Mobile and wearable computers present input/output problems due to limited screen space and interaction techniques. When mobile, users typically focus their visual attention on na...
Stephen A. Brewster, Joanna Lumsden, Marek Bell, M...
The rapid evolution and ubiquitous use of mobile devices is an historical opportunity to improve experiential interactivity in education practices to support “deep” learning. ...
Andrew Litchfield, Ryszard Raban, Laurel Evelyn Dy...
Movement patterns, like flocking and converging, leading and following, are examples of high-level process knowledge derived from lowlevel trajectory data. Conventional techniques...
This paper charts the distinctive challenges of designing mobile experiences for cyclists and presents two studies of mobile cyclebased experiences: one a heritage tour; the other...
Duncan Rowland, Martin Flintham, Leif Oppermann, J...
Mobile information appliances are increasingly used in numerous different situations and locations, setting new requirements to their interaction methods. When the user's situ...
Albrecht Schmidt, Kofi Asante Aidoo, Antti Takaluo...