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Titlebook: Human-Computer Interaction with Mobile Devices and Services; 5th International Sy Luca Chittaro Conference proceedings 2003 Springer-Verlag

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Encouraging Face-to-Face Collaborative Learning through the Use of Handheld Computers in the Classroearning benefit of using Handhelds to support a math-based collaborative learning exercise with seven year old children. Statistically significant results were observed showing that the experimental collaborative learning group using the Handhelds learned more than the control group which had no technological support.
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People versus Information: The Evolution of Mobile Technologyld devices. It argues that current usage patterns suggest that there is unlikely to be a widespread convergence of information accessing devices and person to person communication devices. It also argues that the latter devices and their associated applications could provide much richer opportunitie
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The Zen of Everyday Encounters: Spontaneous Interaction in Ubiquitous Systemsn table napkins in a restaurant: those are all examples of spontaneity in the absence of electronic devices. In ubiquitous computing, where there are “hundreds of computers per room” [7]; personal devices carried or worn by the humans; and computational services associated even with non-electronic e
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Understanding Mobile Contextsoms, and lecture halls in many important ways. Internal factors such as task goals are different-external factors such as social resources are dynamic and unpredictable. An empirical, user-centered approach is needed to understand mobile contexts. For these ends, we present insights from an ethnomet
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Connecting Remote Visits and Design Environment: User Needs and Prototypes for Architecture Designitecture students visit places, collect material and manipulate it in design projects. The direct implications we inferred analyzing the field work material were the need of . to link contextual information and the collected material. Moreover we envisioned the opportunity to create a . material fro
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Everyday Wearable Computer Use: A Case Study of an Expert Userecifically, we discuss findings from a case study of an expert wearable computer user in an academic research setting over an interval of five weeks. We examine the use of the computer by collecting periodic screen shots of the wearable’s display and utilize these screen shots in interview sessions
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