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Developments in Technologies for Human-Centric Mobile Computing and Applications

Book Description

With recent expansions in technology, mobile computing continues to play a vital role in all aspects of our lives. Digital technology tools such as Web browsing, media tracking, social media, and emailing have made mobile technology more than just a means of communication but has widespread use in business and social networks. Developments in Technologies for Human-Centric Mobile Computing and Applications is a comprehensive collection of knowledge and practice in the development of technologies in human –centric mobile technology. This book focuses on the developmental aspects of mobile technology; bringing together researchers, educators, and practitioners to encourage readers to think outside of the box.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Editorial Advisory Board and List of Reviewers
    1. Editorial Advisory Board
    2. Associated Editors
    3. List of Reviewers
  5. Preface
    1. HIGHLIGHTING DIVERSITY IN MOBILE HCI
    2. CELEBRATING THE BEST
    3. RESEARCH IN THE LARGE
    4. CLOSING COMMENTS
  6. Chapter 1: Evaluating the Visual Demand of In-Vehicle Information Systems
    1. ABSTRACT
    2. INTRODUCTION
  7. Chapter 2: Classic and Alternative Mobile Search
    1. ABSTRACT
    2. INTRODUCTION
    3. THE NATURE OF MOBILE SEARCH
    4. CLASSIC MOBILE SEARCH INTERACTION DESIGNS
    5. SEEKING ALTERNATIVES
    6. CONCLUSION
  8. Chapter 3: How Do People Use Their Mobile Phones?
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. RESULTS
    5. DISCUSSION
    6. CONCLUSION
    7. EXPERIMENTAL DATA
  9. Chapter 4: Evaluating the Readability of Privacy Policies in Mobile Environments
    1. ABSTRACT
    2. INTRODUCTION
    3. DESIGN OF THE EXPERIMENT
    4. A COMPARISON STUDY: DESKTOP VERSUS MOBILE ENVIRONMENTS
    5. DISCUSSION
    6. CONCLUSION
    7. APPENDIX
    8. Privacy Policy Displayed on iPhone
  10. Chapter 5: Remote and Autonomous Studies of Mobile and Ubiquitous Applications in Real Contexts
    1. ABSTRACT
    2. INTRODUCTION
    3. STUDYING MOBILE AND UBIQUITOUS APPLICATIONS IN REAL CONTEXTS
    4. REMOTE AND AUTONOMOUS FIELD STUDIES
    5. RECON
    6. GREATDANE
    7. STUDIES
    8. DISCUSSION
    9. FURTHER WORK
    10. CONCLUSION
    11. ACKNOWLEDGMENT
  11. Chapter 6: Nudging the Trolley in the Supermarket
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. FURTHER DIRECTIONS
  12. Chapter 7: Speech for Content Creation
    1. ABSTRACT
    2. INTRODUCTION
    3. ACQUIRING CONTENT VIA SPEECH
    4. DATA COLLECTION
    5. IN A BROADER CONTEXT
    6. CONCLUSION
  13. Chapter 8: 3D Talking-Head Interface to Voice-Interactive Services on Mobile Phones
    1. ABSTRACT
    2. INTRODUCTION
    3. RELATED WORK
    4. DISTRIBUTED DESIGN ANALYSIS
    5. PERFORMANCE MEASUREMENTS
    6. ARCHITECTURE DISCUSSION AND SELECTION
    7. SYNCHRONIZATION OF FACE ANIMATION WITH SPEECH
    8. FRAMEWORK IMPLEMENTATION
    9. CONCLUSION
  14. Chapter 9: feelabuzz
    1. ABSTRACT
    2. INTRODUCTION
    3. CONCLUSION
  15. Chapter 10: Human-Centered Design for Development
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. COMMON SENSE NET FOR DSS
    5. DISCUSSION
    6. REVISED APPROACH: COMMON SENSE NET 2.0
    7. CONCLUSION
  16. Chapter 11: A Festival-Wide Social Network Using 2D Barcodes, Mobile Phones and Situated Displays
    1. ABSTRACT
    2. INTRODUCTION
    3. RELATED WORK
    4. CONCLUSION
  17. Chapter 12: Wearable Tactile Display of Landmarks and Direction for Pedestrian Navigation
    1. ABSTRACT
    2. INTRODUCTION
    3. USER SURVEY OF LANDMARK USE
    4. TACTILE REPRESENTATION OF LANDMARKS
    5. CONCLUSION
    6. APPENDIX
  18. Chapter 13: Good Times?!
    1. ABSTRACT
    2. INTRODUCTION
    3. WHAT IS A PLAYFUL EXPERIENCE?
    4. THE INFERENCE PROBLEM: INFERRING PLAYFUL EXPERIENCES
    5. THE MAINTENANCE PROBLEM: MOTIVATING AND MAINTAINING PLAYFUL EXPERIENCE CAPTURE
    6. INCENTIVE MECHANISMS AS MEDIATORS OF CONTINUOUS PLAYFULNESS
    7. CONCLUSION
  19. Chapter 14: A Comparison of Distribution Channels for Large-Scale Deployments of iOS Applications
    1. ABSTRACT
    2. INTRODUCTION
    3. RELATED WORK
    4. DISTRIBUTION METHODS
    5. REPOSITORY CONTENTS AND POTENCY
    6. TRIAL RELEASE
    7. DISCUSSION
    8. CONCLUSION AND FUTURE WORK
  20. Chapter 15: WorldCupinion
    1. ABSTRACT
    2. INTRODUCTION
    3. RELATED WORK
    4. APP DESIGN
    5. SYSTEM ARCHITECTURE
    6. DISTRIBUTION AND PUBLICITY
    7. RESULTS
    8. DISCUSSION
    9. CONCLUSION
  21. Chapter 16: SGVis
    1. ABSTRACT
    2. INTRODUCTION
    3. RELATED WORK
    4. SGVIS ANALYSIS TOOLS
    5. DISCUSSION
  22. Chapter 17: Experimenting Through Mobile ‘Apps’ and ‘App Stores’
    1. ABSTRACT
    2. INTRODUCTION
    3. WIDSETS PLATFORM
    4. BOMBUS
    5. BOOM!
    6. GAME PERFORMANCE ON PLATFORM
    7. FOUR IN A ROW
    8. PLAYER BEHAVIOUR
    9. EFFECTS OF BUSINESS MODELS
    10. CROSS PLATFORM COMPARISON
    11. CONCLUSION
  23. Chapter 18: My App is an Experiment
    1. ABSTRACT
    2. INTRODUCTION
    3. CONCLUSION AND FUTURE WORK
  24. Compilation of References
  25. About the Contributors