Academic literature on the topic 'Human-computer interaction Mobile computing'

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Journal articles on the topic "Human-computer interaction Mobile computing"

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Bertini, E., T. Catarci, A. Dix, S. Gabrielli, S. Kimani, and G. Santucci. "Appropriating Heuristic Evaluation for Mobile Computing." International Journal of Mobile Human Computer Interaction 1, no. 1 (January 2009): 20–41. http://dx.doi.org/10.4018/jmhci.2009010102.

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Wiberg, Mikael, and Charlotte Wiberg. "Digital Integration in the 3rd Wave of Mobile HCI." International Journal of Mobile Human Computer Interaction 10, no. 2 (April 2018): 57–64. http://dx.doi.org/10.4018/ijmhci.2018040103.

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What does the 3rd wave of mobile computing hold for us, and what are the challenges ahead as we now move from the 1st and 2nd wave to the 3rd wave of mobile HCI? While the 1st wave enabled mobile computing on a basic level – including basic connectivity and the development of mobile devices – and while the 2nd wave was to a large extent about the development of mobile content (from digital services and apps, to services for storing our data in the cloud), the authors suggest that the 3rd wave of mobile computing is less technology-driven, but rather about what mobile computing can enable, and how mobile computing is increasingly a gateway to society at large. In this article, the authors focus specifically on this 3rd wave of mobile computing, and in particular on what they call an inverted digital divide – a state where the mobile technology is in place for its users, but where there is no access to the services in society that rely on mobile computing. In this article, the authors demonstrate this inverted digital divide through a number of examples where they show how this plays out for different groups of people where this is vital in a global world – e.g., visitors to a country such as tourists, immigrants and even people applying for asylum. The authors discuss what is needed in order to bridge this divide and they outline its implications for the further development of mobile services. In concluding this paper, the authors suggest that “digital integration” might serve as a key notion for resolving these issues as we now enter the 3rd wave of mobile HCI.
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Nestler, Simon. "Safety-critical human computer interaction." it - Information Technology 61, no. 1 (February 25, 2019): 67–70. http://dx.doi.org/10.1515/itit-2018-0037.

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Abstract Dealing with usability issues of safety-critical interactive systems is essential for an efficient, effective and joyful use of these systems. This paper describes a prototypical safety-critical environment and discusses the HCI (human computer interaction) challenges of different interactive systems for safety-critical environments. We designed, developed and evaluated various interactive systems which solve different challenges in so-called mass casualty incidents (MCIs). In summary, we made contributions to three different areas of application: Mobile computing in safety-critical environments, simulation of safety-critical environments and social media in safety-critical environments. Finally, this paper gives further insights how all these research results can to be brought together in the future in order to be able to build usable interactive systems for safety-critical environments.
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Eisenberg, Michael, Leah Buechley, and Nwanua Elumeze. "Bits and Pieces." International Journal of Mobile Human Computer Interaction 2, no. 2 (April 2010): 37–52. http://dx.doi.org/10.4018/jmhci.2010040103.

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The reigning portrait of mobile technology for children has, by and large, been founded on a portrait of computing derived from an earlier generation of desktop devices. That is, the recurring image of “mobile computing” employs a full-scale personal computer shrunk down to handheld size (as in a PDA or iPhone). While this image suggests avenues for innovation, it nevertheless reflects a highly constrained view of computing that fails to do justice to the educational possibilities of children’s informal day-to-day activities. This article seeks to challenge the “PDA-centric” view of children’s mobile technology by discussing two major design themes that lead in alternative directions: namely, material computing (endowing physical substrates of various kinds with computational capabilities) and piecewise computing (enhancing mobility through the dissociation of various functional capabilities of traditional computers). In discussing these themes, the authors draw on design projects.
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Gupta, Ajay Kumar, and Udai Shanker. "A Literature Review of Location-Aware Computing Policies." International Journal of Mobile Human Computer Interaction 12, no. 3 (July 2020): 21–45. http://dx.doi.org/10.4018/ijmhci.2020070102.

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Location-aware computing systems implementation has the challenge of maintaining its consistency due to frequent disconnections in the mobile environment. Many other exciting issues associated with this domain provide a fertile ground for many mobile database researchers to tackle. This work contributes by taking up-to-date literature on current location-aware mobile data management practices. The paper includes taxonomy for caching, map-matching, and location privacy protection with spatial-temporal queries, unlike other review papers, which only address a specific aspect of location-dependent data management. First, an in-depth analysis of state-of-the-art and classified literature is presented, taking into account the domain of application models and approaches for evaluation. Secondly, it provides a theoretical and analytical investigation of location-conscious computing approaches available in the literature, examining the merit and demerit of each method and the evolving processes between them. Finally, the paper highlighted the outstanding opportunities for future research directions.
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York, Judy, and Parag C. Pendharkar. "Human–computer interaction issues for mobile computing in a variable work context." International Journal of Human-Computer Studies 60, no. 5-6 (May 2004): 771–97. http://dx.doi.org/10.1016/j.ijhcs.2003.07.004.

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Black, Darren, Nils Jakob Clemmensen, and Mikael B. Skov. "Pervasive Computing in the Supermarket." International Journal of Mobile Human Computer Interaction 2, no. 3 (July 2010): 31–43. http://dx.doi.org/10.4018/jmhci.2010070103.

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Shopping in the real world is becoming an increasingly interactive experience as stores integrate various technologies to support shoppers. Based on an empirical study of supermarket shoppers, the authors designed a mobile context-aware system called the Context-Aware Shopping Trolley (CAST). The purpose of CAST is to support shopping in supermarkets through context-awareness and acquiring user attention, thus, the authors’ interactive trolley guides and directs shoppers in the handling and finding of groceries. An empirical evaluation showed that shoppers using CAST behaved differently than shoppers using a traditional trolley. Specifically, shoppers using CAST exhibited a more uniform pattern of product collection and found products more easily while travelling a shorter distance. As such, the study finds that CAST supported the supermarket shopping activity.
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Lorenz, Andreas. "A Conceptual Framework for Interoperability of Mobile User Interfaces with Ambient Computing Environments." International Journal of Mobile Human Computer Interaction 2, no. 3 (July 2010): 58–73. http://dx.doi.org/10.4018/jmhci.2010070105.

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The use of mobile and hand-held devices is a desirable option for implementation of user interaction with remote services from a distance, whereby the user should be able to select the input device depending on personal preferences, capabilities and availability of interaction devices. Because of the heterogeneity of available devices and interaction styles, the interoperability needs particular attention by the developer. This paper describes the design of a general solution to enable mobile devices to have control on services at remote hosts. The applied approach enhances the idea of separating the user interface from the application logic, leading to the definition of virtual or logical input devices physically separated from the controlled services.
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Streefkerk, Jan Willem, D. Scott McCrickard, Myra P. van Esch-Bussemakers, and Mark A. Neerincx. "Balancing Awareness and Interruption in Mobile Patrol using Context-Aware Notification." International Journal of Mobile Human Computer Interaction 4, no. 3 (July 2012): 1–27. http://dx.doi.org/10.4018/jmhci.2012070101.

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In mobile computing, a fundamental problem is maintaining awareness of the environment and of information presented as messages on a mobile device. In mobile police patrols, officers need to pay attention to their direct environment and stay informed of incidents elsewhere. To prevent unwanted interruption, a context-aware notification system adapts the timing and appearance of incident messages, based on user activity (available, in transit, or busy) and message priority (high, normal, or low). The authors evaluated the benefits and costs of adaptive notification compared to three uniform notification styles (presenting full messages, postponing messages or presenting indicators). Thirty-two trained student participants used a prototype notification system in a controlled mobile patrol task. The results were validated in a follow-up study with twenty-four police officers.
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Jumisko-Pyykkö, Satu, and Teija Vainio. "Framing the Context of Use for Mobile HCI." International Journal of Mobile Human Computer Interaction 2, no. 4 (October 2010): 1–28. http://dx.doi.org/10.4018/jmhci.2010100101.

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The need to better understand the role of context has emerged after the revolution of mobile computing, as such devices are used in heterogeneous circumstances. However, it is difficult to say what context of use in mobile human-computer interaction actually means. This study summarises past research in mobile contexts of use and not only provides a deeper understanding of the characteristics associated with it, but also indicates a path for future research. This article presents an extensive and systematic literature review of more than 100 papers published in five high-quality journals and one main conference in the field of HCI during the years 2000-2007. The authors’ results show that context of use is still explored as a relatively static phenomenon in mobile HCI. Its most commonly mentioned characteristics are linked to social, physical, and technical components, while transitions between the contexts were rarely listed. Based on this review, a descriptive model of context of use for mobile HCI (CoU-HMCI) summarising five components, their subcomponents and descriptive properties is presented. The model can help both practitioners and academics to identify broadly relevant contextual factors when designing, experimenting with, and evaluating, mobile contexts of use.
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Dissertations / Theses on the topic "Human-computer interaction Mobile computing"

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Muhanna, Muhanna A. "Exploration of human-computer interaction challenges in designing software for mobile devices." abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1442874.

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Häkkilä, J. (Jonna). "Usability with context-aware mobile applications:case studies and design guidelines." Doctoral thesis, University of Oulu, 2006. http://urn.fi/urn:isbn:9514283236.

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Abstract Context-awareness, a state where the device is aware of the situation in which it is used, is a technology which has gained an increasing amount of attention in recent years. A context-aware device can infer the use condition, and adapt its behavior according to the circumstances. Mobile handheld devices, which have been highly adopted by large user groups, especially in the form of mobile phones, constitute an interesting platform for context-awareness. They are used in different kinds of situations, where the preferences of users may vary, and where different features are prioritized. While the increasing complexity and growing number of features set challenges to intuitive and easy use of devices, context-awareness may offer solutions to more efficient use of mobile applications and services. This thesis investigates the interaction issues with context-aware mobile devices. The research has been exploratory including several separate case studies, where interaction and usability matters have been charted. These studies consider topics such as location-awareness, user-defined settings of context-aware applications, and information sharing and privacy. In addition to these case studies, the author has sough to draw a bigger picture on interaction and usability issues with context-aware mobile devices, and incorporated the findings to a more general framework. Through presenting the case studies it is concluded that context-awareness can improve the usability of mobile devices, but careful design in the application development phase must be emphasized. The usability risks identified through case studies relate to numerous themes, such as diminished user control, increased number of interruptions, information overflow, users' subjective understanding of context attributes and privacy threat. As context-aware technology employs greater risks, e.g. due to the uncertain nature of context recognition, the user-centric design practices and testing in the authentic environment of the context-aware applications should be stressed. The author proposes design guidelines, which have been developed based on the findings from distinct case studies. The design guidelines aim to offer tangible help to application designers, who may not be acquaint with the special characteristics of context-awareness, and intend to prevent potential usability problems identified through the individual studies. Moreover, an evaluation for the design guidelines and their iteration to the presented form is demonstrated.
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Levy, Marcel Andrew. "Ringermute an audio data mining toolkit /." abstract and full text PDF (free order & download UNR users only), 2005. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1433402.

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Ashbrook, Daniel Lee. "Enabling mobile microinteractions." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/33986.

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While much attention has been paid to the usability of desktop computers, mobile com- puters are quickly becoming the dominant platform. Because mobile computers may be used in nearly any situation--including while the user is actually in motion, or performing other tasks--interfaces designed for stationary use may be inappropriate, and alternative interfaces should be considered. In this dissertation I consider the idea of microinteractions--interactions with a device that take less than four seconds to initiate and complete. Microinteractions are desirable because they may minimize interruption; that is, they allow for a tiny burst of interaction with a device so that the user can quickly return to the task at hand. My research concentrates on methods for applying microinteractions through wrist- based interaction. I consider two modalities for this interaction: touchscreens and motion- based gestures. In the case of touchscreens, I consider the interface implications of making touchscreen watches usable with the finger, instead of the usual stylus, and investigate users' performance with a round touchscreen. For gesture-based interaction, I present a tool, MAGIC, for designing gesture-based interactive system, and detail the evaluation of the tool.
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Håkansson, Maria. "Playing with Context : Explicit and Implicit Interaction in Mobile Media Applications." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-8463.

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This thesis contributes with insights into how aspects of the surrounding physical and social context can be exploited in the design of mobile media applications for playful use. In this work, context refers to aspects of the immediate surroundings – outside of the device – that can be identified and measured by sensors; for instance environmental aspects like sound, and social aspects like co-located people. Two extensive case studies explore the interplay between users, mobile media, and aspects of context in different ways, and how it can invite playful use. The first case study, Context Photography, uses sensor-based information about the immediate physical surroundings to affect images in real time in a novel digital camera application for everyday creativity. The second, Push!Music, makes it possible to share music both manually and autonomously between co-located people, based on so-called media context, for spontaneous music sharing. The insights gained from the designs, prototypes, and user studies, point at the value of combining explicit and implicit interaction – essentially, the expected and unexpected – to open for playful use. The explicit interaction encouraged users to be active, exploratory, and creative. The implicit interaction let users embrace and exploit dynamic qualities of the surroundings, contributing to making the systems fun, exciting, magical, ‘live’, and real. This combination was facilitated through our approach to context, where sensor-based information was mostly open in use and interpretation, ambiguous, visible, and possible to override for users, and through giving the systems a degree of agency and autonomy. A key insight is that the combination of explicit and implicit interaction allowed both control and a sense of magic in the interaction with the mobile media applications, which together seems to encourage play and playfulness.
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Kainda, Ronald. "Usability and security of human-interactive security protocols." Thesis, University of Oxford, 2011. http://ora.ox.ac.uk/objects/uuid:ea14d34a-d232-4c8b-98ab-abbf0d7a5d36.

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We investigate the security and usability of Human-Interactive Security Protocols (HISPs); specifically, how digests of 4 or more digits can be compared between two or more sys- tems as conveniently as possible while ensuring that issues such as user complacency do not compromise security. We address the research question: given different association scenarios and modes of authentication in HISPs, how can we improve on existing, or design new, empirical channels that suit human and contextual needs to achieve acceptable effective security? We review the literature of HISPs, proposed empirical channels,and usability studies of HISPs; we follow by presenting the methodology of the research reported in this thesis. We then make a number of contributions discussing the effectiveness of empirical channels and address the design, analysis, and evaluation of these channels. In Chapter 4 we present a user study of pairwise device associations and discuss the factors affecting effective security of empirical channels in single-user scenarios. In Chapter 5 we present a user study of group device associations and discuss the factors affecting effective security of empirical channels in multi-user scenarios. In Chapter 7 we present a framework designed for researchers and system designers to reason about empirical channels in HISPs. The framework is grounded in experimental data, related research, and validated by experts. In Chapter 8 we present a methodology for analysing and evaluating the security and usability of HISPs. We validate the methodology by applying it in laboratory experiments of HISPs. Finally, in Chapter 6 we present a set of principles for designing secure and usable empirical channels. We demonstrate the effectiveness of these principles by proposing new empirical channels.
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Jacobs, Gershwin. "User experience guidelines for mobile natural user interfaces: a case study of physically disabled users." Thesis, Nelson Mandela Metropolitan University, 2017. http://hdl.handle.net/10948/17547.

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Motor impaired people are faced with many challenges, one being the of lack integration into certain spheres of society. Access to information is seen as a major issue for the motor impaired since most forms of interaction or interactive devices are not suited to the needs of motor impaired people. People with motor impairments, like the rest of the population, are increasingly using mobile phones. As a result of the current devices and methods used for interaction with content on mobile phones, various factors prohibit a pleasant experience for users with motor impairments. To counter these factors, this study recognizes the need to implement better suited methods of interaction and navigation to improve accessibility, usability and user experience for motor impaired users. The objective of the study was to gain an understanding of the nature of motor impairments and the challenges that this group of people face when using mobile phones. Once this was determined, a solution to address this problem was found in the form of natural user interfaces. In order to gain a better understanding of this technology, various forms of NUIs and the benefits thereof were studied by the researcher in order to determine how this technology can be implemented to meet the needs of motor impaired people. To test theory, the Samsung Galaxy s5 was selected as the NUI device for the study. It must be noted that this study started in the year 2013 and the Galaxy S5 was the latest device claiming to improve interaction for disabled people at the time. This device was used in a case study that made use of various data collection methods, including participant interviews. Various motor impaired participants were requested to perform predefined tasks on the device, along with the completion of a set of user experience questionnaires. Based on the results of the study, it was found that interaction with mobile phones is an issue for people with motor impairments and that alternative methods of interaction need to be implemented. These results contributed to the final output of this study, namely a set of user experience guidelines for the design of mobile human computer interaction for motor impaired users.
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Anderson, Zann Benjamin. "Laying a Foundation for Computing in Outdoor Recreation." BYU ScholarsArchive, 2019. https://scholarsarchive.byu.edu/etd/8713.

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Mobile computing allows individuals to bring computing with them into the outdoors. This creates a new situation in which individuals can stay connected even when trying to "get away from it all." Questions arise from this juxtaposition regarding whether the inclusion of computing in these activities is a positive or a negative. Evidence exists supporting both conclusions. We posit that computing can contribute positively to outdoor recreation without distracting. This dissertation details work undertaken in two phases which explores how computing can accomplish this goal. Phase 1 explored how individuals are already using computing technology in hiking, and culminated with the development of a model describing individuals' decisions regarding technology use on the trail. In Phase 2, we developed a vision which navigates the tension between the connection technology provides to our day-to-day lives and the desire to disconnect, along with prototypes which serve as an embodiment of this vision. We found that computing is in wide use by hikers, and through qualitative data analysis we developed a Two Worlds model which describes their decisions regarding technology use when hiking. This model provides a space which can be probed and explored in future work. Our vision guides careful growth in the inclusion of computing in outdoor recreation, allowing computing to support activities without becoming a distraction. Our work makes important empirical, theoretical, and artifact contributions to the field of HCI. It also identifies interesting areas of exploration, some of which have already informed the development of our Two Worlds model, and some of which remain largely unexplored. In this sense, our work has both blazed new trails in exploring computing's place in outdoor recreation and identified "side trails" for further exploration by ourselves and others. We look forward to this work and its results.
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Gori, Francesco. "Eyewear Computing: una panoramica." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/12971/.

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Questa tesi si pone come obiettivo quello di delineare un quadro generale di cosa siano gli eyewear device, e di fornire gli strumenti per approcciarsi allo sviluppo di software mirato per questi dispositivi. Nella prima sezione si tratterà il contesto in cui va ad inserirsi oggi il concetto di eyewear device, e si introdurranno i dispositivi wearable, analizzandone il concetto, la nascita e la storia, per poi fornire una sintetica panoramica sui principali utilizzi al giorno d’oggi. In seguito ci si concentrerà sui dispositivi propriamente eyewear, esaminandone lo sviluppo negli ultimi cinquant’anni, e si rifletterà sul ruolo che questi dispositivi hanno oggi e su quello che potrebbero avere un domani. Il secondo capitolo tratterà gli aspetti relativi all’hardware dei dispositivi: si descriveranno le caratteristiche fisiche necessarie in base alle funzionalità richieste ai device, per poi analizzare i diversi approcci adoperati per implementare i sistemi di visione, proponendo una tassonomia. Si tratterà, poi, il metodo proposto da Kai Kunze per l’Eye Tracking, e infine si analizzerà quali sensori siano richiesti da applicazioni di realtà aumentata. L’ultima sezione approfondirà il software degli eyewear device: in apertura si tratteranno le linee guida per il design del software, esaminando i punti in comune tra i manifesti proposti da alcuni dei principali produttori di questi dispositivi, e successivamente si analizzeranno nel dettaglio gli approcci ad oggi più utilizzati per la realizzazione di applicazioni di realtà aumentata. Verranno, poi, passati in rassegna i sistemi operativi realizzati dai principali produttori di eyewear device, per ognuna delle piattaforme si elencheranno gli strumenti messi a disposizione del pubblico per lo sviluppo di software mirato. Infine, si approfondiranno le funzionalità di alcune applicazioni proposte come esempi di usi concreti degli eyeware device
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Warshawsky, James Emory. "Umbilical Cord: A system for ubiquitous computing." CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/2518.

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Ubiquitous computing aims to make computing widely available, easy to use, and completely transparent to the user. Umbilical Cord is intended to be the first step in researching ubiquitous computing at CSUSB. It implements a model scalable network with a client-server architecture that features consistent user interaction and global access to user data. It is based on the Linux operating system which can be leveraged for future research due to the open nature of its source code. It also features a scalable network swap.
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Books on the topic "Human-computer interaction Mobile computing"

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Understanding mobile human-computer interaction. Amsterdam: Elsevier Butterworth-Heinmann, 2005.

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Jones, Matt. Mobile Interaction Design. New York: John Wiley & Sons, Ltd., 2006.

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Gary, Marsden, ed. Mobile interaction design. Hoboken, NJ: Wiley, 2005.

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Human computer interaction and innovation in handheld, mobile, and wearable technologies. Hershey, PA: Information Science Reference, 2011.

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Manfred, Tscheligi, Bernhaupt Regina, and Mihalic Kristijan, eds. MobileHCI 05: Proceedings of the 7th International Conference on Human Computer Interaction with Mobile Devices and Services : 19 to 22 September 2005, Salzburg, Austria. New York, NY: The Association for Computing Machinery, 2005.

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MobileHCI 2006 (2006 Espoo, Finland). MobileHCI 06: 8th International Conference on Human-Computer Interaction with Mobile Devices and Services : 12 to 15 September 2006, Espoo, Finland. New York: Association for Computing Machinery, 2006.

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1967-, Brewster Stephen, and Dunlop Mark, eds. Mobile human-computer interaction--MobileHCI 2004: 6th international symposium, MobileHCI 2004, Glasgow, UK, September 13-16, 2004 : proceedings. Berlin: Springer-Verlag, 2004.

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Research and design innovations for mobile user experience. Hershey, PA: Information Science Reference, 2014.

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Papadopoulou, Panagiota, and Jean-Eric Pelet. User behavior in ubiquitous online environments. Hershey, PA: Information Science Reference, an imprint of IGI Global, 2014.

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1960-, Paternò Fabio, ed. Human computer interaction with mobile devices: 4th international symposium, Mobile HCI 2002, Pisa, Italy, September 18-20, 2002 : proceedings. Berlin: Springer, 2002.

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Book chapters on the topic "Human-computer interaction Mobile computing"

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Anderson, Zann, and Michael Jones. "Rethinking the Role of a Mobile Computing in Recreational Hiking." In Human–Computer Interaction Series, 291–305. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-45289-6_16.

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Terrenghi, Lucia, Carla Valle, and Giorgio De Michelis. "Interaction Design for CSCL in Ubiquitous Computing." In Mobile Human-Computer Interaction - MobileHCI 2004, 523–24. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-28637-0_71.

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Paredes, Maximiliano, Manuel Ortega, Pedro P. Sánchez-Villalón, and J. Ángel Velázquez-Iturbide. "A Ubiquitous Computing Environment for Language Learning." In Human Computer Interaction with Mobile Devices, 339–43. Berlin, Heidelberg: Springer Berlin Heidelberg, 2002. http://dx.doi.org/10.1007/3-540-45756-9_35.

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Costanza, Enrico, Alberto Perdomo, Samuel A. Inverso, and Rebecca Allen. "EMG as a Subtle Input Interface for Mobile Computing." In Mobile Human-Computer Interaction - MobileHCI 2004, 426–30. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-28637-0_50.

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Banâtre, Michel, Paul Couderc, Julien Pauty, and Mathieu Becus. "Ubibus: Ubiquitous Computing to Help Blind People in Public Transport." In Mobile Human-Computer Interaction - MobileHCI 2004, 310–14. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-28637-0_28.

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Nicholson, Mark, and Paul Vickers. "Pen-Based Gestures: An Approach to Reducing Screen Clutter in Mobile Computing." In Mobile Human-Computer Interaction - MobileHCI 2004, 320–24. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-28637-0_30.

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Baek, Jonghun, Ik-Jin Jang, KeeHyun Park, Hyun-Soo Kang, and Byoung-Ju Yun. "Human Computer Interaction for the Accelerometer-Based Mobile Game." In Embedded and Ubiquitous Computing, 509–18. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11802167_52.

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Lu, Yin, Kejian Miao, Zhanhuai Li, and Ke Wei. "Research of Passive Mode Interaction in Pervasive Computing." In Human-Computer Interaction. Towards Mobile and Intelligent Interaction Environments, 220–29. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21616-9_25.

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Bier, Agnieszka, and Zdzisław Sroczyński. "Development of the Multi-platform Human-Computer Interaction for Mobile and Wearable Devices." In Advances in Intelligent Systems and Computing, 57–68. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19501-4_6.

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Lee, Jang Ho, and Haedong Hwang. "Live Mobile Learning System with Enhanced User Interaction." In Advances in Computer Science and Ubiquitous Computing, 745–50. Singapore: Springer Singapore, 2015. http://dx.doi.org/10.1007/978-981-10-0281-6_105.

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Conference papers on the topic "Human-computer interaction Mobile computing"

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Henze, Niels, and Enrico Rukzio. "Mobile human-computer interaction." In CHI '14: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2559206.2567833.

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Henze, Niels, and Enrico Rukzio. "Mobile Human-Computer Interaction." In CHI '15: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2702613.2706690.

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Mirisaee, Seyed Hadi, Margot Brereton, and Paul Roe. "Bridging the representation and interaction challenges of mobile context-aware computing." In the 23rd Australian Computer-Human Interaction Conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2071536.2071571.

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Ni, Shouxiang, Jianxin Chen, Yanan Chen, and Mingkai Chen. "A Solution of Human-Computer Remote Interaction with Tactile Feedback." In 2021 International Wireless Communications and Mobile Computing (IWCMC). IEEE, 2021. http://dx.doi.org/10.1109/iwcmc51323.2021.9498764.

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Save, Shraddha, Mansi Gala, Surabhi Patil, and Dhananjay R. Kalbande. "Applying human computer interaction to individual security using mobile application." In 2015 International Conference on Communication, Information & Computing Technology (ICCICT). IEEE, 2015. http://dx.doi.org/10.1109/iccict.2015.7045691.

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Zhu, Yonghao. "Research on the Human-Computer Interaction Design in Mobile Phones." In 2020 International Conference on Computing and Data Science (CDS). IEEE, 2020. http://dx.doi.org/10.1109/cds49703.2020.00083.

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Sapkota, Shardul, Ashwin Ram, and Shengdong Zhao. "Ubiquitous Interactions for Heads-Up Computing: Understanding Users’ Preferences for Subtle Interaction Techniques in Everyday Settings." In MobileHCI '21: 23rd International Conference on Mobile Human-Computer Interaction. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3447526.3472035.

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Leichtenstern, Karin, and Elisabeth Andre. "User-Centred Development of Mobile Interfaces to a Pervasive Computing Environment." In First International Conference on Advances in Computer-Human Interaction. IEEE, 2008. http://dx.doi.org/10.1109/achi.2008.10.

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Yeo, Hui-Shyong. "Single-handed interaction for mobile and wearable computing." In MobileHCI '16: 18th International Conference on Human-Computer Interaction with Mobile Devices and Services. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2957265.2963110.

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Alnuaim, Abeer, Praminda Caleb-Solly, and Christine Perry. "Enhancing student learning of human-computer interaction using a contextual mobile application." In 2016 SAI Computing Conference (SAI). IEEE, 2016. http://dx.doi.org/10.1109/sai.2016.7556095.

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