WAP-G: A Case Study in Mobile Entertainment.
Markus HagleitnerThomas A. MückPublished in: HICSS (2002)
Keyphrases
- mobile phone
- mobile users
- mobile games
- mobile internet
- mobile devices
- mobile learning
- case study
- smart phones
- m learning
- mobile applications
- mobile environments
- context aware
- smart objects
- mobile technologies
- video games
- computing environments
- test bed
- internet access
- data mining
- user behavior
- location based services
- sensor networks
- website
- mobile computing
- mobile networks
- artificial intelligence
- mobile communication
- real world
- intelligent mobile
- real time