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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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Using Mobile Keypads with Limited Visual Feedback: Implications to Handheld and Wearable Devicesnd use’, the passive tactile properties of the device become crucial. Two mobile keypads with very different tactile properties were tested in an experiment with twelve experienced mobile phone users. Results highlight the importance of passive tactile feel. Most clear differences were seen in error
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Time-Out in Mobile Text Input: The Effects of Learning and Feedbackis paper we studied the learning of time-outs and the effect of feedback on it in mobile phone text entry. The effects of three different feedback schemes (auditory/visual/no feedback) on learning of two different time-out lengths were compared. We measured the response time from the time-out occurr
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SyncTap: An Interaction Technique for Mobile Networkingdevices, he or she synchronously presses and releases the “connection” buttons on both devices. Then, multicast packets that contain press and release timing are sent to the network. By comparing this timing with locally recorded one, both devices correctly identify each other. This scheme is simple
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The Design and Evaluation of a Mobile Location-Aware Handheld Event Plannerlying traditional design and evaluation methods to increasingly informal and unstructured usage contexts. We describe the design and evaluation of an integrated location-aware event and meeting planner built to work in a PDA form factor. We discuss the limitations and possibilities of location techn
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Supporting Local Mobility in Healthcare by Application Roaming Among Heterogeneous Devicesis based on fieldwork and design workshops within a large Danish hospital and it has been implemented and evaluated after a pilot phase. Our fieldwork has emphasised the differences between ., where users travel over long distances, and ., where users walk around within a fixed set of buildings and/
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Aligning Work Practices and Mobile Technologies: Groupware Design for Loosely Coupled Mobile Groupsvariations in patterns of collaboration require different levels of timeliness and synchrony, and place different demands on groupware and its supporting technologies. In this paper, we argue that groupware supported by wide area mobile networks strongly favors loosely coupled work, where workers ar
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Encouraging Face-to-Face Collaborative Learning through the Use of Handheld Computers in the Classrounication, negotiation, interactivity, and participant mobility conditions. In this paper, we perform a usability analysis on a specific collaborative learning activity and identify several problems with fulfilling these conditions. A second usability analysis shows how these problems can be solved
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Human Pacman: A Mobile Entertainment System with Ubiquitous Computing and Tangible Interaction over ication by setting the real world as a playground. This is a physical fantasy game integrated with human-social and mobile-gaming that emphasizes on collaboration and competition between players. By setting the game in a wide outdoor area, natural human-physical movements have become an integral par
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