Abstract: The task of strategic information technology
management is to focus on adapting technology to ensure
competitiveness. A key factor for success in this sector is awareness
and readiness to deploy new technologies and exploit the services
they offer. Recently, the need for more flexible and dynamic user
interfaces (UIs) has been recognized, especially in mobile
applications. An ongoing research project (MOP), initiated by TUT
in Finland, is looking at how mobile device UIs can be adapted for
different needs and contexts. It focuses on examining the possibilities
to develop adapter software for solving the challenges related to the
UI and its flexibility in mobile devices. This approach has great
potential for enhancing information transfer in mobile devices, and
consequently for improving information management. The
technology presented here could be one of the key emerging
technologies in the information technology sector in relation to
mobile devices and telecommunications.
Abstract: Through the course of this paper we outline how
mobile Business Intelligence (m-BI) can help businesses to work
smarter and to improve their agility. When we analyze the industry
from the usage perspective or how interaction with the enterprise BI
system happens via mobile devices, we may easily understand that
there are two major types of mobile BI: passive and active. Active
mobile BI gives provisions for users to interact with the BI systems
on-the-fly. Active mobile business intelligence often works as a
combination of both “push and pull" techniques. Some mistakes were
done in the up-to-day progress of mobile technologies and mobile BI,
as well as some problems that still have to be resolved. We discussed
in the paper rather broadly.
Abstract: Mobile Learning (M-Learning) is a new technology
which is to enhance current learning practices and activities for all
people especially students and academic practitioners UTP is
currently, implemented two types of learning styles which are
conventional and electronic learning. In order to improve current
learning approaches, it is necessary for UTP to implement m-learning
in UTP. This paper presents a study on the students- perceptions on
mobile utilization in the learning practices in UTP. Besides, this
paper also presents a survey that was conducted among 82 students
from System Analysis and Design (SAD) course in UTP. The survey
includes basic information of mobile devices that have been used by
the students, opinions on current learning practices and also the
opinions regarding the m-learning implementation in the current
learning practices especially in SAD course. Based on the results of
the survey, majority of the students are using the mobile devices that
can support m-learning environment. Other than that, students also
agreed that current learning practices are ineffective and they believe
that m-learning utilization can improve the effectiveness of current
learning practices.
Abstract: Surveillance system is widely used in the traffic
monitoring. The deployment of cameras is moving toward a
ubiquitous camera (UbiCam) environment. In our previous study, a
novel service, called GPS-VT, was firstly proposed by incorporating
global positioning system (GPS) and visual tracking techniques for
the UbiCam environment. The first prototype is called GODTA
(GPS-based Moving Object Detection and Tracking Approach). For a
moving person carried GPS-enabled mobile device, he can be
tracking when he enters the field-of-view (FOV) of a camera
according to his real-time GPS coordinate. In this paper, GPS-VT
service is applied to the tracking of vehicles. The moving speed of a
vehicle is much faster than a person. It means that the time passing
through the FOV is much shorter than that of a person. Besides, the
update interval of GPS coordinate is once per second, it is
asynchronous with the frame rate of the real-time image. The above
asynchronous is worsen by the network transmission delay. These
factors are the main challenging to fulfill GPS-VT service on a
vehicle.In order to overcome the influence of the above factors, a
back-propagation neural network (BPNN) is used to predict the
possible lane before the vehicle enters the FOV of a camera. Then, a
template matching technique is used for the visual tracking of a target
vehicle. The experimental result shows that the target vehicle can be
located and tracking successfully. The success location rate of the
implemented prototype is higher than that of the previous GODTA.
Abstract: The increasing development of wireless networks and
the widespread popularity of handheld devices such as Personal
Digital Assistants (PDAs), mobile phones and wireless tablets
represents an incredible opportunity to enable mobile devices as a
universal payment method, involving daily financial transactions.
Unfortunately, some issues hampering the widespread acceptance of
mobile payment such as accountability properties, privacy protection,
limitation of wireless network and mobile device. Recently, many
public-key cryptography based mobile payment protocol have been
proposed. However, limited capabilities of mobile devices and
wireless networks make these protocols are unsuitable for mobile
network. Moreover, these protocols were designed to preserve
traditional flow of payment data, which is vulnerable to attack and
increase the user-s risk. In this paper, we propose a private mobile
payment protocol which based on client centric model and by
employing symmetric key operations. The proposed mobile payment
protocol not only minimizes the computational operations and
communication passes between the engaging parties, but also
achieves a completely privacy protection for the payer. The future
work will concentrate on improving the verification solution to
support mobile user authentication and authorization for mobile
payment transactions.
Abstract: We develop a new interface for Bus-Net which is
optimized for a smartphone. We are continuing to develop the shortest
path planning system of public transportation called "Bus-Net" in
Tottori prefecture as web application to improve the usability of
public transportation. Recent trend of computing platform, however
has shifted to an advanced mobile device called a smartphone such as
iPhone and Android in Japan. A smartphone has different characters
with existing feature phone in terms of OS, large touche panel, and
several other features. We derive a guideline to design the new interface
for a smartphone to full use of the functionality. The guideline is
about simplicity of user-s operation, location awareness and usability.
We developed the new interface for “Bus-Net" on iPhone referring
to the guideline. Due to the evaluation, the application interface we
developed is better than the existing web-based interface in terms of
the usability.
Abstract: The rapid development of the BlackBerry games industry and its development goals were not just for entertainment, but also used for educational of students interactively. Unfortunately the development of adaptive educational games on BlackBerry in Indonesian language that interesting and entertaining for learning process is very limited. This paper shows the research of development of novel adaptive educational games for students who can adjust the difficulty level of games based on the ability of the user, so that it can motivate students to continue to play these games. We propose a method where these games can adjust the level of difficulty, based on the assessment of the results of previous problems using neural networks with three inputs in the form of percentage correct, the speed of answer and interest mode of games (animation / lessons) and 1 output. The experimental results are presented and show the adaptive games are running well on mobile devices based on BlackBerry platform
Abstract: For today-s and future wireless communications applications,
more and more data traffic has to be transmitted with
growing speed and quality demands. The analog front-end of any
mobile device has to cope with very hard specifications regardless
which transmission standard has to be supported. State-of-the-art
analog front-end implementations are reaching the limit of technical
feasibility. For that reason, alternative front-end architectures could
support a continuing development of mobile communications e.g.,
six-port-based front-ends [1], [2].
In this article we propose an analog front-end with high intermediate
frequency and which utilizes additive mixing instead
of multiplicative mixing. The system architecture is presented and
several spurious effects as well as their influence on the system
dimensioning are discussed. Furthermore, several issues concerning
the technical feasibility are provided and some simulation results
are discussed which show the principle functionality of the proposed
superposition heterodyne receiver.
Abstract: Design Patterns have gained more and more
acceptances since their emerging in software development world last
decade and become another de facto standard of essential knowledge
for Object-Oriented Programming developers nowadays.
Their target usage, from the beginning, was for regular computers,
so, minimizing power consumption had never been a concern.
However, in this decade, demands of more complicated software for
running on mobile devices has grown rapidly as the much higher
performance portable gadgets have been supplied to the market
continuously. To get along with time to market that is business
reason, the section of software development for power conscious,
battery, devices has shifted itself from using specific low-level
languages to higher level ones. Currently, complicated software
running on mobile devices are often developed by high level
languages those support OOP concepts. These cause the trend of
embracing Design Patterns to mobile world.
However, using Design Patterns directly in software development
for power conscious systems is not recommended because they were
not originally designed for such environment. This paper
demonstrates the adapted Design Pattern for power limitation system.
Because there are numerous original design patterns, it is not possible
to mention the whole at once. So, this paper focuses only in creating
Energy Conscious version of existing regular "Builder Pattern" to be
appropriated for developing low power consumption software.
Abstract: The noticeable advance in the area of computer technology has paved the way for the invention of powerful mobile devices. However, limited storage, short battery life, and relatively low computational power define the major problems of such devices. Due to the ever increasing computational requirements, such devices may fail to process needed tasks under certain constraints. One of the proposed solutions to this drawback is the introduction of Collaborative Computing, a new concept dealing with the distribution of computational tasks amongst several handhelds. This paper introduces the basics of Collaborative Computing, and proposes a new protocol that aims at managing and optimizing computing tasks in Ad-Hoc Collaborative Computing Environments.
Abstract: The development and use of mobile devices as well as its integration within education systems to deliver electronic contents and to support real-time communications was the focus of this research. In order to investigate the software engineering issues in using mobile devices a research on electronic content was initiated. The Developed MP3 mobile software solution was developed as a prototype for testing and developing a strategy for designing a usable m-learning environment. The mobile software solution was evaluated using mobile device using the link: http://projects.seeu.edu.mk/mlearn. The investigation also tested the correlation between the two mobile learning indicators: electronic content and attention, based on the Task Based learning instructional method. The mobile software solution ''M-Learn“ was developed as a prototype for testing the approach and developing a strategy for designing usable m-learning environment. The proposed methodology is about what learning modeling approach is more appropriate to use when developing mobile learning software.
Abstract: Computer network courses are essential parts of college computer science curriculum and hands-on networking experience is well recognized as an effective approach to help students understand better about the network concepts, the layered architecture of network protocols, and the dynamics of the networks. However, existing networking labs are usually server-based and relatively cumbersome, which require a certain level of specialty and resource to set up and maintain the lab environment. Many universities/colleges lack the resources and build-ups in this field and have difficulty to provide students with hands-on practice labs. A new affordable and easily-adoptable approach to networking labs is desirable to enhance network teaching and learning. In addition, current network labs are short on providing hands-on practice for modern wireless and mobile network learning. With the prevalence of smart mobile devices, wireless and mobile network are permeating into various aspects of our information society. The emerging and modern mobile technology provides computer science students with more authentic learning experience opportunities especially in network learning. A mobile device based hands-on labware can provide an excellent ‘real world’ authentic learning environment for computer network especially for wireless network study. In this paper, we present our mobile device-based hands-on labware (series of lab module) for computer network learning which is guided by authentic learning principles to immerse students in a real world relevant learning environment. We have been using this labware in teaching computer network, mobile security, and wireless network classes. The student feedback shows that students can learn more when they have hands-on authentic learning experience.
Abstract: This paper describes WiPoD (Wireless Position
Detector) which is a pure software based location determination and
tracking (positioning) system. It uses empirical signal strength measurements from different wireless access points for mobile user
positioning. It is designed to determine the location of users having
802.11 enabled mobile devices in an 802.11 WLAN infrastructure
and track them in real time. WiPoD is the first main module in our
LBS (Location Based Services) framework. We tested K-Nearest
Neighbor and Triangulation algorithms to estimate the position of a
mobile user. We also give the analysis results of these algorithms for
real time operations. In this paper, we propose a supportable, i.e.
understandable, maintainable, scalable and portable wireless
positioning system architecture for an LBS framework. The WiPoD
software has a multithreaded structure and was designed and implemented with paying attention to supportability features and real-time constraints and using object oriented design principles. We also describe the real-time software design issues of a wireless positioning system which will be part of an LBS framework.
Abstract: This paper investigates the use of mobile phones and
tablets for learning purposes among university students in Saudi
Arabia. For this purpose, an extended Technology Acceptance Model
(TAM) is proposed to analyze the adoption of mobile devices and
smart phones by Saudi university students for accessing course
materials, searching the web for information related to their
discipline, sharing knowledge, conducting assignments etc.
Abstract: With the proliferation of the mobile device
technologies, mobile learning can be used to complement and
improve traditional learning problems. Both students and teachers
need a proper and handy system to monitor and keep track the
performance of the students. This paper presents an implementation
of M-learning for primary school in Malaysia by using an open
source technology. It focuses on learning mathematics using
handheld devices for primary schools- students aged 11 and 12 years
old. Main users for this system include students, teachers and the
administrator. This application suggests a new mobile learning
environment with mobile graph for tracking the students- progress
and performance. The purpose of this system is not to replace
traditional classroom but to complement the learning process. In a
testing conducted, students who used this system performed better in
their examination.
Abstract: With the rapid development of wireless mobile communication, applications for mobile devices must focus on network security. In 2008, Chang-Chang proposed security improvements on the Lu et al.-s elliptic curve authentication key agreement protocol for wireless mobile networks. However, this paper shows that Chang- Chang-s improved protocol is still vulnerable to off-line password guessing attacks unlike their claims.
Abstract: This paper presents an authoring tool which makes a
user easily and intuitively design vibrotactile sensation. A mobile
hardware platform powered by ANDROID, a multi-purpose haptic
driver and a linear resonance actuator are used to implement the
system of the presented authoring tool. The tool allows users to easily
and simply create a vibrotactile sensation by drawing vibrotactile
images and to feel the sensation by rubbing drawn images on the touch
screen of a mobile device. The tool supports a graphical interface for
designing, editing and playing vibrotactile images as well as a
pre-defined file format for save and open.
Abstract: With the advent of emerging personal computing paradigms such as ubiquitous and mobile computing, Web contents are becoming accessible from a wide range of mobile devices. Since these devices do not have the same rendering capabilities, Web contents need to be adapted for transparent access from a variety of client agents. Such content adaptation results in better rendering and faster delivery to the client device. Nevertheless, Web content adaptation sets new challenges for semantic markup. This paper presents an advanced components platform, called MorfeoSMC, enabling the development of mobility applications and services according to a channel model based on Services Oriented Architecture (SOA) principles. It then goes on to describe the potential for integration with the Semantic Web through a novel framework of external semantic annotation of mobile Web contents. The role of semantic annotation in this framework is to describe the contents of individual documents themselves, assuring the preservation of the semantics during the process of adapting content rendering, as well as to exploit these semantic annotations in a novel user profile-aware content adaptation process. Semantic Web content adaptation is a way of adding value to and facilitates repurposing of Web contents (enhanced browsing, Web Services location and access, etc).
Abstract: Application of Information Technology (IT) has
revolutionized the functioning of business all over the world. Its
impact has been felt mostly among the information of dependent
industries. Tourism is one of such industry. The conceptual
framework in this study represents an innovation of travel
information searching system on mobile devices which is used as
tools to deliver travel information (such as hotels, restaurants, tourist
attractions and souvenir shops) for each user by travelers
segmentation based on data mining technique to segment the tourists-
behavior patterns then match them with tourism products and
services. This system innovation is designed to be a knowledge
incremental learning. It is a marketing strategy to support business to
respond traveler-s demand effectively.
Abstract: The number of people using SNS with their mobile devices is soaring. This research focuses on the Twitter service that has the most third-party applications and delved into the fact that there were not sufficient studies on the UX design aspects of Twitter applications. Among social network services which have emerged as a major social topic lately, this research try to analyze the UX design of the Twitter application which is also called micro-blogging service. Therefore this research sets its goal to draw components of the UX design aspect of the Tweeter application on which there are not enough analysis yet. Moreover, this research suggests improvement of mobile application which will assure better users- experience. In order to analyze the UX design aspect of the mobile twitter application, with relevant document and user research, evaluating factors of the UX Design which would affect users- experience were organized. The subjects for cases were selected among six paid and free social networking applications that had been consistently ranked from 1st to 100th in the Korean application store during May, 2012 after closely monitoring the rank. From May 15th to May 11th in 2012, in accordance with the evaluating standard, surveys were conducted in a form of interviews with 20 subjects who have used the Twitter application to find out problems and solutions for the UX design of the mobile Twitter application.