Review for partner’s proposal
08 Nov 2011 Leave a Comment
Review for : http://aliyasir1.wordpress.com/proposal/
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Comments |
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X | In text references should be in APA format (authors’ surname, year)
A title of the proposal should be added, like the topic of your research study
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X | There is clear statement on the purpose of first shitty draft, the introduction to the topic seems to be found after the statement of the title.
In the actual proposal, maybe the introduction to the research topic in the beginning? |
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X | Restatement of the research objective and the target group for serving | |||||
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X | I found an almost correct one (Werner Nelem : 2008). There is some numbered references, I didn’t find the resource from the reference list. | |||||
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X | The reference list should appear with the information of authors, year, title, journal name page etc..not just a hyperlink to where you found them | |||||
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X | For me it is totally ok, I just don’t dare to list a 5 since my own English in Grammer and mechanics is not really good | |||||
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X | There are indicating text such as first of all, to conclude etc. | |||||
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X | The parts are divided under the title but the connections among the parts are not very smooth, | |||||
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X | I understand your topic and why you are interested. Maybe more sufficient background information will draw more interests? | |||||
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X | The context is ok, format it then it’s good | |||||
| TOTAL = 32 | Add’l comments:
For the first shitty draft it is ok. But this doesn’t look like a real proposal; it is really like a draft. Maybe it should be started directly with the introduction to the topic, and background information. And the conference list and journal list are not needed. And the formatting of references is an important part in making it as an actual research proposal. Another important part is missing, that is the literature review/what has already been done/your annotated bibliography. |
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Statement of purpose of writing draft proposal and lookback
31 Oct 2011 Leave a Comment
- Statement of purpose
1) The purpose of this piece of writing – how will it help you? how will it help the reader? how will it differ from other sections of your overall project;
This piece of writing is aiming at introduce the topic of the research study, create the general background of the study, illustrate both my motivation and the practical impact (to where it contributes) of the study, figure out clearly what has already been done in similar topics and have an initial plan of the methodology.
It will help me as the writer in such a way that I can gain a clearer image of my own topic and have a track that I can follow in the future works.
It will help the readers to get to know what I am planning to do, why I am motivated in doing this and how I am going to proceed. And they will also get some background information about the topic for example what it is, what are already done etc.
This piece of writing is the planning stage of the whole project. Other sections are created based on the plan. They are either extended for example the literature review section and the methodology description section. Or they are illustrating the process of carrying out the plan, like the data collection and analysis sections. Or they are presenting the results of executing the plan for example the resulting sections.
- 2) Your goals for this paper – what do you hope to/will you accomplish by the end of this paper?
Have a clearer and further understanding of the topic.
Gain a clear plan of carrying out the project, if it will be a whole complete project.
Get to know how possibly I can carry out the plan
Know where to go next.
- 3) Your target audience – who is this prepared for? Who do you hope will read this? How will you tailor your writing for this audience?
My target audiences for this stage are professionals in IT field, more specifically in Mobile Technology and some other audiences who are interested in such field.
I hope Mobile Technology professionals and people from mobile business side will read this.
I will generally write the paper without introducing some terms like what is computer supported collaboration system etc, but still I will talk shortly what is Mixed-reality and augmented reality.
Lookback
- 1) The purpose of this piece of writing – how will it help you? how will it help the reader? how will it differ from other sections of your overall project;
- The background information of the topic is clearly constructed. The motivation for the research study was clearly stated. The study of what has been done went well (well means that there are few researches done in mobile mixed-reality collaboration application, however there are plenty researches done in computer supported collaboration application and mobile mixed-reality games). I created a clear image of the topic for myself. And I know clearly what is the next step. This proposal helped the reader in getting to know the topic, why I am interested and why it seems it is worthy of study.
- 2) Your goals for this paper – what do you hope to/will you accomplish by the end of this paper?
- I gained a clear and further understanding of the topic. I created clear image how I can actually carry out this research study and where to go next.
- 3) Your target audience – who is this prepared for? Who do you hope will read this? How will you tailor your writing for this audience?
- The reader was a MoteBu student. The tailored piece of information on explaining what is mixed-reality was really necessary. The reader knows about computer supported collaborations, but was not very sure about the concept of mixed-reality.
Draft of research proposal
31 Oct 2011 Leave a Comment
1. Question, Why, Serving purpose
How to apply mixed-reality to enhance collaboration experiences in mobile applications?
There are studies about computer supported collaboration applying mixed- reality interfaces since late 90s which can be found in academic research paper databases. At same time, mixed-reality mobile games are under research. The early researches on computer supported collaboration indicate that by mixed-reality can enhance users’ collaboration experiences. And according to the researches on mixed-reality mobile games, mixed-reality as a concept in mobile application development, is worthy of further study. Nowadays, mobile phones, especially smart phones are integrated into the same network as computers. Why we don’t consider about mobile supported collaboration with the concept of mixed-reality.
If the question is answered, it can provide a general view on mixed-reality collaboration on mobile terminals. It also can provide new business segments for mobile software business. And for me as a student, it can create the foundation for further studies in the further.
2. 5 assumptions
I think computer supported collaboration is widely used and by applying the concept of mixed-reality, the users’ experiences can be enhanced.
I think there are certain principles in applying mixed-reality into the design/implementation of computer supported collaborations.
I think there are certain special issues we need to consider when applying mixed-reality in mobile terminals, both from the mobile itself and the network.
The context in capturing in mobile terminals that are going to be used in the ambiguous interface is more or less different from the one we pay attention in computer supported ones.
The context in mobile terminals is more complex than in computers since the environment a mobile terminal can be in is more flexible.
–>
What are the special technical issues that needed paying attention when immigrating mixed-reality collaboration systems from computers to mobile terminals?
What is the special context for mobile terminals and how do they change?
What are the good points on computer supported mixed-reality collaboration systems and what are the weak ones?
How do we maintain the good ones and improve the weak one on the mobile terminals?
3. What have been done?
Virtual Reality has become an efficient medium for computer supported collaborative work. In immersive virtual reality, users are separated from the real world and their daily traditional tools. Mixed-Reality as the overlaying of virtual objects from the real world allows users to see each other and the real world at the same time as the virtual images. It can be done via the high communication bandwidth between users and intuitive manipulation of the virtual information.
Billinghurst and Kato review mixed-reality techniques for developing computer supported collaborative work interfaces and summarize the experiences they have gained from developing different collaborative mixed reality interfaces. And also, they describe the use of computer vision techniques for accurate mixed reality registration. (Billinghurst & Kato, 1999)
Bruns introduced an approach which with the concept of using a unified human-machine interface to mix distributed real and virtual worlds connect logical to physical phenomena. By this approach, it is allowed that the extension of ubiquitous computing and image oriented mixed reality to ubiquitous physical action. Distributed collaborations between two or more locations and environments can benefit from this technology. The relations to control-theory and modeling are also illustrated. (Bruns, 2005)
There are technical challenges related to tracking in developing augmented reality applications for mobile devices. There are two traditional approaches mentioned. One is to rely on computer vision which provides very accurate tracking. However, this approach can be brittle and it limits the generality of application. The other is to rely on sensor-based tracking which enables widespread use. But the tracking performance of such approach is generally poor. Wither, Tsai and Azuma introduce a new approach named Indirect AR (augmented reality). They present and evaluate it. The new approach enables perfect alignment of virtual content in massive amount of application scenarios. Previously captured panoramic image is used to replace the live camera view to improve quality of the tracking while maintaining similar overall experience. There are some limitations of this technique but it is related to the use of panoramas. They also resulted in the indication that the users prefer Indirect AR over traditional AR in most conditions by conducting user studies. And by the same study, they realize that when conditions degrade to the point the experience changes, Indirect AR can still be useful in many cases. (Wither, Tsai & Azuma, 2011)
As the hardware and software for mobile computing are getting advanced, the boosting for the new breed of mobile augmented reality systems and applications has met its chance. Augmented ubiquitous computing has resulted from the convergence of wearable computing, wireless networking, and mobile augmented reality interfaces. Papagiannakis, Singh and Magnenat-Thalmann study different mobile and wireless technologies and how they compact augmented reality and put them into different categories. (Papagiannakis, Singh & Magnenat-Thalmann, 2008)
4. Methedology
Literature review can be efficient. One aspect is to study the computer supported mixed-reality collaboration systems, find the design/implementation approaches/principles. The other aspect is to study mixed-reality on mobile terminals, find the special issues both technical and context.
Case study can also be efficient, even though the only available cases are from computer supported side. However, by study the cases, the good and weak points of computer supported mixed-reality collaboration systems can be found. The points can be used as reference materials for the mixed-reality collaboration systems on mobile terminals.
And categorization is necessary. Categorize the approaches and principles for computer supported mixed-reality collaboration systems. And also integrate/categorize the special issues found for mobile terminals.
Then based on the categories and reference materials from the case study, an possible approach for design/develop mobile support mixed-reality collaboration systems can be found.
Annotated Bibligraphy
31 Oct 2011 Leave a Comment
Mark Billinghurst, Hirokazu Kato(1999). Collaborative Mixed Reality. Berlin, Proceeding, the First International Symposium on Mixed Reality. Mixed Reality – Merging Real and Virtual Worlds, Pages 261-284.
Virtual Reality has become an efficient medium for computer supported collaborative work. In immersive virtual reality, users are separated from the real world and their daily traditional tools. Mixed-Reality as the overlaying of virtual objects from the real world allows users to see each other and the real world at the same time as the virtual images. It can be done via the high communication bandwidth between users and intuitive manipulation of the virtual information. In this paper, the authors review mixed-reality techniques for developing computer supported collaborative work interfaces and summarize the experiences they have gained from developing different collaborative mixed reality interfaces. And also, they describe the use of computer vision techniques for accurate mixed reality registration.
W.Bruns( 2005). Hyper-bonds – distributed collaboration in mixed reality. Annual Review in Control, Volume 29, Issue 1 , Pages 117-123
The authors introduced the concept of using a unified human-machine interface to mix distributed real and virtual worlds, connect logical to physical phenomena. By this approach, it is allowed that the extension of ubiquitous computing and image oriented mixed reality to ubiquitous physical action. Distributed collaborations between two or more locations and environments can benefit from this technology. They also illustrated the relations to control-theory and modeling.
George Papagiannakis, Gurminder Singh, Nadia Magnenat-Thalmann(2008). A survey of mobile and wireless technologies for augmented reality systems. Computer Animation and Virtual Worlds, 19: 3–22. doi: 10.1002/cav.221
As the hardware and software for mobile computing are getting advanced, the boosting for the new breed of mobile augmented reality systems and applications has met its chance. Augmented ubiquitous computing has resulted from the convergence of wearable computing, wireless networking, and mobile augmented reality interfaces. The authors study different mobile and wireless technologies and how they compact augmented reality and put them into different categories.
Jason Wither, Yun-Ta Tsai, Ronald Azuma (2011). Mobile Augmented Reality: Indirect augmented reality. Computers and Graphics, Volume 35 Issue 4.
There are technical challenges related to tracking in developing augmented reality applications for mobile devices. There are two traditional approaches mentioned. One is to rely on computer vision which provides very accurate tracking. However, this approach can be brittle and it limits the generality of application. The other is to rely on sensor-based tracking which enables widespread use. But the tracking performance of such approach is generally poor. The Authors introduce a new approach named Indirect AR (augmented reality). They present and evaluate it. The new approach enables perfect alignment of virtual content in massive amount of application scenarios. Previously captured panoramic image is used to replace the live camera view to improve quality of the tracking while maintaining similar overall experience. There are some limitations of this technique but it is related to the use of panoramas. They also resulted in the indication that the users prefer Indirect AR over traditional AR in most conditions by conducting user studies. And by the same study, they realize that when conditions degrade to the point the experience changes, Indirect AR can still be useful in many cases.
Announcement of changing the “date”
31 Oct 2011 Leave a Comment
Today, I officially announce that I failed in dating with the guy named: ” what are the designing strategies in designing addictive mobile applications”
I am really really really sorry to my blog roll group members, and Marlen, and who are following my blogs.
The guys looks good and interesting but it is too difficult to find reliable academic information on the topic. The information are located in separate islands, one is in human behavior (how people behave when they are in certain conditions) the other is software development methodology itself. And I was trying to find out if the developers used/can use some designing strategies to distract people from their real physical environment such as from classes, meetings etc.
As a student who just started the reasearch career, to integrate the information from the separated island is too difficult for now. So I started dating with a new one since last week. It went quit well. So i switch to this one. I will upload the annotated bibligraphy(first reading) and the first draft of proposal writing(last week’s proposal).
Then I will upload the first shitty draft of the proposal (this week’s) later today when I finnish reviewing it together with Chi.
Reflection
25 Oct 2011 Leave a Comment
My topic is what are the strategies in designing addictive mobile applications. the idea comes from the awareness of people getting distracted from their real world , physical. I assume there are certain strategies, but the d. But it is not easy to find reliable peer-reviewed paper as a document review. This kind of strategy consists of two parts, one is related to human behavior the other is related to mobile application development itself. And the important point is to balance of human behavior and the development. The data can be collected via paper review, in-depth interview and maybe some real business case studies. in analysising data, categorizing is the method. what i need to know more ? fIND MORE RELAIABLE LITERITURE SOURCES AND REVIEW THEM. aND FOR THE DATA ANALYSIS METHOD, MORE PREC AND JOURNEL ARITICLES THT I CAN UPLAOD. Find more reliable literature source and review them.
tHE MOST DIFFICULT PART IS TO FIND RELIABLE LITERATURE THAT COMBINES BEHAVIOR AND MOBILE APPLICATION DEVELOPMENT. (THOSE RELIABLE ONES FOUND FOUND ARE STILL IN SPEPARET ISLADND. aND THE OTHER DIFFICULT POINT IS TO SUMMARIZE THE ARTICLES, AND DRAG INFORMATION THAT I CAN USE.
DID WELL?
i FOUND THE TOPIC FROM REAL LIFE. i TRY TO EXPLORE IT AS A COMBINED SCIENCED OF HUMAN BEHAVIOR AND MOBILE APPLICATION DEVELOPMENT.
practice 25 Oct
25 Oct 2011 Leave a Comment
Sowden pointed out that appropriate methodology is replaced by cultural appropriacy as the key concern in English classes. It is under discussion that if it is legitimate or desirable to train non-native speakers to imitate the behaviors in work of native speakers. The attention on plagiarism among multilingual students has increased, Sowden explains “In particular, there has been debate about the role of the students’ own culture in explaining the phenomenon, and it is this relationship which I wish to explore in this paper. ” In doing this, he distincts two things which not always go together, between the plagiarism of ideas and the plagiarism of language. The focus is on the issue of copyright and authenticity. (Sowden, 2005)
Reference
Sowden, C (2005). Plagiarism and the culture of multilingual students in higher education abroad. ELT Journal Volume 59/3
Beginning draft on research proposal
25 Oct 2011 Leave a Comment
Question, why, serving purpose
what are the designing strategies in designing mobile applications?
As it is noticed, mobile devices are distracting people from their real-world physical surroundings frequently, for example, it is quit common that we just grasp our mobiles playing games, chatting, surfing social network sites while attending lectures. So it is very possible that there are certain strategies that the developers use leading the applications to be more addictive. As a user being frequently distracted and at the same time a student in MoteBu, I am really curious about if there are strategies and if there are what are they.
If the question is answered, it will mainly serve to mobile application industry for example, the strategies can be applied on purpose in mobile application development. In addition, it could help us as users to face the addictiveness in a more proper way.
5 assumptions
I think that we are getting trapped in mobile applications too much for certain reasons
I think that there are strategies that the developer/designer can use to increase the attractiveness for the mobile applications.
I think that one aspect of the strategies can relate to human behaviors.
I think that the other aspect of the strategies is about the application itself.
I think that the most important point in the strategies is combining human behavior and the application and balance them.
–>
Is there any strategies that developers/designers use to result in more addictive mobile applications?
If there are, then what are they?
Why users get so addictive in mobile applications?
How human behave in certain situations? ( the situations they get distracted from the real-world like in lectures, in meeting even just when they are walking etc)
How the applications can be improved in a way that it matches with they human behaviors in certain situations.
How to apply the “science of behaviors” to the application developments and balance them.
What has been done?
Methodology
Review the existing peer-reviewed articles/papers on mobile application design/development process(maybe mainly focus on the designing phases) , aiming at finding what aspects are needed taking into considerations and exploring the user-oriented methods in designing.
Observe people who get distracted by mobile applications from their physical real-world, for example classmates who grasp their mobiles during lectures and people play mobile games/surfing social network sites when they are walking, shopping etc. And carry out indepth interview with these people (because indepth interview is with open-ended questions, it allows me to deeply explore the responder’s feeling and perspectives on the subject. And the results are with rich background information, so that more precise questions can be developed based on them.) In addition, if it is possible, find some real cases from literature.
In analyzing the collected data from interviews, document reviews, case observations should be organized into major themes, categories. The strategy that can be used in analyzing the data is constant-comparison. Data collection and analysis suggestions are learnt from:
http://edis.ifas.ufl.edu/fy393
http://www.nova.edu/ssss/QR/QR4-1/dye.html
Conferences
International conference on mobile business
(this is the 10th conference’s information, the next conference’s official page is not found)
PerCom 2012
3rd International Conference on Mobile Communication for Development
(the pages that looks like an official page doesn’t work, so this one provides the information)
Annotated Bibliography
17 Oct 2011 1 Comment
Steve Benford, Andy Crabtree, Stuart Reeves, Jennifer Sheridan, Alan Dix, Martin Flintham, Adam Drozd. The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences. New York: Proceeding, 2006
The authors studies how designers generate excitement and dramatic tension by implicating bystander and encouraging the crossing of normal boundaries of behavior and summarize how designers deal with associated risks. They distinguish audiences from bystanders by extending an existing framework for designing spectator interfaces with the concept of performance. The conclude that using ambiguity to blur the frame can be a powerful design tactic, empowering planers to willingly suspend disbelief as long as a safety-net ensures they don’t stray into genuine difficulty. The research study is helpful to understand what is the design strategy for mobile applications.
Paul M.Aoki, Allison Woodruff. Making space for stories: ambiguity in design of personal communication systems. New York: Proceeding, 2005.
Aoki and woodruff discuss two design cases of personal communication system, one based on fieldwork of commercial system and another based on an unrealized design concept. The pervasive personal communication technologies are double-edged. It offer the potential for important social benefits for individual users, but at the same time the potential for significant social difficulties and costs. The illustrated cases indicate how user behavior concerning some particular situations can be influenced b technological issues that result in interactional ambiguity. And they highlight the need to balance the utility of ambiguity against the utility of usability and communicative clarity. The research provide concrete information that can reflex to designing strategy in a more piratical behavioral point of view.
William W. Gaver, Jacob Beaver, Steve Benford. Ambiguity as a resource for design. New york: Proceeding, 2003
The authors consider ambiguity is a resource for design that can be used to encourage close personal engagement with systems. Examples are used to illustrate their understanding of ambiguity from contemporary arts and design practice. Three broad classes of ambiguity are distinguished according to the uncertainty in interpretative relationship linking person and the artifact including, Ambiguity of information finds its source in the artifact itself, ambiguity of context in the sociocultural discourse that are used to interpret it and ambiguity of relations in the interpretative and evaluative stance o f the individual. The authors also describe tactics for each of the three categories.
Stuart Reeves, Steve Benford, Claire O’Malley, Mike Fraser. Designing the spectator experience. New York: Proceeding 2005
The authors take the challenge on how should spectators experiences a performer’s interaction with a computer. Public interfaces are classified according to the hidden, reveal and amplified point of a performer’s manipulation of an interface and their resulting effects. They uncovered four design strategies: secretive ( manipulations and effects are largely hidden), expressive ( they tend to be revealed enabling the spectator to fully appreciate the performer’s interaction). Magical ( effects are revealed but the manipulations are hidden) and suspenseful ( manipulations are apparent but effects are only revealed as the spectator takes their turn).