mUX: The Journal of Mobile User Experience

http://link.springer.com/journal/13678

List of Papers (Total 20)

Challenges in mobile multi-device ecosystems

Background Coordinated multi-display environments from the desktop, second-screen to gigapixel display walls are increasingly common. Personal and intimate mobile and wearable devices such as head-mounted displays, smartwatches, smartphones and tablets are rarely part of such multi-device ecosystems. Methods We conducted a literature research and an expert survey to identify...

Fast and scalable structure-from-motion based localization for high-precision mobile augmented reality systems

A key problem in mobile computing is providing people access to cyber-information associated with their surrounding physical objects. Mobile augmented reality is one of the emerging techniques that addresses this problem by allowing users to see the cyber-information associated with real-world physical objects by overlaying that cyber-information on the physical objects’ imagery...

Soft, embodied, situated & connected: enriching interactions with soft wearables

Background Soft wearables include clothing and textile-based accessories that incorporate smart textiles and soft electronic interfaces to enable responsive and interactive experiences. When designed well, soft wearables leverage the cultural, sociological and material qualities of textiles, fashion and dress; diverse capabilities and meanings of the body; as well as the...

Exploring smartphone sensors for fall detection

Falling, and the fear of falling, is a serious health problem among the elderly. It often results in physical and mental injuries that have the potential to severely reduce their mobility, independence and overall quality of life. Nevertheless, the consequences of a fall can be largely diminished by providing fast assistance. These facts have lead to the development of several...

Modelling and correcting for the impact of the gait cycle on touch screen typing accuracy

Walking and typing on a smartphone is an extremely common interaction. Previous research has shown that error rates are higher when walking than when stationary. In this paper we analyse the acceleration data logged in an experiment in which users typed whilst walking, and extract the gait phase angle. We find statistically significant relationships between tapping time, error...

Persuasive and engaging design of a Smartphone App for cycle commuting

This article presents results from a pilot study addressed to investigate the design of behavior change intervention using smartphones for cycle commuting. In this specific case, a smartphone app, BikeTogether, was developed to encourage and support its users to cycle home with each other over the Internet. The app employs the metaphor of a bicycle flashlight to represent...

Retraction Note

A retraction article was published for this article. It is available from the following link; http://​www.​comcjournal.​com/​content/​1/​1/​4.

Experiences with AR plots: design issues and recommendations for augmented reality based mobile games

Digital games have the potential for changing attitudes towards social issues such as climate change and sustainability. This paper presents the experience of developing a prototype locative game with an augmented reality interface that is designed to fit in with the fractured nature of travel time on public transport. We discuss the technical challenges, usability issues and...

A mobile architecture with dynamic message filtering for emergency response environments

This paper demonstrates that contemporary smartphones act as effective message filtering systems in high traffic environments such as emergency response organisations, without relying on central servers. We have prototyped a mobile messaging application for Android smartphones in the Erlang language. We implemented filtering rules based on message origin, importance, and temporal...

A holistic approach to visualizing business models for the internet of things

The Internet of Things (IoT) promises huge potential economic benefits. However, current IoT applications are in their infancy and the full potential of possible business opportunities is yet to be discovered. To help realize these economic benefits, workable business models are required that show where opportunities exist. In this article we describe the Business DNA Model - a...

K-NN query algorithm based on PB-tree with the parallel lines division

Spatial index and query are enabling techniques for achieving the vision of the Internet of Things. K-NN is an algorithm which is used widely in spatial database. Traditional query algorithms use R-tree as the index structure and improve the query efficiency by using the measurement distance and pruning strategy. Based on the study of previous algorithms, this paper proposes a...

IoT Challenges

In this short text the authors claim that the challenges posed by Internet of Things cannot be managed with the current policy tools and research programs, as these are too slow and too instrumental. These challenges are: a) global cooperation and standards, b) new business models and new currencies, c) ethics, control society, surveillance, consent and data driven life, and d...

Federated semantic nodes to scale search process in the IoT

The Internet of Things (IoT) refers to extending the Internet to heterogeneous components such as actuators, sensors or other smart devices. In this vision, the IoT foresees novel usage of such devices through applications enabling new device-device or device-people associations. Recent interest in providing digital extensions for these things has led to billions of connected...

User-centric modeling and processing for ubiquitous events using semantic capability models

Recent development in sensor networks and mobile computing is gaining increasing interest from enterprises. Sensor data services can provide fine-grained information of the physical world and feed the event processing systems where high level business logic is evaluated and coarse-grained business events are derived. However current event processing systems are not user-oriented...

Planning and managing disruptive business models for RFID-startups-The disruptor's arrow of time

This paper presents a one-page visual tool for adaptively planning and managing potentially disruptive business models such as in RFID-Startups. The visual tool is called “The Disruptor’s Arrow of Time.” The modular and iterative approach of the Disruptor’s Arrow of Time overcomes a serious limitation of Waterfall Business Planning, which rigidly focuses on a single chain of...

Mobile communication for intellectually challenged people: a proposed set of requirements for interface design on touch screen devices

The use of certain applications for touch-based mobile devices can prove to be difficult for intellectually challenged people. By performing tests and gathering user feedback, great difficulty has been detected in the use of various applications due to their complicated interfaces. The authors propose a set of guidelines, aimed at developers, to help design more accessible...

Enhancing spontaneous interaction in opportunistic mobile social networks

With the development of advanced mobile devices and social network services, mobile social network (MSN) has become popular in recent years. This paper we present a new perspective of MSN, the opportunistic MSN, which aims to enhance spontaneous interaction/communication among people that opportunistically encounter in the physical world, without any infrastructure support. We...

A performative perspective on UX

As increasingly more interactions occur in public or social settings, the concept of interaction as a “performance” provides a compelling perspective when evaluating user experience (UX). Building on dramaturgical/performative metaphors and phenomenological theory, this paper presents a performative perspective on UX that focuses on mobile or public interactions. Based on...

Quality assessment for mobile media-enriched services: impact of video lengths

The inclusion of multimedia content in different web-based services has increased significantly. Through an extensive subjective testing campaign, we analyse the quality of experience concerning video transmissions associated to these types of services when accessed from mobile devices and mobile Internet connections. Contrary to traditional normalised quality assessment studies...