Author
Stan Kurkovsky
Other affiliations: Columbus State University, Columbia University
Bio: Stan Kurkovsky is an academic researcher from Central Connecticut State University. The author has contributed to research in topics: Mobile computing & Mobile device. The author has an hindex of 17, co-authored 67 publications receiving 932 citations. Previous affiliations of Stan Kurkovsky include Columbus State University & Columbia University.
Papers published on a yearly basis
Papers
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27 Mar 2006
TL;DR: SMMART is a context-aware, adaptive and personalized m-commerce application designed to deliver targeted promotions to the users of mobile devices about the products they like while guarding the users’ identity and protecting them from any unsolicited messages.
Abstract: Unique features of handheld devices, including their mobility, personalization and location-awareness engender new types of applications for mobile commerce, such as mobile advertising. Mobile marketing and advertising applications deliver promotional information to consumers based on their preferences and location. In this paper, we present SMMART, a context-aware, adaptive and personalized m-commerce application designed to deliver targeted promotions to the users of mobile devices about the products they like while guarding the users’ identity and protecting them from any unsolicited messages. Promotions distributed by SMMART are personalized by performing intelligent matching of the user’s shopping interests to current promotions available at a retail site. SMMART can adapt to changing preferences of its user by inconspicuously monitoring his or her shopping habits. We describe a fully functional prototype of SMMART built for Pocket PCs running Windows CE with .NET Compact Framework. This paper also presents a study demonstrating end-user usability and economic viability of SMMART.
140 citations
04 Mar 2009
TL;DR: Using mobile game development as a motivational tool to engage students early in the curriculum and enable students with limited programming experience to create playable mobile games within the scope of a single course is described.
Abstract: This paper describes using mobile game development as a motivational tool to engage students early in the curriculum. Mobile devices have become an integral part of everyday lives of modern students; using these devices as a part of the coursework may help them see the immediate connections between Computer Science and real-world technology. Compared to traditional game development, programming mobile games is less complex, which enables students with limited programming experience to create playable mobile games within the scope of a single course. Experience presented in this paper may be easily duplicated, but it may be especially useful in the first college-level course for students with CS AP credits.
97 citations
07 Jun 2010
TL;DR: Despite the respondents' awareness of various threats to security and privacy, very few of them actually take any concrete steps to protect their devices from unauthorized access, and this paper discusses these findings and analyzes the views of young people on different authentication technologies.
Abstract: The generation of young people who do not remember life before the Internet, who grew up surrounded by computing technology and mobile phones, are often referred to as ‘digital natives’. This generation has a special affinity to mobile devices — young people often carry their mobile phones with them at all times to keep a constant connection with their friends while also consuming and creating digital media. This paper presents the results of a survey of over 330 young people aged 18 to 25, which attempts to evaluate their use of mobile technology, their attitudes about security and privacy as it relates to mobile phones, as well as their perceptions of different ways how security and privacy could be improved in future mobile devices. Despite a commonly held belief that digital natives are technologically savvy, their self-assessment does not appear to support this statement. Furthermore, despite the respondents' awareness of various threats to security and privacy, very few of them actually take any concrete steps to protect their devices from unauthorized access. This paper discusses these findings and analyzes the views of young people on different authentication technologies.
48 citations
26 Jun 2012
TL;DR: A number of open challenges and issues, trade-offs and possible solutions in implementing handheld augmented reality applications for the smartphone platform are surveyed.
Abstract: Equipped with powerful processors, cameras for capturing still images and video, and a range of sensors capable of tracking location, orientation and motion of the user, modern smartphones offer a sophisticated platform for implementing handheld augmented reality (AR) applications. Despite the advances in research and development, implementing AR applications for the smartphone platform remains a challenge due to many open problems related to navigation, contextawareness, visualization, usability and interaction design, as well as content creation and sharing. This paper surveys a number of open challenges and issues, trade-offs and possible solutions in implementing handheld AR applications.
44 citations
Journal Article•
TL;DR: This work proposes using the computational grid paradigm to build a problem-solving environment for wireless mobile devices using server-class computers interconnected by wired network.
43 citations
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01 Jan 2016
TL;DR: The flow the psychology of optimal experience is universally compatible with any devices to read as mentioned in this paper and is available in our digital library an online access to it is set as public so you can get it instantly.
Abstract: Thank you very much for downloading flow the psychology of optimal experience. As you may know, people have search numerous times for their chosen readings like this flow the psychology of optimal experience, but end up in infectious downloads. Rather than reading a good book with a cup of tea in the afternoon, instead they juggled with some harmful bugs inside their desktop computer. flow the psychology of optimal experience is available in our digital library an online access to it is set as public so you can get it instantly. Our digital library saves in multiple countries, allowing you to get the most less latency time to download any of our books like this one. Merely said, the flow the psychology of optimal experience is universally compatible with any devices to read.
1,993 citations
TL;DR: This research presents a mobile augmented reality travel guide, named CorfuAR, which supports personalized recommendations, and empirically validates the relation between functional system properties, user emotions, and adoption behavior.
Abstract: This research presents a mobile augmented reality (MAR) travel guide, named CorfuAR, which supports personalized recommendations. We report the development process and devise a theoretical model that explores the adoption of MAR applications through their emotional impact. A field study on Corfu visitors ( n = 105 ) shows that the functional properties of CorfuAR evoke feelings of pleasure and arousal, which, in turn, influence the behavioral intention of using it. This is the first study that empirically validates the relation between functional system properties, user emotions, and adoption behavior. The paper discusses also the theoretical and managerial implications of our study.
201 citations
09 Dec 2011
TL;DR: This book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings.
Abstract: The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.
177 citations
TL;DR: The study found that privacy and intrusiveness concerns are both valid antecedent variables to perceived usefulness but not perceived ease of use of sponsored advertising, and only privacy concerns have an impact product purchase intentions.
Abstract: Sponsored advertising has generated strong advertising revenues for Facebook in recent years. As sponsored ads are built on an interactive platform that could be seen as invasive to user privacy, the growth of this advertising platform has important implications for consumers, and advertisers alike. As little research is available on consumer response to sponsored advertising as an interactive technology innovation, the current study assesses the effects of user perceptions of privacy risk, intrusiveness concerns and utilities of sponsored advertising on consumer attitudes and purchase intent. Testing a model derived form the technology acceptance model (TAM), the study found that privacy and intrusiveness concerns are both valid antecedent variables to perceived usefulness but not perceived ease of use of sponsored advertising. While both antecedent variables also influence consumer attitudes toward sponsored advertising, only privacy concerns have an impact product purchase intentions. The hypothesized relations between perceived usefulness, ease of use, attitudes and purchase intentions were also validated.
169 citations