computers are hidden in numerous so-called information appliances that we use in our day-to-day lives Characteristics of pervasive computing applications have been identified as interaction transparency, context awareness, and automated capture of experiences.


2016 ◽  
Vol 11 (6) ◽  
pp. 32 ◽  
Author(s):  
Shwu-Ing Wu ◽  
Rou Jyun Chen

<p class="ArticleTitle">In recent years, the increasingly innovative and diverse mobile devices have significantly promoted the mobile device-based shopping. What factors influence this kind of shopping? Will consumers purchase things with mobile devices? These are two topics that need to be explored. Through the literature analysis and the empirical research, this study aims to analyze the quality of information, system, service and mobile devices on the mobile device-based shopping platform. Moreover, it studies the attitude of consumers towards mobile device-based shopping, their willingness to adopt the shopping method and the behavioral relationship model in the actual mobile device-based shopping as well as compares the groups of different frequencies of the Internet use in terms of the relationship model.</p>  With the convenient sampling, this study made an investigation among some of those who had experienced shopping on such mobile devices as tablets or smart phones. The 765 retrieved valid copies of questionnaire were divided into three groups—“often”, “average” and “seldom” according to the frequency consumers undertook mobile device-based shopping and were then compared. The results showed that there were significant differences among the three groups in four relationship paths, including: 1) the information quality of the mobile device-based shopping platform has more significant positive influence on consumers’ attitude path of mobile device-based shopping in the “average” group than in the other two; 2) the service quality of the mobile device-based shopping platform has more significant positive influence on consumers’ attitude path of mobile device-based shopping in the “seldom” group than in the other two; 3) the preference for mobile device-based shopping has much significant positive influence on the behavior path of mobile device-based shopping in the “often” group. According to the research results, different groups have different behavior models. These results can serve as reference information in the decision-making of those who establish mobile device-based shopping platforms and manufacture mobile devices.


2009 ◽  
pp. 1069-1079
Author(s):  
Sylvain Giroux ◽  
Hélène Pigot ◽  
Jean-François Moreau ◽  
Jean-Pierre Savary

The mobile device presented here is designed to offer several services to enhance autonomy, security, and communication for the cognitively impaired people and their caregivers. Two mobile devices are linked through a server; one is dedicated to the patient, the other one to the caregivers. The services fill three functions for patients: a simplified reminder, an assistance request service, and an ecological information gathering service. Three services are available for the caregiver: monitoring patients’ADLs, informing system and colleagues of an intervention, and planning patients’ ADLs.


2017 ◽  
Vol 2017 ◽  
pp. 1-21 ◽  
Author(s):  
Pieter Robyns ◽  
Bram Bonné ◽  
Peter Quax ◽  
Wim Lamotte

We present two novel noncooperative MAC layer fingerprinting and tracking techniques for Wi-Fi (802.11) enabled mobile devices. Our first technique demonstrates how a per-bit entropy analysis of a single captured frame allows an adversary to construct a fingerprint of the transmitter that is 80.0 to 67.6 percent unique for 50 to 100 observed devices and 33.0 to 15.1 percent unique for 1,000 to 10,000 observed devices. We show how existing mitigation strategies such as MAC address randomization can be circumvented using only this fingerprint and temporal information. Our second technique leverages peer-to-peer 802.11u Generic Advertisement Service (GAS) requests and 802.11e Block Acknowledgement (BA) requests to instigate transmissions on demand from devices that support these protocols. We validate these techniques using two datasets, one of which was recorded at a music festival containing 28,048 unique devices and the other at our research lab containing 138 unique devices. Finally, we discuss a number of countermeasures that can be put in place by mobile device vendors in order to prevent noncooperative tracking through the discussed techniques.


2017 ◽  
Vol 869 ◽  
pp. 244-262
Author(s):  
Johannes Schwank ◽  
Franca Alexandra Rupprecht ◽  
Sebastian Schöffel

Nowadays, mobile devices, such as smartphones, tablets or smartwatches, are essential items in our daily life. Further, more and more people use smart mobile devices in their everyday work for remote controlling, observing diagrams, performing web analytics, etc. However, the full potential of mobile devices is not tapped yet; built-in sensors such as accelerometers or gyroscopes offer a wide range of interaction capabilities, which are still often not fully used in nowadays mobile applications. On the other hand, desktops are still the dominating working device, but with significantly differing interaction means. With additional hand tracking devices capturing the user's gestures additional input possibilities are available but still often unused. In this paper, we investigate on a concept for orientation-based touch-less interaction. Depending on the type of device - traditional desktop or a mobile device - we use an interaction metaphor called "Waggle"; utilizing of tilting and turning of either the user's hand or the mobile device itself for additional input possibilities. Based on the results of two pilot studies for both environments, basic parameters for future design decisions are derived: on the one hand, the maximum angle for basic rotation axes are evaluated. On the other hand, different discretizations of tilt and turn angles are investigated. Based on the outcome of both studies the optimal configuration for the use of the Waggle interaction metaphor in future applications on both mobile and desktop environments are defined.


2018 ◽  
Vol 4 (2) ◽  
pp. 847
Author(s):  
José Maria Mendes Pereira Junior ◽  
Rogério Covaleski

As narrativas da repercussão surgem, de um lado, das tentativas de programação e manipulação das empresas e de sua publicidade, assim como, do outro lado, das lógicas de ajustamento e acidente que se encontram nas narrativas dos consumidores. Um continuum entre os regimes de interação (LANDOWSKI, 2014), materializados neste artigo pela publicidade de O Boticário para o Dia dos Namorados (2015) e a repercussão posterior a sua veiculação, que permite refletir sobre a dinâmica relação entre as marcas e seus consumidores no contexto de cultura participativa (JENKINS, 2008), em que os atos funcionais da publicidade (adesão e compra) misturam-se com as apropriações que o “receptor” faz das mensagens publicitárias, usando-as como mais um elemento constituinte de seu tecido social.   PALAVRAS-CHAVE: Publicidade; Narrativas; Regimes de Interação; Cultura Participativa; Repercussão.     ABSTRACT The narratives of the repercussion arise, on the one hand, from the attempts of programming and manipulation of the companies and their publicity, as well as, on the other hand, the logics of adjustment and accident found in the narratives of the consumers. A continuum between the interaction regimes (LANDOWSKI, 2014), embodied in this article by O Boticário's advertising for Valentine's Day (2015) and the subsequent repercussion of its advertising, which allows us to reflect on the dynamic relationship between brands and their consumers In the context of participatory culture (JENKINS, 2008), where the functional acts of advertising (adhesion and purchase) blend with the appropriations that the "receiver" makes of advertising messages, using them as another constituent element of their fabric social.   KEYWORDS: Advertising; Narratives; Interaction Regimes; Participatory Culture; Repercussion.     RESUMEN Las narrativas de la repercusión surgen, por un lado, de los intentos de programación y manipulación de las empresas y de su publicidad, así como, del otro lado, de las lógicas de ajuste y accidente que se encuentran en las narrativas de los consumidores. Un continuum entre los regímenes de interacción (LANDOWSKI, 2014), materializados en este artículo por la publicidad de O Boticário para el Día de San Valentín (2015) y la repercusión posterior a su difusión, que permite reflexionar sobre la dinámica relación entre las marcas y sus consumidores en el contexto de cultura participativa (JENKINS, 2008), en que los actos funcionales de la publicidad (adhesión y compra) se mezclan con las apropiaciones que el “receptor” hace de los mensajes publicitarios, usándolos como más un elemento constituyente de su tejido social.   PALABRAS CLAVE: Publicidad; Narrativas; Regímenes de Interacción; Cultura Participativa; Repercusión.


Author(s):  
Ángel E. Garrido-Maturano

RESUMENEl artículo analiza la concepción de la esperanza de Welte y la contrapone al "principio esperanza" de Bloch. Primeramente el análisis distingue la esperanza ontológica de la religiosa y determina ambos conceptos. Luego expone la relación dinámica entre las dos formas de esperanza. Finalmente muestra cómo el paso de la esperanza ontológica a la religiosa supone una reversión temporal. La contraposición explicita, por un lado, el carácter parcial del análisis de Bloch frente al de Welte, pero, por otro lado, muestra que ambos análisis no son contradictorios, sino complementarios.PALABRAS CLAVEESPERANZA-SENTIDO-RELIGIÓN-TEMPORALIDADABSTRACTThe article examines Welte´s notion of hope and sets it off against Bloch´s "hope principle". First, the difference between ontological hope and relgious hope is outlined, and the distinctive characters of both notions are described. Secondly, the dynamic relationship holding between both types of hope is developed. Finally, it is shown how the passage from ontological hope to religious hope entails a temporal reversion. The comparison attempts to show, on the one had, the one-sidedness of Bloch´s analysis, and, on the other, that both standpoints are not contradictory but rather complementary.KEYWORDSHOPE-MEANING-RELIGION-TEMPORALITY


Author(s):  
Sylvain Giroux ◽  
Hélène Pigot ◽  
Jean-François Moreau ◽  
Jean-Pierre Savary

The mobile device presented here is designed to offer several services to enhance autonomy, security, and communication for the cognitively impaired people and their caregivers. Two mobile devices are linked through a server; one is dedicated to the patient, the other one to the caregivers. The services fill three functions for patients: a simplified reminder, an assistance request service, and an ecological information gathering service. Three services are available for the caregiver: monitoring patients’ADLs, informing system and colleagues of an intervention, and planning patients’ ADLs.


2018 ◽  
Vol 48 (6) ◽  
pp. 789-820 ◽  
Author(s):  
Laura Stark ◽  
Nancy D Campbell

Conventionally, the story of modern research methods has been told as the gradual ascendancy of practices that scientists designed to extract evidence out of minds and bodies. These methods, which we call ‘methods of extraction’, have not been the exclusive ways in which experts have generated evidence. In a variety of case studies, scholars in Science and Technology Studies have persuasively documented scientists’ efforts to know the extra-linguistic, internal experiences of other beings – prior to or aside from their efforts to represent those experiences in words and images. We propose a new framework to resolve a seeming contradiction in STS, which stems from the fact that the language of ‘subjectivity’ has been used to refer to two analytically distinct features of scientists’ methods: the epistemological premises of a method, on the one hand, and the evaluation of the method in the moral economy of science, on the other hand. Building on Shapin’s provocation to study the ‘sciences of subjectivity’, we analyze three sites in the epistemic niche of 1950s US Federal mind-brain scientists and find that ‘methods of extraction’ neither replaced nor invariably trumped additional methods that researchers designed to provide evidence of people’s interior experiences. We call these additional approaches ‘methods of ingression’ because researchers purported to generate authoritative evidence by climbing inside the experience of another being, rather than pulling the evidence out. Methods of ingression and methods of extraction coexisted and developed iteratively in dynamic relationship with each other – not in isolation nor in competition, as is commonly assumed. Through this empirical study, we provide a new framework that departs from the binary framework of objectivity-subjectivity to allow scholars in STS to more aptly describe scientists’ epistemic worlds; to discern a greater range of methods at play; and to appreciate the warrants for knowledge used in our own field.


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