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  1. Coordinated multi-display environments from the desktop, second-screen to gigapixel display walls are increasingly common. Personal and intimate mobile and wearable devices such as head-mounted displays, smart...

    Authors: Jens Grubert, Matthias Kranz and Aaron Quigley
    Citation: mUX: The Journal of Mobile User Experience 2016 5:5
  2. A key problem in mobile computing is providing people access to cyber-information associated with their surrounding physical objects. Mobile augmented reality is one of the emerging techniques that addresses t...

    Authors: Hyojoon Bae, Michael Walker, Jules White, Yao Pan, Yu Sun and Mani Golparvar-Fard
    Citation: mUX: The Journal of Mobile User Experience 2016 5:4
  3. Falling, and the fear of falling, is a serious health problem among the elderly. It often results in physical and mental injuries that have the potential to severely reduce their mobility, independence and ove...

    Authors: Isabel N. Figueiredo, Carlos Leal, Luís Pinto, Jason Bolito and André Lemos
    Citation: mUX: The Journal of Mobile User Experience 2016 5:2
  4. Walking and typing on a smartphone is an extremely common interaction. Previous research has shown that error rates are higher when walking than when stationary. In this paper we analyse the acceleration data ...

    Authors: Josip Musić, Daryl Weir, Roderick Murray-Smith and Simon Rogers
    Citation: mUX: The Journal of Mobile User Experience 2016 5:1
  5. Digital games have the potential for changing attitudes towards social issues such as climate change and sustainability. This paper presents the experience of developing a prototype locative game with an augme...

    Authors: Dan Dixon, Saad Liaquat Kiani and Ahsan Ikram
    Citation: Communications in Mobile Computing 2013 2:1
  6. In this short text the authors claim that the challenges posed by Internet of Things cannot be managed with the current policy tools and research programs, as these are too slow and too instrumental. These cha...

    Authors: Rob van Kranenburg and Alex Bassi
    Citation: Communications in Mobile Computing 2012 1:9
  7. The Internet of Things (IoT) refers to extending the Internet to heterogeneous components such as actuators, sensors or other smart devices. In this vision, the IoT foresees novel usage of such devices through...

    Authors: Benoit Christophe
    Citation: Communications in Mobile Computing 2012 1:8
  8. With the development of advanced mobile devices and social network services, mobile social network (MSN) has become popular in recent years. This paper we present a new perspective of MSN, the opportunistic MS...

    Authors: Bin Guo, Daqing Zhang, Zhiwen Yu, Xingshe Zhou and Zhangbing Zhou
    Citation: Communications in Mobile Computing 2012 1:6
  9. The Internet of Things (IoT) promises huge potential economic benefits. However, current IoT applications are in their infancy and the full potential of possible business opportunities is yet to be discovered....

    Authors: Yunchuan Sun, Hongli Yan, Cheng Lu, Rongfang Bie and Peter Thomas
    Citation: Communications in Mobile Computing 2012 1:4

    The Retraction Note to this article has been published in Communications in Mobile Computing 2013 2:3

  10. As increasingly more interactions occur in public or social settings, the concept of interaction as a “performance” provides a compelling perspective when evaluating user experience (UX). Building on dramaturg...

    Authors: Julie R Williamson and Stephen Brewster
    Citation: Communications in Mobile Computing 2012 1:3
  11. The use of certain applications for touch-based mobile devices can prove to be difficult for intellectually challenged people. By performing tests and gathering user feedback, great difficulty has been detecte...

    Authors: Zelai Saenz de Urturi Breton, Fernando Jorge Hernández, Amaia Méndez Zorrilla and Begoña García Zapirain
    Citation: Communications in Mobile Computing 2012 1:1