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Showing papers on "Mobile technology published in 2005"


Journal ArticleDOI
TL;DR: Structural equation analysis reveals strong causal relationships between the social influences, personal innovativeness and the perceptual beliefs—usefulness and ease of use, which in turn impact adoption intentions.
Abstract: Technology acceptance research has tended to focus on instrumental beliefs such as perceived usefulness and perceived ease of use as drivers of usage intentions, with technology characteristics as major external stimuli. Behavioral sciences and individual psychology, however, suggest that social influences and personal traits such as individual innovativeness are potentially important determinants of adoption as well, and may be a more important element in potential adopters' decisions. This paper models and tests these relationships in non-work settings among several latent constructs such as intention to adopt wireless mobile technology, social influences, and personal innovativeness. Structural equation analysis reveals strong causal relationships between the social influences, personal innovativeness and the perceptual beliefs—usefulness and ease of use, which in turn impact adoption intentions. The paper concludes with some important implications for both theory research and implementation strategies.

1,227 citations


Journal ArticleDOI
TL;DR: This publication contains reprint articles for which IEEE does not hold copyright and which are likely to be copyrighted.
Abstract: RFID technologies hold the promise of closing some of the information gaps in the supply chain, especially in retailing and logistics. As a mobile technology, RFID can enable “process freedoms” and real-time visibility into supply chains. This article provides an introduction to the technology, several case examples, and implementation guidelines for managers based on published reports.

840 citations


Patent
12 May 2005
TL;DR: In this article, a method of establishing connection between users of mobile devices includes receiving at a computer a location of a first user from a first mobile device, receiving from a second mobile device a location, and sending a message to the first mobile devices based on the proximity of the first user to the second user.
Abstract: A method of establishing connection between users of mobile devices includes receiving at a computer a location of a first user from a first mobile device, receiving from a second mobile device a location of a second user having an acquaintance relationship to the first user, and sending a message to the first mobile device based on the proximity of the first user to the second user.

504 citations


Journal ArticleDOI
TL;DR: A large-scale, international focus group study that examined the experiences of mobile technology users in Hong Kong, Japan, Finland, and the United States identifies eight central mobile technology paradoxes that shape user experience and behavior.
Abstract: This article reports on a large-scale, international focus group study that examined the experiences of mobile technology users in Hong Kong, Japan, Finland, and the United States It identifies eight central mobile technology paradoxes that shape user experience and behavior, suggests possible design features that relate to the experienced paradoxes, and discusses how these features could be better managed

475 citations


Journal ArticleDOI
TL;DR: It is argued that human and identity and social interaction have not been untouched by the mobile phenomenon, and notably the increasingly personalized nature of the mobile device.
Abstract: Today's mobile phone is a pervasive tool. It has become such an important aspect of a user's daily life that it has moved from being a mere 'technological object' to a key 'social object'. This paper explores the societal and human implications of advances in mobile technology, and notably the increasingly personalized nature of the mobile device. It argues that human and identity and social interaction have not been untouched by the mobile phenomenon.

392 citations


Proceedings ArticleDOI
02 Apr 2005
TL;DR: A context-aware mobile computing device was developed that automatically detects postural and ambulatory activity transitions in real time using wireless accelerometers and was used to experimentally measure the receptivity to interruptions delivered at activity transitions relative to those delivered at random times, suggesting a viable strategy forcontext-aware message delivery in sensor-enabled mobile computing devices.
Abstract: The potential for sensor-enabled mobile devices to proactively present information when and where users need it ranks among the greatest promises of ubiquitous computing. Unfortunately, mobile phones, PDAs, and other computing devices that compete for the user's attention can contribute to interruption irritability and feelings of information overload. Designers of mobile computing interfaces, therefore, require strategies for minimizing the perceived interruption burden of proactively delivered messages. In this work, a context-aware mobile computing device was developed that automatically detects postural and ambulatory activity transitions in real time using wireless accelerometers. This device was used to experimentally measure the receptivity to interruptions delivered at activity transitions relative to those delivered at random times. Messages delivered at activity transitions were found to be better received, thereby suggesting a viable strategy for context-aware message delivery in sensor-enabled mobile computing devices.

377 citations


Patent
22 Dec 2005
TL;DR: In this article, a location identifier message including a current location from the mobile communications device to the server via the wireless link is transmitted, and the list of proximate users is displayed in an easily perceived fashion based on user preferences.
Abstract: Methods and apparatus for gathering, organizing and displaying contact information in a mobile communications network. In one embodiment, a method for operating a mobile communication network includes an information server and a mobile communications device coupled to the service via a wireless connection. The method comprises transmitting a location identifier message including a current location from the mobile communications device to the server via the wireless link. The mobile device also transmits a list of contacts to the server via the wireless link. The contacts are matched with the location using a location database maintained for other mobile communications devices in order to generate a list of proximate users. Alternatively, the contact list can be based upon cognitive or psychographic proximity (versus merely physical proximity). The list of proximate users is transmitted to the mobile communications device, and the list is displayed in an easily perceived fashion based on user preferences.

350 citations


Journal ArticleDOI
TL;DR: The design of the MobileGame prototype is described, exploring the opportunities to support learning through an orientation game in a university setting and the evaluation of the effects shows that features such as ‘map-navigation’ and ‘hunting and hiding’ lead to excitement and fun.
Abstract: Mobile technologies offer the opportunity to embed learning in a natural environment. This paper describes the design of the MobileGame prototype, exploring the opportunities to support learning through an orientation game in a university setting. The paper first introduces the scenario and then describes the general architecture of the prototype. The main part of the paper focuses on the evaluation of design issues and the effects observed in two trials. Design issues include: Supporting work on the move poses difficult interface questions, the accuracy of current outdoor, and indoor positioning systems is still problematic and the game requires near real-time response time. The evaluation of the effects shows that features such as ‘map-navigation’ and ‘hunting and hiding’ lead to excitement and fun. The participants immerse into a mixed reality that augments both physical and social space. The game success is based on the motivating design of the game itself. The paper concludes with open issues for future research, especially with the need to thoroughly evaluate the learning benefits.

340 citations


Journal ArticleDOI
TL;DR: The model indicates that consumers' willingness to receive mobile advertisements to handsets is mainly driven by four factors: role of mobile medium in marketing mix; development of technology; one-to-one marketing medium; regulatory.
Abstract: The purpose of the present study is to build a conceptual model of consumers' willingness to accept mobile advertising. First, the study investigates factors that influence the acceptance of mobile advertising from both industry's and consumers' point of view. Second, based on a review of previous studies in the field, the authors propose a conceptual model of consumers' willingness to accept mobile advertising. The model, based on four research hypotheses, indicates that consumers' willingness to receive mobile advertisements to handsets is mainly driven by four factors: role of mobile medium in marketing mix; development of technology; one-to-one marketing medium; regulatory. The findings provide several conceptual and managerial insights into the role of mobile advertising today and in the near future.

330 citations


Journal ArticleDOI
TL;DR: A means-ends objective network is depicted that depicts the fundamental objectives of using mobile technology and how the fundamental objective can be achieved through means objectives.
Abstract: Mobile technology extends computing and the Internet into the wireless medium, and provides greater flexibility in communication, collaboration, and information sharing. In this research, we used the ‘Value-Focused Thinking’ approach to examine the strategic implications of mobile technology in a leading publishing company. The result is a means-ends objective network that depicts the fundamental objectives of using mobile technology and how the fundamental objectives can be achieved through means objectives. The research findings suggest three main strategic implications of mobile technology: (1) improve working process; (2) increase internal communication and knowledge sharing; and (3) enhance sales and marketing effectiveness.

217 citations


Journal ArticleDOI
TL;DR: A mobile authoring tool that is developed and is called Mobile Author, which can be used by human instructors either from a computer or a mobile phone to create their own Intelligent Tutoring Systems (ITSs) and to distribute them to their students.
Abstract: One important field where mobile technology can make significant contributions is Education. In the fast pace of modern life, students and instructors would appreciate using constructively some spare time that they may have, in order to work on lessons at any place, even when away from offices, classrooms and labs where computers are usually located. In this paper, we describe a mobile authoring tool that we have developed and is called Mobile Author. Mobile Author can be used by human instructors either from a computer or a mobile phone to create their own Intelligent Tutoring Systems (ITSs) and to distribute them to their students. After the ITSs have been created, students can also use any computer or mobile phone to have access to theory and tests. The tutoring systems can assess the students performance, inform the databases that record the students progress and provide advice adapted to the needs of individual students. Finally, instructors can monitor their students progress and communicate with their students during the course. The mobile features of both the authoring tool itself and the resulting ITSs from it have been evaluated by instructors and students, respectively. The results of the evaluation showed that mobile features are indeed considered useful.

Book
01 Jan 2005
TL;DR: Research Questions for the Evolving Communications Landscape: Mobile Back to Front: Uncertainty and Danger in the Theory-Technology Relation- Wi-Fi Networks and the Reorganization of Wireline-Wireless Relationship- Mobile Phones as Fashion Statements: The co-creation of mobile communication's public meaning- Behavioral Changes at the Mobile Workplace: A Symbolic Interactionistic Approach- Being Mobile with the Mobile: Cellular Telephony and Renegotiations of Public Transport as Public Sphere- Phone Talk- Mobile Camera Phones, Japanese Youth, and the re-pl
Abstract: Research Questions for the Evolving Communications Landscape- Mobile Back to Front: Uncertainty and Danger in the Theory-Technology Relation- Wi-Fi Networks and the Reorganization of Wireline-Wireless Relationship- Mobile Phones as Fashion Statements: The Co-creation of Mobile Communication's Public Meaning- Behavioral Changes at the Mobile Workplace: A Symbolic Interactionistic Approach- Being Mobile with the Mobile: Cellular Telephony and Renegotiations of Public Transport as Public Sphere- Mobile Phones, Japanese Youth, and the Re-placement of Social Contact- Phone Talk- Mobile Camera Phones: A New Form of "Being Together" in Daily Interpersonal Communication- Tell Me About Your Mobile and I'll Tell You Who You Are: Israelis Talk About Themselves- Mobile Telephone and the Presentation of Self- "Surprisingly, Nobody Tried to Caution Her": Perceptions of Intentionality and the Role of Social Responsibility in the Public Use of Mobile Phones- Changing Learning and Teaching Cultures?- Mobile Phone Addiction- Does Personality Affect Peoples' Attitude Towards Mobile Phone Use in Public Places?- Tethered or Mobile? Use of Away Messages in Instant Messaging by American College Students- Language Use in Swedish Mobile Text Messaging- The Sociolinguistics of SMS: An Analysis of SMS Use by a Random Sample of Norwegians- The Construction of Symbolic Values of the Mobile Phone in the Hong Kong Chinese Print Media- Instrumentality Challenged: The Adoption of a Mobile Parking Service- Relationship Deepening Through Mobile and Interactive Services- The Integration of Mobile Alerts into Everyday Life- The Wired - and Wireless - Japanese: Webphones, PCs and Social Networks

Journal Article
TL;DR: In this article, the authors make an approximation of the M-shopper profile and identify the variables influencing purchase behavior, based on 7 focus groups and the analytical techniques of Chi-square and logistic regression.
Abstract: In less than 15 years, the mobile phone has become an essential part of our daily lives. It is no longer a luxury item and has become one of the most commonly used daily consumer goods throughout the world. Despite its growing significance, there is still a lack of research work in many countries in this field. This study aims to make an approximation of the M-shopper profile and identify the variables influencing purchase behaviour. The methodology used to achieve these objectives is based on 7 focus groups and the analytical techniques of Chi- Square and logistic regression. Analysis of the results obtained from a representative sample of 2,104 Spanish Internet users shows that the M-commerce decision can be predicted according to consumer age, social class and behaviour patterns as user of non-store shopping channels. Keywords: Consumer behaviour; Direct shopping; Home Shopper; M-Commerce 1. Introduction Technological progress in the sphere of information and communication is encouraging the use and development of new shopping methods, leading to a rapid growth in non-store shopping as the individual can buy products/services without having to travel to retail outlets [Sharma and Sheth 2004; Thompson 1997]. This growth in non-store shopping and new trends in technology have facilitated the introduction of electronic marketing and promise to provide new ways of impacting and serving consumers in the future [Balasubramanian, Peterson and Jarvenpaa 2002; Reynolds 2000; Sivanad, Gesta and Sulep 2004]. Practically all products/services can be purchased quickly, conveniently and without moving from home [Davison, Dorrington and McCoy 1982; Eroglu, Machleit and Davies 2003; Rosenberg and Hirschman 1980; Sheth 1983]. Wireless Internet via mobile devices (WIMD) is leading the world into another spectrum of communications and means of conducting day-to-day business and life activities [Sivanad, 2004]. In the next years, more Internet transactions will be realized via mobile phones than fixed network devices. According to the MC Statistics viewed at epaynews. com, only 16% of 533 million Internet users were global wireless Internet users in the year 2001; however the percentage will soar to 57% of 1460 million Internet users in 2007. At present, online ticketing, reservation for flights and hotels or theater tickets are part of the most attractive WAP applications, since they bring consumers comfort, spontaneity and mobility [Buellingen and Woerter 2004]. In general, the different methods of direct shopping are still expected to grow but whereas some of the methods are showing rather low levels of growth, stagnation and even decline, in others the predicted growth rate is picking up speed. The most innovative methods maintain significant rates of growth [Sivanad 2004; Yang 2005] and at the same time there is a tendency to use them in conjunction with other sales systems as companies seek to complement sales methods and obtain synergies [Wu and Wang 2004]. Thus for example, the combination of Internet with other methods, such as the mobile phone or television will make it possible to optimise consumer convenience and increase their scope wider audience, in addition to overcoming some of the limitations which arise when using Internet alone as a shopping tool [Buellingen and Woerter 2004; Chiles and McMackin 1996; Jarvenpaa et al. 1999; Lohse and Spiller 1998; Swaminathan et al. 1999]. In Spain, the field study "Surfers on the net" [AIMC 2005] highlights the convergence of Internet with other media, and reveals that 45.4% of Internet users have sometimes watched television through Internet, 76.7% have sometimes used Internet to listen to the radio and 92.2% have sometimes consulted an e-newspaper. It should be emphasised that the public at home use not only Internet but also the new mobile technologies such as electronic diaries and mobile phones. According to the study "Surfers on the net" [AIMC 2005], 37. …

Journal Article
TL;DR: In this article, Dholakia et al. compared m-commerce usage in the United Kingdom and Hong Kong, areas with apparently similar mobile telecommunications infrastructures but with markedly different cultural profiles.
Abstract: Researchers and industry commentators alike have been both fascinated and perplexed by variations in take-up and usage of m-commerce services in different countries around the world. Our research compares m-commerce usage in the United Kingdom and in Hong Kong, areas with apparently similar mobile telecommunications infrastructures but with markedly different cultural profiles. We find significant differences between the UK and Hong Kong in usage of and attitudes to m-commerce services. We attribute these differences to the levels of collectivism and power distance in the cultures and to structural differences between the two markets. Attitudes to m-commerce services are formed by cultural and structural factors, consequently the search for a single, global killer application may be misguided. An understanding of the cultural dimensions of a market can aid marketers immensely in developing appropriate m-commerce services, marketing these appropriately and in setting realistic adoption targets. Keywords: Adoption; Cross-cultural study; Hong Kong; Mobile Internet; United Kingdom 1. Introduction The explosive growth of penetration and usage of mobile devices is frequently noted in research studies [Barnes and Scornavacca 2004; Dholakia et al 2004; Massoud and Gupta 2003]. By 2009 the number of mobile telephone subscribers is estimated to outstrip that of fixed-line subscribers [ITU 2000, cited in Dholakia et al. 2004]. The widespread availability of mobile phones that can handle digital data and that are connected to digital communications infrastructure means that the scene is set for the widespread adoption of m-commerce (defined as the use of mobile, wireless (handheld) devices to communicate and conduct transactions through public and private networks [Balasubramanian et al. 2002]). However, the development of m-commerce has been comparatively slow [Mylonakis 2004] and research suggests that it is seen as expensive, with poor service and usability [Jarvpenaa et al. 2003]. There are, nonetheless, indications of growth in consumer interest in m-commerce services. Research conducted in western Europe finds that consumer interest in m-commerce services and mobile payments increased from 23% in 2001 to 39% in 2003 [Strategy Analytics 2004]. In the UK added value mobile services grew by 29% to £1.4 billion, which is equivalent to 4.3% of total mobile revenues [Ofcom 2004]. Research by ATKearney [2004] finds that worldwide use of the mobile phone to pay for services grew from 3% of respondents in 2003 to 10% in 2004. Possibly the largest single use of m-commerce to date occurred on January 17 2005 when mobile phone users in the UK donated over £1 million via SMS to the relief fund following the Asian tsunami of 26 December 2004 [Telecom Paper 2005]. Adoption and usage of m-commerce services have been highly variable between countries; according to Dholakia et al [2004 p7], "the adoption of mobile technology does not follow any single universal logic or pattern". Differences in adoption and usage between countries may be attributable to differences in the mobile telecommunications infrastructure, to the range of m-commerce services on offer, to the marketing strategies utilised by service providers and to the underlying culture of the consumers of m-commerce services. We seek to investigate the role that culture plays in explaining differences in adoption, usage and attitudes to m-commerce by comparing countries which have broadly similar m-commerce infrastructures [same operators, same technology platform) and service portfolios, but markedly different cultural profiles. Our objective is to inform decision making in the mcommerce industry. 2. M-Commerce Infrastructure In Hong Kong And The United Kingdom Hong Kong and the United Kingdom have among the highest mobile telephony penetration rates in the world at 91% and 82.5% respectively [OFTA 2003]. The telecommunication industry in Hong Kong has been shaped by intensive competition, with 6 operators licensed to serve a population of 6. …


Proceedings ArticleDOI
28 Nov 2005
TL;DR: M-learning, especially its main delivery system, mobile phone learning, will have a long way to go to before it can or will be effectively, extensively used or accepted for learning purposes, by either educators or the general public unless the problems raised in this article are solved.
Abstract: In this paper, we will describe the weaknesses inherent in, and some non-viable factors of mobile phone learning (PDA and other mobile devices are not included). Our conclusion is that while e-learning has only just been accepted by educators and is increasingly being put into extensive and effective use for learning, m-learning, especially its main delivery system, mobile phone learning, will have a long way to go to before it can or will be effectively, extensively used or accepted for learning purposes, by either educators or the general public, unless the problems raised in this article are solved.

Journal ArticleDOI
TL;DR: This article provides readers with the blueprint of a cross-industry and cross-platform mPayment solution that offers consumers speedy and convenient payment processes for both online and point-of-sale transactions.
Abstract: Enabled by a wide array of wireless and mobile technologies, a new form of electronic commerce, “mMobile eCommerce “, is gaining growing attention from both business and academic communities. Proliferation of mobile commerce, especially in the business-to-consumer sectors, require ubiquitously available, globally accepted, easy-to-use, and secure methods of payment. Mobile payment (mPayment) entails making payments using mobile devices including wireless handsets, personal digital assistants, and other radio frequency (RF) and near field communication (NFC) based devices. While mPayment is still in its infancy, its acceptance is expected to increase exponentially in the coming years. Today, increasing acceptance of mPayment methods is witnessed in Europe and Asia, but in the US, the potential of mPayment is still largely unexplored. Many attribute the slow adoption of mPayment methods in the US to lack of unified standards, security and privacy concerns, and slow mCommerce diffusion. This article ...

Journal ArticleDOI
TL;DR: The literature on science learning with mobile devices at this very 'informal' end of the spectrum is currently sparse and so the paper reflects on some projects and possibilities across the continuum.
Abstract: Recent developments in mobile technologies have offered the potential to support learners studying a variety of subjects. In this paper we explore the possibilities related to science learners and in particular focus on science learners in informal settings and reflect on a number of recent projects in order to consider the prospects for such work. The debate on informal learning acknowledges the complexity of the area and the difficulty of defining informal learning. One view is to consider the settings in which learning takes place as a continuum from formal settings, e.g. university, to social structures, e.g. friendship groups (Sefton-Green, 2004). The literature on science learning with mobile devices at this very 'informal' end of the spectrum is currently sparse and so in the paper we reflect on some projects and possibilities across the continuum. Our main focus is how mobile devices can support informal learning in science and research possibilities. Some of the recent research on mobile learning has used an activity theoretical perspective, including one of the case studies we discuss and in the final part of the paper we highlight the influence of activity theory in helping us to consider the complexity of the learning settings Editors: Ann Jones, Agnes Kukulska-Hulme and Daisy Mwanza. Reviewers: Jocelyn Wishart (Bristol), George Roberts (Oxford Brookes), Danae Stanton Fraser (Bath).

Book ChapterDOI
01 Jan 2005
TL;DR: This chapter explores public mobile communication technology as frontstage and back-stage phenomena, and explores co-constructions that extend beyond the narrow, utilitarian purposes for which the mobile phone was originally designed to show how novel links are forged to deeper psychological and existential processes.
Abstract: This chapter explores public mobile communication technology as frontstage and back-stage phenomena. We explore the design aesthetics of the mobile phone from the standpoint of its commercial origins and public re-interpretation, emphasizing fashion and identity in the co-creation and consumption of mobile communication technology. The mobile phone in this context is analyzed as both a physical icon and an item of decorative display related to fashion and design. We begin by noting how the early telephone, because it enabled people to communicate efficiently over distance, served as a status symbol. We then highlight the role of fashion and display to show how the symbolic meaning of telecommunication has been evolving. In terms of fashion, we look at the way in which fashion and style have been used to promote the mobile phone by industry. In terms of display, we look at the collateral promotion of other products by reference to the mobile phone and body–technology relationship. Finally, we examine co-constructions that extend beyond the narrow, utilitarian purposes for which the mobile phone was originally designed to show how novel links are forged to deeper psychological and existential processes. That is, the mobile phone is strongly connected with ingrained human perceptions of distance, power, status and identity. A few words concerning formal theory may be in order. Among the most prominent and influential sub-perspectives of the functionalist school are the “domestication” and “uses and gratifications” perspectives. They have been frequently employed by earlier researchers on mobile

Proceedings ArticleDOI
21 Nov 2005
TL;DR: A preliminary framework for understanding the methodological responses emerging in current Mobile Human Computer Interaction (Mobile HCI) research is identified and described.
Abstract: Mobile devices, applications and services have become integrated into people's daily lives on a personal and professional level. Although traditional research methods are being used to understand the use of mobile devices and applications, methodological challenges still exist. Researchers have responded to these challenges in a range of ways, with an emphasis on developing methods that enable new ways of accessing, making available and collecting, data about mobile technology use. This paper identifies, defines, describes and presents, a preliminary framework for understanding the methodological responses emerging in current Mobile Human Computer Interaction (Mobile HCI) research.

Journal Article
TL;DR: This paper summarizes the progress and the future directions of m-commerce research, as "the emerging set of applications and services people can access from their Internet-enabled mobile devices."
Abstract: This paper summarizes the progress and the future directions of m-commerce research. Despite the rapid proliferation of Internet-enabled mobile handsets, empirical research has been undertaken only in a limited number of research areas. Important progress has been made in mobile Internet and SMS-based mobile advertising adoption, but other important topics, such as e- commerce and m-commerce comparison, mobile-based word-of-mouth, and methodological issues, have rarely been addressed. Future studies should explore these areas. In closing, the seven contributions to this Special Issue are introduced. Keywords: IT management; M-commerce; Marketing; Wireless communication 1. Defining M-Commerce The Internet-enabled mobile handset has rapidly achieved worldwide penetration, due to its very personal nature and sophisticated communication technologies. However, unlike e-commerce research, empirical explorations of mcommerce have seen only modest growth, because of the considerable uncertainties involved in mobile research. One major problem in m-commerce research is the lack of standards in terms, concepts, and theories. Although the infrastructure of wireless technology varies across markets, researchers tend to use the term "m-commerce" without considering the specific conditions and prerequisites of what they are examining. In addition, industry participation in academic research is at best occasional, and, in many cases, rapidly developing mobile technology may not be accepted as much as practitioners expect: either because of the higher cost per service ratio, or simply because these services can easily be replaced by the wired Internet. Current mobile Internet applications enable consumers to access a variety of services: Web information search, SMS (short message services), MMS (multimedia message service), banking, payment, gaming, emailing, chat, weather forecast, GPS (global positioning service), and so forth. Collectively, we denominate this wide array of services as "m-commerce." However, a clear distinction between m-commerce and PC-based electronic commerce has rarely been made. In a narrow sense, m-commerce can be defined as "any transaction with a monetary value that is conducted via a mobile telecommunications network" [Durlacher 1999]. Sadeh [2002] characterizes m-commerce more broadly, as "the emerging set of applications and services people can access from their Internet-enabled mobile devices." Typically, m-commerce takes place in a strategic platform called a "mobile portal." There, third-generation (3G) mobile communication systems offer a high degree of commonality of worldwide roaming capability, supporting a wide range of Internet and multimedia applications and services with higher data rates. From the perspective of marketing, Nysveen, Pedersen, and Thorbjornsen [2005] propose a grid of mobile Internet services classification that employs four primary axes: person-interactive versus machine-interactive, and goal-oriented versus experiential services. Figure 1 is an adapted version of this classification scheme. "Person interactivity" occurs between people through a medium, while "machine interactivity" refers to the interaction between people and the medium. In the latter, users can freely modify the content and form of a mediated environment. A goal-oriented process is defined by utilitarian benefits, while an experiential process provides hedonic benefits. This classification grid offers a key to understanding the future research directions of m-commerce. That is, future research should clearly define process characteristics, and the type of interactivity, in order to provide the audience with clear implications regarding a specific mobile service. In particular, very little research has addressed the question of interactivity in mobile devices, although it has been argued that mobile technology is an alternative way to connect to the Internet (i. …

Proceedings ArticleDOI
03 Jan 2005
TL;DR: How consumers pick up the use of mobile services is studied by comparing the results from two studies of the Finnish consumer market for mobile services to describe the determinants of service adoption and the patterns of adoption that can observe.
Abstract: The adoption patterns for mobile services are a key challenge for research in mobile technology applications. The early mobile commerce hype was based on search for "killer applications", i.e. mobile services which would launch the field and ensure rapid and profitable growth of mobile technology applications. We have studied how consumers pick up the use of mobile services by comparing the results from two studies of the Finnish consumer market for mobile services. We have tried to describe, what are the determinants of service adoption and the patterns of adoption that we can observe. The approach is straightforward: first we work through a theoretical background of the adoption of innovations, and then we search for explanations for the patterns of adoption. In conclusion, we will assess some steps in the future adoption of mobile services.

Journal ArticleDOI
TL;DR: The paper suggests the concept of rhythms of interaction as a method of characterizing the alternation in intensity of communication through and with mobile technologies and the intricate relationships between physical and virtual contexts of work.

Proceedings ArticleDOI
01 Jan 2005
TL;DR: This work presents current and emerging wireless technologies and developments in pervasive and mobile technologies that are vital for implementation of WBAN-based monitors and m-Health system integration and emphasizes the problem of reliable system operation with extremely low power consumption and discontinuous connectivity, which are typical for ambulatory monitoring.
Abstract: m-Health integrates mobile computing, medical sensor, and communications technologies for mobile health-care applications. Wireless body area networks (WBANs) of intelligent sensors represent an emerging technology for system integration with great potentials for unobtrusive ambulatory health monitoring during extended periods of time. However, system designers will have to resolve a number of issues, such as severe limitations of sensor weight and size necessary to improve user's compliance, sensor resource constraints, intermittent availability of uplink connectivity, reliability of transmission, security, and interoperability of different platforms. We present current and emerging wireless technologies and developments in pervasive and mobile technologies that are vital for implementation of WBAN-based monitors and m-Health system integration. We emphasize the problem of reliable system operation with extremely low power consumption and discontinuous connectivity, which are typical for ambulatory monitoring

Journal ArticleDOI
TL;DR: This article considers audio networking as a mechanism for introducing data packets into ongoing mobile phone calls, covering how to transfer data to nearby smart phones as well as usability and security issues.
Abstract: In this article, we'll review various modulation schemes we've worked with previously, covering how to transfer data to nearby smart phones as well as usability and security issues. We'll consider audio networking as a mechanism for introducing data packets into ongoing mobile phone calls. We'll also discuss some real-world problems reported with telephone conferencing and apply audio-networking techniques to them in a case study application.

Journal ArticleDOI
TL;DR: The need to identify possible barriers students could face in using mobile technologies was identified and the students perceptions of the importance of being able to access learning resources in the community were assessed.
Abstract: Objectives: This article describes a project which explored the potential for mobile technologies to give health students in the community access to learning resources. The purpose included the need to identify possible barriers students could face in using mobile technologies. Another focus was to assess the students perceptions of the importance of being able to access learning resources in the community. Methods: This 1-year project used two main approaches for data collection. A review of the literature on mobile technologies in the health context was conducted. This was used in a systematic way to identify key issues and trends. The literature review was used to inform the design and production of a questionnaire. This was distributed to and completed by a group of community health students at Northumbria University, UK. The questionnaire was piloted and there was a 100% completion rate with 49 returned forms. Results: The literature review indicated that most mobile technology applications were occurring in the US. At the time of the review the most prevalent mobile technologies were PDAs, laptops, WAP phones and portable radios with use being concentrated around doctors in the acute sector. A range of advantages and disadvantages to the technology were discovered. Mobile technologies were mainly being used for clinical rather than learning applications. The students showed a low level of awareness of the technology but placed great importance to accessing learning resources from the community. Conclusions: Significant development and changes are taking place in mobile technologies. Since the data collection for this work was completed in 2004 podcasting and videocasting have become significant in mobile learning for health professionals. Librarians will need to address the relevance and implications of m-learning for their practice. Care and consideration needs to be given on the time and resources librarians allocate for the necessary development work around mobile technologies. Collaboration and partnership working will be most effective approach for librarians wishing to integrate their services with m-learning technologies.

Journal ArticleDOI
TL;DR: A new theoretical perspective is put forward to enable managers to better understand the states of technology diffusion in the context of digital mobile phones by conducting non-parametric and parametric survival analysis of an interdependent event model.
Abstract: The convergence of the Internet, electronic commerce, and wireless technology has created the basis for the rapid global diffusion of mobile commerce. We believe that one approach to understand mobile commerce diffusion is to study the diffusion of digital mobile devices required in mobile commerce activities. Although prior research in technology diffusion has identified a set of variables that affect the entire diffusion process, our knowledge about the factors that dominate at different states of a diffusion process is still incomplete. This research puts forward a new theoretical perspective to enable managers to better understand the states of technology diffusion in the context of digital mobile phones. Our empirical methods involve a coupled-hazard analysis of an interdependent event model to test the effects of country characteristics, the digital and the analog mobile phone industry characteristics, and the regulatory policies on various states of digital mobile phone diffusion across countries. We conduct non-parametric and parametric survival analysis of the model. The results illustrate a broader set of factors that drive the diffusion speed from the early to the partial diffusion state than from the introduction to the early diffusion state.

Patent
17 Jan 2005
TL;DR: In this article, the authors present methods, systems, and computer-readable media for mobile device messaging, which comprises collecting from an originating system information including content data to be sent to the mobile device.
Abstract: Embodiments of the present invention relate to methods, systems, and computer-readable media for mobile device messaging. Mobile device messaging comprises collecting from an originating system information including content data to be sent to the mobile device. One or more short messages are generating for encapsulating the content data. The one or more short messages are formatted to be readable by a web service and the content data is formatted to be readable by the mobile device. The one or more short messages are sent to the web service for delivery to the mobile device.

Proceedings ArticleDOI
29 Mar 2005
TL;DR: LAMP3D is used to provide tourists with a 3D visualization of the environment they are exploring, synchronized with the physical world through the use of GPS data; tourists can easily obtain information on the objects they see in the real world by directly selecting them in the VRML world.
Abstract: In this paper, we present LAMP3D, a system for the location-aware presentation of VRML content on mobile devices. We explore the application of LAMP3D in tourist mobile guides: the system is used to provide tourists with a 3D visualization of the environment they are exploring, synchronized with the physical world through the use of GPS data; tourists can easily obtain information on the objects they see in the real world by directly selecting them in the VRML world. We discuss the design and development of the system and report about the feedback obtained from the informal user testing we carried out.

Proceedings ArticleDOI
19 Sep 2005
TL;DR: The experience of designing a collaborative learning activity for a traditional historical/cultural museum, based on a "Mystery in the Museum" story, involves collaboration of small groups of students through mobile handheld devices.
Abstract: In this paper, we describe the experience of designing a collaborative learning activity for a traditional historical/cultural museum. The activity, based on a "Mystery in the Museum" story, involves collaboration of small groups of students through mobile handheld devices. An application has been built that permits authoring of such activities, while a usability evaluation study was performed that revealed some of the limitations of the design. The reported findings can be of use to those interested in following similar approaches in cultural and educational settings, and draw conclusions of general interest relating to interaction and collaboration through mobile technology.