The MOMO Project consists of the parts Mobile Computing and ECO Mobility. We present research results from a
subproject of the Mobile Computing part. In particular we develop Smart-Apps for modern smartphones. These
applications gather data from the owners to be filtered and processed central or distributed. The applications target
persons or streams of visitors at events as e.g. concerts, amusement parks or any other official buildings. Smart Apps
will work up this data, visualize it and most of all allow an intelligent prediction of the user’s behavior together with
recommendations. Therefore we discuss visualization strategies and the underlying machine learning concepts and
applications on the mobile and on the server-side.
In this paper, we develop an open data platform on multimedia devices to act as marketplace of data for information
seekers and data providers. We explore the important aspects of Data-as-a-Service (DaaS) service in the cloud with a
mobile access point. The basis of the DaaS service is to act as a marketplace for information, utilizing new technologies
and recent new scalable polyglot architectures based on NoSql databases. Whereas Open-Data platforms are beginning to
be widely accepted, its mobile use is not. We compare similar products, their approach and a possible mobile usage. We
discuss several approaches to address the mobile access as a native app, html5 and a mobile first approach together with
the several frontend presentation techniques. Big data visualization itself is in the early days and we explore some
possibilities to get big data / open data accessed by mobile users.
KEYWORDS: Global Positioning System, Web services, Mobile devices, Operating systems, Databases, Global system for mobile communications, Fluctuations and noise, Internet, Software development, Phase modulation
There is a broad range of potential useful mobile location-based applications. One crucial point seems to be to make
them available to the public at large. This case illuminates the abilities of Android - the operating system for mobile
devices - to fulfill this demand in the mashup way by use of some special geocoding web services and one integrated
web service for getting the nearest cash machines data.
It shows an exemplary approach for building mobile location-based mashups for everyone: 1. As a basis for reaching
as many people as possible the open source Android OS is assumed to spread widely. 2. Everyone also means that
the handset has not to be an expensive GPS device. This is realized by re-utilization of the existing GSM
infrastructure with the Cell of Origin (COO) method which makes a lookup of the CellID in one of the growing web
available CellID databases. Some of these databases are still undocumented and not yet published. Furthermore the
Google Maps API for Mobile (GMM) and the open source counterpart OpenCellID are used.
The user's current position localization via lookup of the closest cell to which the handset is currently connected to
(COO) is not as precise as GPS, but appears to be sufficient for lots of applications. For this reason the GPS user is
the most pleased one - for this user the system is fully automated. In contrary there could be some users who doesn't
own a GPS cellular. This user should refine his/her location by one click on the map inside of the determined
circular region.
The users are then shown and guided by a path to the nearest cash machine by integrating Google Maps API with an
overlay. Additionally, the GPS user can keep track of him- or herself by getting a frequently updated view via
constantly requested precise GPS data for his or her position.
This paper examines the implementation of a notification- and visualization-system generally aiming to
provide users with a comprehensive possibility to spontaneously get in touch and stay in contact with their
friends and acquaintances. Essential part of the system is the mobile application, based on the Google
Android platform, which can be used to keep track about the spatial positions of a user's contacts. One of
the main aspects of the presented system is the automatic contact alert mechanism, which notifies users
every time that one or more of their contacts are located nearby. In case a contact is in vicinity the
application initiates a visual and/or acoustic signal on the mobile device.
At any time users are able to easily take a glance at a geographical map displaying the surrounding area of
their current position and all of their online contacts within this area. Moreover, users have the possibility
to retrieve further information for each of their displayed contacts (if provided by the contact), such as their
current activity or specific location metadata, e.g. the speed, direction and distance of a contact to the user's
own location. Additionally, a user can explicitly look out for a specific contact, regardless of where the
contact is located globally, as long as the contact is logged on to the system and shares his/her location
information. Furthermore, the system supports the exchange of location- and event-messages, enabling
users to easily share location data or set up appointments with their contacts.
Another main feature of the prototype is the automatic location context determination, which provides users
not just the raw location information on a map, but also the contextual meaning specified by the contact.
That means users can see that a contact is e.g. at home or at work, when the user is indeed within the spatial
range of his home or work location. The system can detect automatically if a user reaches one of his most
common places and provide this information to contacts (allowance required).
KEYWORDS: Cell phones, Internet, Mobile devices, Multimedia, Web 2.0 technologies, Databases, Java, Mobile communications, Data communications, Manufacturing
This paper describes a portal that communicates with mobile devices to gather device data. The idea is to transmit
features, characteristics and errors into some kind of middleware - in our case the Bugfinder portal. This has two
advantages: First this information can be looked up using a normal web browser. But secondly this information should
be available where the development takes place. So Eclipse is one target place that should be supported by a Bugfinder
Eclipse Plug-In. In this way the developer can get information and instant code-hints during the development. We
present the first approach for this infrastructure that includes a web framework (ajajajava.org) which is ready to use.
Knowledge Elicitation (KE) methods are an integral part of Human Computer Interaction (HCI) practices. They are a key aspect to the synthesis of psychology empirical methods with requirements engineering, User Centred Design (UCD) and user evaluations. Examples of these methods include prototyping, focus groups, interviews, surveys and direct video observation. The MIKE project (Mobile Interactive Knowledge Elicitation) at the Centre for HCI Design, City University London, UK provides mobile cyberscience capabilities for HCI practitioners conducting such research while at stakeholder locations. This paper reports on the design and development of a new MIKE based tool, named PET, a Participant-based Experiment Tracking tool for HCI practitioners using Java-based (J2ME) mobile devices. PET integrates its user tracking techniques with the development of the second generation implementation of the CONKER (COllaborative Non-linear Knowledge Elicitation Repository) Web Service. We thus report further on CONKER v2.0's new capabilities developed to enable tighter collaboration and empirical data management between HCI practitioners, considering their UCD needs. The visualisation, tracking and recording of HCI participant-based datasets via PET is explored with close connectivity with the CONKER v2.0 Web Service, in order to provide mobile-web cyberscience for remote and local HCI practitioners.
KEYWORDS: Human-computer interaction, Prototyping, Visualization, Personal digital assistants, Received signal strength, Java, Data modeling, Standards development, Data acquisition, Data storage
In the field of Human Computer Interaction (HCI), we use a variety of Knowledge Elicitation (KE) techniques to capture user cognitive issues e.g. via interviews, paper prototyping, card sorting, focus group debates and more. MIKE (Mobile Interactive Knowledge Elicitation) is an ongoing research direction to enhance the KE capabilities of HCI practitioners via mobile and electronic methods. MIKE tools are a suite of Mobile HCI software and hardware configurations for a variety of mobile platforms. With MIKE's CONKER we describe a Collaborative Non-linear Knowledge Elicitation Repository for HCI practitioners. Its intention is to provide a scalable infrastructure for supporting the management and collaborative retrieval of mobile based KE datasets. Some of its functional design requirements include HCI practitioner profiles management, managing experimental progress from dispersed mobile HCI teams, timetabling expenditures for time critical empirical capture and participant management, and enabling concurrent HCI specialists to compare elicited mobile data. Further expansion of the CONKER system will include incorporation of distributed psychometric analysis methods. CONKER is realized as a sourceforge-alike Web-Portal using state-of-the-art web-framework technologies. We describe several approaches to the capturing and management of HCI data and how CONKER makes this available to the HCI community.
KEYWORDS: Connectors, Cell phones, Relays, Mobile devices, Switches, Standards development, Logic, Computer security, Personal digital assistants, Global system for mobile communications
The development of Massive Multiplayer Games (MMPGs) for Personal Computers is based on a wide range of frameworks and technologies. In contrast MMPG development for cell phones lacks the availability of framework support. We present Aorta as a multi-purpose lightweight MIDP 2.0 framework to support the transparent and equal API usage of peer2peer communication via http, IP and Bluetooth. Special experiences as load-tests on Nokia 6600s have been made with the Bluetooth support in using a server-as-client architecture to create ad-hoc networks by using piconet functionalities. Additionally scatternet functionalities, which will be supported in upcoming devices, with more than 12 cell phones have been tested in a simulated environment. Core of the Aorta framework is the Etherlobby which manages connections, peers, the game lobby, game policies and much more. The framework itself was developed to enable the fast development of mobile game, regardless of the distance between users which might be the schoolyard or far away. The earliest market ready application shown here is a multimedia game for cell phones utilizing all of the frameworks features. This game called Micromonster acts as platform for developer tests as well as providing valuable information about interface usability and user acceptance.
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