Mobile Applications Research Group

Center for Human-Computer Interaction

Department of Computer Science

Virginia Polytechnic Institute and State University

 

 

The Center for Human-Computer Interaction (CHCI) in the Department of Computer Science at Virginia Tech has been involved with diverse basic and applied projects in areas such as multimedia information systems, visualization of scientific data and processes, electronic conferencing, instructional technology, computer-supported cooperative work, community computing, user interface design, and usability evaluation methods and tools. As mobile devices and their networking become affordable, reliable, and engrained into everyday lives, CHCI has taken an initiative to layout a creative research trajectory in this field. Following is a brief overview (listing of project and abstract) of ongoing research related to mobile and wireless technologies at CHCI. Most projects are administered by graduate students, either as a Master’s Thesis or PhD Dissertation.

 

1. Mobile Collaborative Virtual Environments

Most collaborative virtual environments are confined to the desktop and thus preclude collaboration while users are on the move. Mobile accessibility for collaborative environments renders them ubiquitous—they can be used anywhere and at any time. A working prototype has been developed to port an existing desktop-based online virtual environment to handheld devices. The prototype illustrates a generic, extensible and platform-independent architecture for translating a desktop-based collaborative environment into a mobile system.

 

Publications

MOOsburg++: Moving Towards a Wireless Virtual Community” (2002), Proceedings of the International Conference on Wireless Networks.

MobileTrade: A Distributed Wireless Application for Trading Stocks” (2001), ACM Southeast Conference. 

 

2. Ubiquitous Interaction between Multiple Devices

To support the ideals of ubiquitous and calm computing we must find ways to collectively bring current computing devices together in a way that will support our daily activities and provide a user interface that integrates multiple computing devices into useful tools. For example, when a team gathers in a meeting room, each participant should be able to carry or access their own data on a personal device. They should be able to use those devices to share that data with the rest of the team, merge it with information from others, display it on public displays in the room, and collectively produce a result from those parts. Such multiple-device systems provide the many design challenges for human-computer interaction. A wide variety of interaction techniques, from using PDAs as simple remote controls to fully synchronous collaborative applications as well as dividing functionality between devices, could be developed to support the combination of these devices in the face-to-face meeting room setting. We are actively working to understand those tradeoffs to guide the design of multiple-device interactions.

 

Publications

Supporting the Collaborative Meeting Place” (2002), Proceedings of CHI.

Methods Supporting Usability Evaluation of the Collaborative Meeting Place” (2001), Workshop on Evaluation Methodologies for Ubiquitous Computing.

 

3. Location-based Alerting Service

With Global Positioning System (GPS) technology becoming more common, context-sensitive and location-based services (LBS) are being realized. Consider a scenario where a user forgets to collect his laundry, but uses his handheld device (e.g. cellular phone) to active an alerting service that will notify him the next time he passes by the Laundromat. This technology and infrastructure is being explored, and a user study being executed on the prototype to establish the usefulness of such a system.

 

Publications

An Analysis of Location Models for MOOsburg” (2001), Workshop on Location Modeling for Ubiquitous Computing.

 

4. Mobile Assistive Technologies

Disabled students, such as the visually impaired, require tools to help them keep up with lectures and presentations (methods for automatically getting the necessary files, offering enhanced audio, etc). Such applications require special attention to the usability engineering techniques that are employed to evaluate the software. A trajectory for this research is being developed to explore usability issues for PDAs with limited display and input capabilities.

 

5. Mobile Education

Research has compellingly established the importance of learning communities. At the same time, mobility, flexibility and instant access of handheld devices add considerable freedom for people to collaborate anywhere, anytime. However, not enough research has been done in integrating the two concepts; for example, trying to coordinate the use of desktop computers and handheld devices in a cross-platform collaborative manner. Mobile Education or M-Education is a new paradigm in collaboration where people from desktops interact with peers in the field using handheld devices. An example is an ongoing project called “Save Our Streams”, where collaborators monitoring stream health require interaction capabilities with their counterparts in offices and homes through handhelds.

 

Publications

M-Education: Bridging the Gap of Mobile and Desktop Computing” (2002), IEEE International Workshop on Wireless and Mobile Technologies in Education.

 

6. Mobilizing Community Networks

Community networks are created to facilitate the development and management of information and activity in a proximate community. Porting community networks on different form factors, like handheld devices, will afford additional channels of accessibility and opportunities for collaboration. Mobile community networks afford place-based interactions while users are on the move. They also facilitate local community growth and build social capital. Mobile community networks will eventually coordinate actions of groups in geographic space and supplement social arenas.

 

Publications

Mobilizing Community Networks” (2003), Conference on Home Oriented Informatics and Telematics.

 

7. Handheld Technologies in Education

Traditionally, computer supported collaborative learning (CSCL) has focused on using desktop computers to support and facilitate group processes and group dynamics in ways that are not achievable by face-to-face interaction. By allowing the use of handheld technology by students in classrooms, both students and teachers can take advantage of the many affordances that together are unique to handheld computing: mobility, individuality, affordability, and location sensitivity. Leading researchers in this field are using handheld technology in education, especially in K-12 classrooms and location-based learning settings. Delegating handheld technologies at a post-secondary educational level (universities) is a worthy area of exploration. Software requirements will dictate new applications to be developed for the changing needs of students in different subject domains.

 

 

Contacts
Umer Farooq (PhD Candidate, ufarooq@vt.edu)
Craig Ganoe (PhD Candidate, ganoe@vt.edu)
John M. Carroll (Professor, carroll@cs.vt.edu)

 

Last updated: April 02, 2003