Talk given at the NFC 2012 Workshop, March 13 2012, Helsinki Finland. The talk presents the research performed on NFC-based user interfaces at the University of Oulu, Department of Computer Science and Engineering, Oulu, Finland.
Augmented Reality Web Applications with Mobile Agents in the Internet of ThingsTeemu Leppänen
This document proposes using mobile agents in augmented reality (AR) web applications for the Internet of Things (IoT). It describes a framework that uses mobile agents to process and transfer data between AR applications and IoT devices. The framework exposes IoT resources like devices and agents as web resources with unique URLs. This allows AR applications to retrieve representations of IoT state from browsers using common web technologies. A proof-of-concept AR application is presented that uses a mobile agent to calculate the freshness of coffee in a connected coffeemaker. The application retrieves this state from the agent through its linked web resource to display in the AR interface.
The document discusses mobile phone sensing applications and some of the key challenges. It focuses on how sensing capabilities on phones can enable inferencing about users' activities, social contexts and conversations. It also discusses the architectural design of mobile sensing systems including splitting classification between phones and servers, implementing duty cycles to save energy, and ensuring privacy through local processing and control over data sharing. Maintaining user privacy remains an important open challenge, especially as sensors can capture information about nearby third parties.
New smartphones. New experiences.
Balancing great design and modern good-looks with the ability to quickly glance through and respond to what’s going on in the world around you – Nokia 700 and 701 offer something for everyone.
But if you’d like to see which phone is best suited to you, take a look at this slideshare.
Blue Eyes is a technology conducted by the research team of IBM at its Almaden Research Center (ARC) in San Jose, California since 1997. ... The aim of the blue eyes technology is to give human power or abilities to a computer, so that the machine can naturally interact with human beings as we interact with each other.
Blue Eyes technology aims to create machines that have human-like perceptual abilities using cameras, microphones, and sensors to identify user actions and emotions. It uses Bluetooth for wireless communication and analyzes eye movements to obtain information. This technology is needed to build machines that can understand emotions, listen, talk, verify identity, and interact naturally. It uses techniques like Emotion Mouse, MAGIC pointing, speech recognition, SUITOR, and eye movement sensors. Applications include retail customer tracking, vehicles, games, interactive displays, and control rooms. The goal is to make computing more intuitive and bridge the gap between electronic and physical worlds.
Teleporting effect using augmented realityManojKumar6305
Many historical sites in South Korea have been damaged by development projects. AR Teleport is a mobile app that uses augmented reality to reconstruct these historical sites, allowing users to view them as they were in the past directly from the present locations. The app aims to provide rich interactive experiences through gestures like jumping and touching. This study examines how these interactions impact user interest and awareness levels. AR Teleport opens new possibilities for digitally reconstructing historical places through mobile augmented reality experiences.
Augmented Reality Web Applications with Mobile Agents in the Internet of ThingsTeemu Leppänen
This document proposes using mobile agents in augmented reality (AR) web applications for the Internet of Things (IoT). It describes a framework that uses mobile agents to process and transfer data between AR applications and IoT devices. The framework exposes IoT resources like devices and agents as web resources with unique URLs. This allows AR applications to retrieve representations of IoT state from browsers using common web technologies. A proof-of-concept AR application is presented that uses a mobile agent to calculate the freshness of coffee in a connected coffeemaker. The application retrieves this state from the agent through its linked web resource to display in the AR interface.
The document discusses mobile phone sensing applications and some of the key challenges. It focuses on how sensing capabilities on phones can enable inferencing about users' activities, social contexts and conversations. It also discusses the architectural design of mobile sensing systems including splitting classification between phones and servers, implementing duty cycles to save energy, and ensuring privacy through local processing and control over data sharing. Maintaining user privacy remains an important open challenge, especially as sensors can capture information about nearby third parties.
New smartphones. New experiences.
Balancing great design and modern good-looks with the ability to quickly glance through and respond to what’s going on in the world around you – Nokia 700 and 701 offer something for everyone.
But if you’d like to see which phone is best suited to you, take a look at this slideshare.
Blue Eyes is a technology conducted by the research team of IBM at its Almaden Research Center (ARC) in San Jose, California since 1997. ... The aim of the blue eyes technology is to give human power or abilities to a computer, so that the machine can naturally interact with human beings as we interact with each other.
Blue Eyes technology aims to create machines that have human-like perceptual abilities using cameras, microphones, and sensors to identify user actions and emotions. It uses Bluetooth for wireless communication and analyzes eye movements to obtain information. This technology is needed to build machines that can understand emotions, listen, talk, verify identity, and interact naturally. It uses techniques like Emotion Mouse, MAGIC pointing, speech recognition, SUITOR, and eye movement sensors. Applications include retail customer tracking, vehicles, games, interactive displays, and control rooms. The goal is to make computing more intuitive and bridge the gap between electronic and physical worlds.
Teleporting effect using augmented realityManojKumar6305
Many historical sites in South Korea have been damaged by development projects. AR Teleport is a mobile app that uses augmented reality to reconstruct these historical sites, allowing users to view them as they were in the past directly from the present locations. The app aims to provide rich interactive experiences through gestures like jumping and touching. This study examines how these interactions impact user interest and awareness levels. AR Teleport opens new possibilities for digitally reconstructing historical places through mobile augmented reality experiences.
1. NFC technology allows smartphones to instantly connect with brand owners, retailers, and service providers, bringing physical media like posters and tags to a new level of interactivity.
2. Embedded NFC tags can launch mobile applications or connect users to websites for information, promotions, social networking, and entertainment.
3. NFC provides opportunities for improved customer engagement and targeted advertising, transforming how brands, retailers, and consumers interact with physical media.
This document discusses Blue Eyes technology, which aims to give computational machines human-like perceptual and sensory abilities. It does this using cameras, microphones, and sensors to identify user actions, emotions, and identity. The technologies discussed that enable this include Emotion Mouse, MAGIC pointing, speech recognition, and SUITOR. Blue Eyes technology has applications in retail, automobiles, gaming, and interactive displays, and could help prevent car accidents by understanding drivers.
This document discusses emerging technologies in mobile devices. It covers several topics: popular mobile operating systems and their market shares; trends in mobile apps across categories; 4G VoLTE technology for high-speed calling and data; voice assistants using artificial intelligence; cloud computing and mobile cloud; system-on-chip for powerful mobile processors; face recognition for authentication; and augmented and virtual reality technologies. The document emphasizes how mobile devices have evolved beyond computers and are driving new technologies and applications.
The Blue Eyes technology aims to create computational machines that have human-like perceptual and sensory abilities. It uses technologies like the Emotion Mouse, artificial intelligent speech recognition, and an eye movement sensor to understand human emotions, listen, talk, and interact. The main components are the data acquisition unit (DAU) and central system unit (CSU). The DAU collects physiological sensor data and sends it wirelessly to the CSU for analysis in real-time. The CSU also provides data visualization. Potential applications include surveillance systems, automobiles, video games, and control rooms. The goal of Blue Eyes technology is to simplify human-computer interaction through sight and sound.
PLA 2012: Librarian's Field Guide to Near Field CommunicationKristen Yarmey
Presentation for the 2012 Public Library Association conference in Philadelphia, PA.
A Librarian’s Field Guide to Near Field Communication
Near Field Communication (NFC) is a rising technology that allows mobile devices to exchange information wirelessly across a small distance. While it has many commercial applications
(e.g., using your cell phone as a credit card at the grocery
store), NFC could also have future applications for libraries as a new way to link physical materials with digital information. This presentation will discuss how NFC works; how it’s currently being used by merchants, advertisers, and gamers; and the impact it could have on libraries, librarians, and library patrons.
Presented by: Sheli McHugh, cataloging and metadata librarian, University of Scranton, Pa.; Kristen Yarmey, digital services librarian, University of Scranton, Pa.
The Blue Eyes technology aims to create machines that have human-like sensory abilities. It uses eye tracking and movement data collected by a data acquisition unit and processed by a central system unit. The technology employs sensors and methods like the Emotion Mouse, MAGIC, speech recognition, and SUITOR to interpret inputs. In the future, devices may be operated through gaze and voice commands enabled by advances in Blue Eyes technology.
Blue eyes technology uses Bluetooth and eye movement tracking to enable wireless communication and information gathering. It aims to build machines that can understand emotions, listen, talk, and interact with humans by verifying identity and sensing presence. The technology utilizes expression glasses with an eye movement sensor and conductive jacket to track body signals. It can be used in applications like emotional mice and magic pointing through a central processing unit. While enabling human-machine interaction, it also faces challenges in accuracy and sensor limitations.
Mobile user experience conference 2009 - The rise of the mobile contextFlorent Stroppa
The document discusses how mobile devices can leverage context awareness and sensors to improve the user experience. It describes how sensors like accelerometers, gyroscopes, microphones, and location sensors can provide information about the user's situation, environment and activity. With this context, devices can make smarter inferences and behave differently based on factors like location, time of day, activity, and the user's schedule and relationships. This will lead to devices that are less disruptive and more helpful. It also discusses challenges for user experience teams in designing for this new paradigm where inputs are no longer just from the user but also the environment and context.
The document discusses Blue Eyes technology, which aims to create machines that can perceive users' actions and emotions using cameras and microphones. It can identify users through eye movements, facial expressions, and physiological signals to understand emotions. The technology uses sensors in input devices like mice to determine emotional state. It also allows devices like televisions to react to eye contact. The document outlines several technologies used in Blue Eyes, such as MAGIC pointing and SUITOR, and describes applications in security monitoring, gaming, and vehicle control.
This document summarizes a talk on multi-perspective panoramas. It discusses how panoramas are typically created using a single center of projection but this results in distortions. The talk presents an approach that uses multiple planes of projection inspired by Renaissance paintings to reduce distortions. Localized projections are applied to different regions of the panorama for a more natural appearance. An iterative algorithm is used to automatically register and order images for generating panoramas without manual labor. The approach aims to make panoramas look better while allowing flexible camera positions during photography.
Designed by Sanjay Ghemawat , Howard Gobioff and Shun-Tak Leung of Google in 2002-03.
Provides fault tolerance, serving large number of clients with high aggregate performance.
The field of Google is beyond the searching.
Google store the data in more than 15 thousands commodity hardware.
Handles the exceptions of Google and other Google specific challenges in their distributed file system.
Near Field Communication (NFC) is a short-range wireless technology that allows communication between devices within 10 cm of each other. NFC operates at 13.56 MHz and transmission rates ranging from 106-424 Kbit/s. NFC supports both active and passive communication modes. Potential applications of NFC include contactless payments, data sharing, and device configuration. While security threats are present with NFC, establishing a secure channel can protect against eavesdropping and data modification attacks. NFC is expected to transform everyday tasks and be widely adopted in the future.
NFC, or near field communication, is a short-range wireless communication technology that allows data exchange when devices are brought within close proximity of a few centimeters. It uses magnetic field induction to enable communication between electronic devices like smartphones. NFC operates at 13.56 MHz and supports data transfer rates from 106 to 424 kbps. Common applications of NFC include mobile payments, data sharing, and electronic ticketing/access control using touch-and-go interactions between devices. The technology is becoming increasingly common in smartphones and other mobile devices.
NFC, or Near Field Communication, is a short-range wireless communication technology that allows data exchange between devices when they are touched or brought within close proximity of each other. It operates at 13.56 MHz and has a maximum range of about 10 cm. NFC uses magnetic field induction to enable communication between two devices. One device must have an NFC reader/writer while the other contains an NFC tag. Common applications of NFC include contactless payments, data sharing, and connection handovers to establish wireless links between devices. The technology is standardized by the NFC Forum and is seeing increasing adoption in smartphones and other mobile devices.
This document summarizes a lecture on the Google File System (GFS). Some key points:
1. GFS was designed for large files and high scalability across thousands of servers. It uses a single master and multiple chunkservers to store and retrieve large file chunks.
2. Files are divided into 64MB chunks which are replicated across servers for reliability. The master manages metadata and chunk locations while clients access chunkservers directly for reads/writes.
3. Atomic record appends allow efficient concurrent writes. Snapshots create instantly consistent copies of files. Leases and replication order ensure consistency across servers.
Full slide deck from the NFC In Action Conference held October 2014 in Tokyo, Japan.
The NFC In Action Conference is part of the NFC Forum Tap Into NFC Developer Program.
This document summarizes a master's thesis about using NFC technology to control services and resources in interactive spaces. The REACHeS platform allows users to start, control, and transfer content to services and devices by touching NFC tags located in their environment. Usability tests found that NFC interaction was easy to use and intuitive, though not suitable for real-time applications due to latency. While REACHeS enables creating interactive spaces, the system faces challenges with latency and scalability that require further optimization. The thesis contributes a platform for building interactive spaces and studies different NFC-based interaction methods.
Remote controls have evolved from large wired devices with inconsistent standards to smaller wireless universal remotes and eventually smartphone apps. Early remote controls had limited range and functionality, confusing button layouts, and required wires. Over time, standards developed like consistent power button placement, and wireless infrared technology removed wiring restrictions. This enabled novel remote-controlled products and economic growth. However, managing multiple remotes caused new user interface issues. Solutions included all-in-one remotes and software updates more easily than physical remotes. Gesture-based controls may eventually replace remotes, but accessibility must be considered.
A presentation I put together to demonstrate seamless integration of mobile, cloud, desktop and NUI applications. This was shown internally at SunGard, as well as for Industry Analyst Groups, Houston Tech Fest, Philly.NET Code Camp.
The document discusses the development of a tool to convert sign language gestures captured by a Kinect sensor into speech. The system is intended to help deaf or mute individuals communicate more easily by recognizing gestures and matching them to text which is then converted to speech. The proposed design includes modules for gesture input, gesture recognition matching to text, and text to speech conversion to provide an accessible communication system for the hearing impaired.
Everyday simplicity - The Implications of Everyday Tasks For Ubiquitous Compu...Florian Resatsch
The document discusses the implications of everyday tasks for ubiquitous computing applications. It proposes that everyday tasks are conceptually simple and aim to minimize effort. This makes them well-suited for ubiquitous computing support. The paper then presents a case study called "easymeeting" that uses NFC technology in a prototype application to simply manage meeting room needs like refilling coffee. An evaluation of the prototype found it was seen as useful and participants were generally capable of using it despite little knowledge of the underlying NFC technology, showing the design criteria enabled simplicity. However, more structured evaluation of design principles is still needed to better understand their correlation and improve convenience.
1. NFC technology allows smartphones to instantly connect with brand owners, retailers, and service providers, bringing physical media like posters and tags to a new level of interactivity.
2. Embedded NFC tags can launch mobile applications or connect users to websites for information, promotions, social networking, and entertainment.
3. NFC provides opportunities for improved customer engagement and targeted advertising, transforming how brands, retailers, and consumers interact with physical media.
This document discusses Blue Eyes technology, which aims to give computational machines human-like perceptual and sensory abilities. It does this using cameras, microphones, and sensors to identify user actions, emotions, and identity. The technologies discussed that enable this include Emotion Mouse, MAGIC pointing, speech recognition, and SUITOR. Blue Eyes technology has applications in retail, automobiles, gaming, and interactive displays, and could help prevent car accidents by understanding drivers.
This document discusses emerging technologies in mobile devices. It covers several topics: popular mobile operating systems and their market shares; trends in mobile apps across categories; 4G VoLTE technology for high-speed calling and data; voice assistants using artificial intelligence; cloud computing and mobile cloud; system-on-chip for powerful mobile processors; face recognition for authentication; and augmented and virtual reality technologies. The document emphasizes how mobile devices have evolved beyond computers and are driving new technologies and applications.
The Blue Eyes technology aims to create computational machines that have human-like perceptual and sensory abilities. It uses technologies like the Emotion Mouse, artificial intelligent speech recognition, and an eye movement sensor to understand human emotions, listen, talk, and interact. The main components are the data acquisition unit (DAU) and central system unit (CSU). The DAU collects physiological sensor data and sends it wirelessly to the CSU for analysis in real-time. The CSU also provides data visualization. Potential applications include surveillance systems, automobiles, video games, and control rooms. The goal of Blue Eyes technology is to simplify human-computer interaction through sight and sound.
PLA 2012: Librarian's Field Guide to Near Field CommunicationKristen Yarmey
Presentation for the 2012 Public Library Association conference in Philadelphia, PA.
A Librarian’s Field Guide to Near Field Communication
Near Field Communication (NFC) is a rising technology that allows mobile devices to exchange information wirelessly across a small distance. While it has many commercial applications
(e.g., using your cell phone as a credit card at the grocery
store), NFC could also have future applications for libraries as a new way to link physical materials with digital information. This presentation will discuss how NFC works; how it’s currently being used by merchants, advertisers, and gamers; and the impact it could have on libraries, librarians, and library patrons.
Presented by: Sheli McHugh, cataloging and metadata librarian, University of Scranton, Pa.; Kristen Yarmey, digital services librarian, University of Scranton, Pa.
The Blue Eyes technology aims to create machines that have human-like sensory abilities. It uses eye tracking and movement data collected by a data acquisition unit and processed by a central system unit. The technology employs sensors and methods like the Emotion Mouse, MAGIC, speech recognition, and SUITOR to interpret inputs. In the future, devices may be operated through gaze and voice commands enabled by advances in Blue Eyes technology.
Blue eyes technology uses Bluetooth and eye movement tracking to enable wireless communication and information gathering. It aims to build machines that can understand emotions, listen, talk, and interact with humans by verifying identity and sensing presence. The technology utilizes expression glasses with an eye movement sensor and conductive jacket to track body signals. It can be used in applications like emotional mice and magic pointing through a central processing unit. While enabling human-machine interaction, it also faces challenges in accuracy and sensor limitations.
Mobile user experience conference 2009 - The rise of the mobile contextFlorent Stroppa
The document discusses how mobile devices can leverage context awareness and sensors to improve the user experience. It describes how sensors like accelerometers, gyroscopes, microphones, and location sensors can provide information about the user's situation, environment and activity. With this context, devices can make smarter inferences and behave differently based on factors like location, time of day, activity, and the user's schedule and relationships. This will lead to devices that are less disruptive and more helpful. It also discusses challenges for user experience teams in designing for this new paradigm where inputs are no longer just from the user but also the environment and context.
The document discusses Blue Eyes technology, which aims to create machines that can perceive users' actions and emotions using cameras and microphones. It can identify users through eye movements, facial expressions, and physiological signals to understand emotions. The technology uses sensors in input devices like mice to determine emotional state. It also allows devices like televisions to react to eye contact. The document outlines several technologies used in Blue Eyes, such as MAGIC pointing and SUITOR, and describes applications in security monitoring, gaming, and vehicle control.
This document summarizes a talk on multi-perspective panoramas. It discusses how panoramas are typically created using a single center of projection but this results in distortions. The talk presents an approach that uses multiple planes of projection inspired by Renaissance paintings to reduce distortions. Localized projections are applied to different regions of the panorama for a more natural appearance. An iterative algorithm is used to automatically register and order images for generating panoramas without manual labor. The approach aims to make panoramas look better while allowing flexible camera positions during photography.
Designed by Sanjay Ghemawat , Howard Gobioff and Shun-Tak Leung of Google in 2002-03.
Provides fault tolerance, serving large number of clients with high aggregate performance.
The field of Google is beyond the searching.
Google store the data in more than 15 thousands commodity hardware.
Handles the exceptions of Google and other Google specific challenges in their distributed file system.
Near Field Communication (NFC) is a short-range wireless technology that allows communication between devices within 10 cm of each other. NFC operates at 13.56 MHz and transmission rates ranging from 106-424 Kbit/s. NFC supports both active and passive communication modes. Potential applications of NFC include contactless payments, data sharing, and device configuration. While security threats are present with NFC, establishing a secure channel can protect against eavesdropping and data modification attacks. NFC is expected to transform everyday tasks and be widely adopted in the future.
NFC, or near field communication, is a short-range wireless communication technology that allows data exchange when devices are brought within close proximity of a few centimeters. It uses magnetic field induction to enable communication between electronic devices like smartphones. NFC operates at 13.56 MHz and supports data transfer rates from 106 to 424 kbps. Common applications of NFC include mobile payments, data sharing, and electronic ticketing/access control using touch-and-go interactions between devices. The technology is becoming increasingly common in smartphones and other mobile devices.
NFC, or Near Field Communication, is a short-range wireless communication technology that allows data exchange between devices when they are touched or brought within close proximity of each other. It operates at 13.56 MHz and has a maximum range of about 10 cm. NFC uses magnetic field induction to enable communication between two devices. One device must have an NFC reader/writer while the other contains an NFC tag. Common applications of NFC include contactless payments, data sharing, and connection handovers to establish wireless links between devices. The technology is standardized by the NFC Forum and is seeing increasing adoption in smartphones and other mobile devices.
This document summarizes a lecture on the Google File System (GFS). Some key points:
1. GFS was designed for large files and high scalability across thousands of servers. It uses a single master and multiple chunkservers to store and retrieve large file chunks.
2. Files are divided into 64MB chunks which are replicated across servers for reliability. The master manages metadata and chunk locations while clients access chunkservers directly for reads/writes.
3. Atomic record appends allow efficient concurrent writes. Snapshots create instantly consistent copies of files. Leases and replication order ensure consistency across servers.
Full slide deck from the NFC In Action Conference held October 2014 in Tokyo, Japan.
The NFC In Action Conference is part of the NFC Forum Tap Into NFC Developer Program.
This document summarizes a master's thesis about using NFC technology to control services and resources in interactive spaces. The REACHeS platform allows users to start, control, and transfer content to services and devices by touching NFC tags located in their environment. Usability tests found that NFC interaction was easy to use and intuitive, though not suitable for real-time applications due to latency. While REACHeS enables creating interactive spaces, the system faces challenges with latency and scalability that require further optimization. The thesis contributes a platform for building interactive spaces and studies different NFC-based interaction methods.
Remote controls have evolved from large wired devices with inconsistent standards to smaller wireless universal remotes and eventually smartphone apps. Early remote controls had limited range and functionality, confusing button layouts, and required wires. Over time, standards developed like consistent power button placement, and wireless infrared technology removed wiring restrictions. This enabled novel remote-controlled products and economic growth. However, managing multiple remotes caused new user interface issues. Solutions included all-in-one remotes and software updates more easily than physical remotes. Gesture-based controls may eventually replace remotes, but accessibility must be considered.
A presentation I put together to demonstrate seamless integration of mobile, cloud, desktop and NUI applications. This was shown internally at SunGard, as well as for Industry Analyst Groups, Houston Tech Fest, Philly.NET Code Camp.
The document discusses the development of a tool to convert sign language gestures captured by a Kinect sensor into speech. The system is intended to help deaf or mute individuals communicate more easily by recognizing gestures and matching them to text which is then converted to speech. The proposed design includes modules for gesture input, gesture recognition matching to text, and text to speech conversion to provide an accessible communication system for the hearing impaired.
Everyday simplicity - The Implications of Everyday Tasks For Ubiquitous Compu...Florian Resatsch
The document discusses the implications of everyday tasks for ubiquitous computing applications. It proposes that everyday tasks are conceptually simple and aim to minimize effort. This makes them well-suited for ubiquitous computing support. The paper then presents a case study called "easymeeting" that uses NFC technology in a prototype application to simply manage meeting room needs like refilling coffee. An evaluation of the prototype found it was seen as useful and participants were generally capable of using it despite little knowledge of the underlying NFC technology, showing the design criteria enabled simplicity. However, more structured evaluation of design principles is still needed to better understand their correlation and improve convenience.
This document discusses digital media and app design. It defines digital media as content that is transmitted over computer networks and the internet. It describes some key characteristics of digital media, including being digital by default, pull-based, convergent, networked and interactive. The document then discusses the definition of an app and the process of app design, which involves understanding users, creating wireframes and prototypes, and visual and interface design. It also discusses some tips for effective app design.
This document discusses emerging trends, technologies, and applications in information systems. It covers pull and push technologies for software distribution, application service providers (ASPs) and software as a service (SaaS). Virtual reality, radio frequency identification (RFID), biometrics, wireless networking technologies like Wi-Fi and WiMAX, grid computing, cloud computing, and nanotechnology are also examined.
NFC, or Near Field Communication, allows contactless communication between devices within 10 cm of each other. It was established in 2002 by Sony and Philips and works using magnetic field induction to enable functions like contactless payments, data sharing, and electronic tickets. NFC provides a secure and convenient way for devices to connect and exchange information by simply bringing them close together.
Near Field Communication (NFC) technology makes life easier and more convenient for consumers around the world by making it simpler to make transactions, exchange digital content, and connect electronic devices with a touch.
Near Field Communication : Tap and KnowIRJET Journal
This document discusses using Near Field Communication (NFC) technology to provide tourist information to users. It describes how NFC allows information to be transferred between two NFC-enabled devices simply by tapping them together. The proposed system would use NFC tags embedded in signs or stickers at tourist locations. A tourist could tap their NFC-enabled phone against a tag to obtain information about that location, including addresses, and have it read aloud. The system is divided into modules for reading and writing NFC tags, booking tickets, and booking buses directly from the location tags. Benefits mentioned include providing accurate location information to tourists and enabling services like ticketing and transportation booking with just a tap.
Interaction design involves designing interactive products and digital interfaces to support people's activities and needs. The goals of interaction design are to create usable, effective and enjoyable experiences for users by involving them in the design process. Key aspects of interaction design include understanding users, prototyping designs, evaluating usability throughout the process, and applying design principles such as visibility, feedback, consistency and mapping to create intuitive interfaces.
This document provides an introduction to mobile computing for a course at the University of Sargodha. It discusses key aspects of mobile computing including location awareness, varying network connectivity, limited device capabilities, user interfaces, platform proliferation, and active transactions. The document also summarizes common mobile application architectures and highlights challenges in designing for mobility.
NFC Forum Tap Into NFC Developer Event IntroNFC Forum
This document summarizes an NFC developer event agenda. The event included presentations on the state of the NFC market and technology, as well as lightning talks on various NFC applications. It began with Koichi Tagawa discussing the global NFC market situation and recent developments. Next, John Hillan covered the current state of NFC technology and the NFC Forum architecture. Finally, Henrique Costa and Matt Ronning described the NFC Forum compliance committee and certification program, which help ensure interoperability between NFC devices. The event then featured short talks on various NFC use cases.
The document discusses various aspects of user interface evaluation including different evaluation techniques. It describes cognitive walkthrough, heuristic evaluation, and review-based evaluation as three common evaluation methods. Cognitive walkthrough involves experts walking through a design to identify potential usability issues based on psychological principles. Heuristic evaluation involves experts examining a design for violations of identified usability heuristics. Review-based evaluation uses results from literature to support or refute parts of a design. Conducting evaluations in a usability lab provides advantages like specialized equipment availability but lacks the full user context.
The document provides an overview of a 4th year mobile communication course for students. It outlines the course strategy, including joining the Google Classroom, accessing homework and materials. It discusses attendance policies and grading breakdown. It then defines mobile computing as systems that can be easily moved and used while in motion, such as laptops and phones. Finally, it discusses the key concepts of mobile computing including mobile communication networks, hardware like phones and tablets, and software applications.
COMP 4026 - Lecture 1. An introduction to HCI and Interaction Design. Taught by Mark Billinghurst at the University of South Australia on July 24th 2018.
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
Essentials of Automations: Exploring Attributes & Automation ParametersSafe Software
Building automations in FME Flow can save time, money, and help businesses scale by eliminating data silos and providing data to stakeholders in real-time. One essential component to orchestrating complex automations is the use of attributes & automation parameters (both formerly known as “keys”). In fact, it’s unlikely you’ll ever build an Automation without using these components, but what exactly are they?
Attributes & automation parameters enable the automation author to pass data values from one automation component to the next. During this webinar, our FME Flow Specialists will cover leveraging the three types of these output attributes & parameters in FME Flow: Event, Custom, and Automation. As a bonus, they’ll also be making use of the Split-Merge Block functionality.
You’ll leave this webinar with a better understanding of how to maximize the potential of automations by making use of attributes & automation parameters, with the ultimate goal of setting your enterprise integration workflows up on autopilot.
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
Discover top-tier mobile app development services, offering innovative solutions for iOS and Android. Enhance your business with custom, user-friendly mobile applications.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
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1. NFC-Based
User Interfaces
Jukka Riekki, Ivan Sanchez, Mikko Pyykkönen
Department of Computer Science and Engineering
University of Oulu
Oulu, Finland
http://www.oulu.fi/cse
NFC 2012
4th International Workshop on Near Field Communication
March 13th, 2012
Helsinki, Finland
These slides were modified slightly after the presentation. Three videos were replaced with text and
figures. Two of the videos are available at YouTube, links are provided on the corresponding slides.
2. Table of Contents
• Introduction
• Previous work
• Interaction model
• Advertising NFC tags
• Conclusions
3. Introduction
• NFC can have more profound effect on our
everyday lives than has been discussed in public
– Transit and Ticketing, Payment, and Advertising applications are
just the tip of the iceberg
• NFC-based user interfaces can be built to
any Internet or mobile phone application;
to any device connected to Internet
– Generally, NFC can be used to replace manual typing, menu
selections, and other user interface actions with acts of touching.
– For example: household appliances with an Internet connection;
see the next slide
5. Introduction
• We see significant potential in interactive
spaces
– Environments equipped with rich user interfaces and
offering a large variety of services for users
– Focus on user control – instead of intelligent environments
observing the users and activating services autonomously
• The challenge is to provide easy-to-use user
interfaces
– The available services need to be communicated clearly to
users; how they can be controlled, and the devices
the services use
– The actions for controlling the services need to be easy to
perform.
6. Introduction
• NFC excels in tackling this challenge
– Graphical icons advertise services, commands & devices
– NFC tags are placed under icons
– Available services can be identified by visual scanning
– Commands performed by touching icons with NFC phones
• We study interactive spaces
– We have built many prototypes containing NFC-based user
interfaces
• This talk presents some of these prototypes and
our current work on:
– Interaction model for NFC-based user interfaces
– Graphical language for advertising NFC tags
7. Previous Work
• Advertising NFC tags
• Prototypes:
– Positioning Prototype 2006: NFC + WLAN positioning
– Information Board Prototype 2007: Information board map + tags
– Touch & Control Prototype 2007: Controlling a wall display
– Touch & Run Prototype 2008: Outdoor game
– Touch & Collect Prototype 2008: Pupils collect content from a
museum
– EPG Control Prototype 2009: UI for Electronic TV Program Guide
– PlaceMessaging Prototype 2009: Leaving messages on a place
– Touch & Learn Prototype 2009: Learning languages
– iPoster Prototype 2010: Poster presentation with NFC UIs
– Touch & Learn to Read Prototype 2010: Children learn to read
• Next, some of this work is presented in more detail
8. Previous Work: Icons
• Research on NFC icons is quite rare
• We have designed several sets of NFC icons
9. Previous Work:
Icons
EPG control board: over 30 icons & tags
iPoster: a cartoon contains the icons
and gives instructions
10. Touch & Control Prototype 2007
• NFC tag is placed next to a wall display
• Touching the tag starts a multimedia
player on the wall display
• The player can be controlled
– With phone UI (BOTTOM LEFT) ControlCube
– By touching icons on the Control Panel (BOTTOM MIDDLE)
– By touching icons on the Control Cube (TOP RIGHT)
• Minimalistic phone UI suffices for the panel and
the cube – a single image (BOTTOM RIGHT)
• Video: http://www.youtube.com/isgoulu
11. Previous Work: Lessons learnt
• Carefully designed graphical icons facilitate recognizing:
• The services available in the local environment
• How the services can be controlled
• But not much has been done to develop the visual
appearance of NFC user interfaces
• Touching is a natural way of interacting with
our everyday environment
• Users can focus on their activities (calm computing!)
• This interaction model results in users being present
in the environment
• And interacting directly with other users
• Instead of each user focusing on own mobile terminals'
display (or on PCs’ or tablet PCs’ display)
12. Previous work: Lessons learnt cont’d
• Most of our prototypes have been tested with real users
• Feedback has been very positive
• In fact, phones with very modest resources can be used
to build impressive user interfaces
• Large touch displays are not mandatory
• Rather, a small phone easy to hold is better!
• Lots of different user interfaces can be built with
the current technology
• Many applications need software only for phones (no server);
the tag is the database!
• So applications can be kept simple and robust
• And using the applications is cheap (no communication costs)
13. Interaction model: Motivation
• Interactive space UIs differ from traditional GUIs
– UI is spread in the environment
– Tangible UI, i.e. physical objects are handled
• An interaction model can be used to
– Identify and define the UI components (objects, devices,…)
– Structure and model the interaction
– Study alternatives
• In addition
– The model might be used to present
recommended interaction patterns,
for example
14. Interaction model: Elements
• User: a person in an interactive space
• Token: a physical object in the space
– Users can control and observe the states of tokens
• Service: a digital object consisting of a set of
functionalities and policies controlling their usage
– Users achieve their goals with these functionalities
• Resource: a device in the physical space
• Services use resources to realize
their functionalities
– To recognize the states of tokens
– To change the states of tokens and
other environment
– To present information to users
– To get input from a user (e.g. touch
display)
15. Interaction model: Tokens & Resources
• The mapping between tokens and resources
determines
– How services experience the user-token interaction
– How users experience the service-resource interaction
• An object (e.g. an NFC phone) can be
– From the user perspective a token (handled as physical object)
– From the service perspective a resource
• NFC tags are resources as well
• When NFC readers are
placed in the environment
– User handles tokens equipped
with NFC tags
16. Interaction model: Stages
• Discovery Stage: a user scans visually the space
to find the tokens to interact with
• Composition Stage: the user composes the
application he or she wants to use
– By selecting services and tokens
– E.g. by touching tokens with a phone; NFC tags in tokens
• Usage Stage: The tokens
are handled
– User communicates with the
application by interacting
with the tokens in the physical
space
– Services interact with resources
in the digital space
18. Advertising NFC tags
• We advertise NFC tags with service advertisements
– Graphical advertisements communicating information about
interaction possibilities
– And offering the means for realizing the interaction
19. Advertising NFC tags
• A service advertisement specifies
– The exact position to touch
– All details a user needs to know when making
a decision on whether to touch a tag or not
• Attention element: draws a user's attention
to the advertisement
– This element is included into each advertisement
• Technology element: indicates the technology
utilized in the interaction
– Also other interaction technologies,
like 2D barcodes and Bluetooth,
can be used
20. Advertising NFC tags
• Interaction element: advertises the exact point
to touch
– NFC tags are placed under these elements
• Action element: indicates the action the system
performs when a user touches the interaction
element
– The related NFC tag stores the command to execute that action, or
the data the system maps to the command
• Context element: can be
used to present, for example,
the service to be commanded
21. Advertising NFC tags
• Instruction element: explains how the interaction
is to be performed; text, cartoon, etc
– Separate instruction elements can give general instructions about
services in a certain area
• A service advertisement does not have to contain
all these elements
• When users become familiar with NFC and some
details are known otherwise,
less details suffice in
service advertisements
22. Advertising NFC tags: Examples
• Service advertisement for a photo album service presenting
photographs on a wall display:
24. Advertising NFC tags: Examples
• Multimedia player service for a tourist attraction:
25. Advertising NFC tags: Examples
• Service advertisement for connecting a phone to a photo printer. Left:
printing is free. Right: printing costs 2,5 Euros:
26. Advertising NFC tags: Examples
• Service ad for downloading and joining a game shown on a wall display:
28. Conclusions
• NFC can revolutionize the way we use applications
in our everyday life – a single touch to give a command
• We have good experiences on:
• Applications related to a place and/or using local resources
• Using objects in environment as data containers
• Learning applications
• NFC is ready for large scale usage – for a rich set of
different applications
• Simple phones are sufficient
• We continue building prototypes and developing the
model and the language
• The model can be used when designing applications and to
communicate good practices
• The visual language can advance common understanding
29. Contact information and acknowledgements
• Contact information: jukka.riekki@oulu.fi
– http://www.oulu.fi/cse
– http://www.youtube.com/ISGOulu
• Acknowledgements
– This presentation was enabled by numerous researchers from
the University of Oulu and from our partners. The EPG
application was developed at the University of Tampere. The
work has been funded by Tekes, EU, regional funding agencies
and companies
30. SELECTED PUBLICATIONS
Riekki J, Sanchez I, Pyykkönen M (2012) NFC-Based User Interfaces. 4th International Research Workshop with focus on Near Field
Communication (NFC2012), March 13th, 2012, Helsinki, Finland. Invited paper. (THIS TALK)
Riekki J, Cortés M, Hytönen M, Sánchez I and Korkeamäki RL (2012) Touching Nametags with NFC Phones: A Playful Approach to
Learning to Read. LNCS Transactions on Edutainment. Springer Verlag. In press.
Sanchez I, Cortes M, Riekki J & Pyykkönen M (2011) NFC-Based Physical User Interfaces for Interactive Spaces. In: Near Field
Communications Handbook (Internet and Communications). Ed Syed a. Ahson and Mohammad Ilyas. Auerbach Publications. 175-230.
Pyykkönen M, Riekki J, Alakärppä I, Sánchez I, Cortés M & Saukkonen S (2012) Designing Tangible User Interfaces for NFC Phones. In
Kiyokawa, K. (Ed.) Advances in Human Computer Interaction. Hindawi Publishing Corporation. Volume 2012.
http://dx.doi.org/10.1155/2012/575463
Riekki J, Sanchez I & Pyykkönen M (2010) Remote control for pervasive services, Int. J. Autonomous and Adaptive Communications
Systems, Vol. 3, No. 1, pp.39–58. http://dx.doi.org/10.1504/IJAACS.2010.030311.
Riekki, J. (2007) RFID and smart spaces, Int. J. Internet Protocol Technology, Vol. 2, Nos. 3/4, pp.143–152.
http://inderscience.metapress.com/link.asp?id=d3t8lmph214k0tl2
Riekki J, Salminen T & Alakärppä I (2006) Requesting Pervasive Services by Touching RFID Tags. IEEE Pervasive Computing, Jan.-
Mar. 2006. 5(1)40-46. http://dx.doi.org/10.1109/MPRV.2006.12.
Riekki J, Cortés M, Hytönen M, Sánchez I & Korkeamäki R-L (2011) Learning to Read by Touching Nametags with NFC Phones. The
Fourth International eLearning Baltics Conference (eLBa 2011), 26-27 May 2011, Rostock, Germany.
Sanchez I, Davidyuk O & Riekki J (2009) Towards User-Oriented Application Composition, In Proc. the IEEE Workshop on Pervasive
Service Computing and Applications (PSCA'09), December 17-19, Shanghai, China.
Sanchez I, Riekki J, Rousu J & Pirttikangas S (2008) Touch & Share: RFID Based Ubiquitous File Containers. In Proceedings of 8th
International Conference on Mobile and Ubiquitous Multimedia (MUM08), December 3-5 2008, Umeå, Sweden. 57-63.
http://dx.doi.org/10.1145/1543137.1543148
Sanchez I, Riekki J, Pyykkönen M (2008) Touch & Control: Interacting with Services by Touching RFID Tags. In Proceedings of the 2nd
International Workshop on RFID Technology - Concepts, Applications, Challenges (IWRT 2008), In conjunction with ICEIS 2008.
Barcelona, Spain, June 12-13, 2008. pp 53-62.
Riekki J, Sanchez I, Pyykkönen M (2008) Universal Remote Control for the Smart World. F.E. Sandnes et al. (Eds.): UIC 2008, LNCS
5061, Springer-Verlag, pp. 563-577. http://dx.doi.org/ 10.1007/978-3-540-69293-5_44
Sánchez I, Cortés M & Riekki J (2007) Controlling Multimedia Players using NFC Enabled mobile phones. In Proceedings of 6th
International Conference on Mobile and Ubiquitous Multimedia (MUM07), Oulu, Finland, December 12-14 2007.
http://dx.doi.org/10.1145/1329469.1329485