**2. Physical mobile ınteraction**

#### **2.1. Related work**

The explanations below, which are related to the physical mobile interaction and the techni‐ ques as well as supporting technologies for the realization of physical mobile interaction, are outlined based on the explanations of the studies about the physical mobile interaction in the literature. The literature review revealed that studies about the advantages of physical mobile interaction – realized especially by mobile RFID - are limited. This limitation pro‐ vides an opportunity for the execution of this study.

Various points concerned with physical mobile interaction, have been discussed until now. Reference [2] develops a framework called Physical Mobile Interaction Framework (PMIF) and shows an example of the implementation of mobile interaction with the PMIF. Refer‐ ence [6] describes a generic architecture that supports mobile interaction, discusses techni‐ ques for physical mobile interaction and their integration in their architecture. Reference [7] presents an experimental comparison of four physical mobile interaction techniques: touch‐ ing, pointing, scanning and user-mediated object interaction. It describes the advantages and disadvantages of these techniques based on the executed comparisons. Context-specific preferences for the techniques are also described. These preferences help application design‐ ers and developers to decide the integration technique. Based on a user-study, techniques pointing, touching and direct input for mobile interaction are evaluated in the study of ref‐ erence [1]. In the study of reference [8] the techniques of pointing, scanning and touching are described. Furthermore, several use-cases concerning the techniques are illustrated. In the study, the touching technique is examined closer, and it is described how it can be realiz‐ ed via RFID or NFC (Near Field Communication). Reference [9] investigates user percep‐ tions on mobile interaction with visual and RFID tags and potential usability risks that are due to the limited or erroneous understanding of the interaction technique. Reference [10] presents an analysis, implementation and evaluation of the physical mobile interaction tech‐ niques of touching, pointing and scanning. Reference [11] describes a conceptual system that enables the usage of physical posters as gateways to mobile services and a generic architec‐ ture for such a system. The services are related to advertisements and information presented on the posters. In the study, two scenarios are described to illustrate the usage of the devel‐ oped system. Furthermore, places where posters can be found and behavior of people at stops where posters are observable are analyzed. Additionally, expectations of potential users in mobile and context-aware services are described. In order to prove the developed concept, a prototype is also illustrated. Reference [12] investigates mobile interaction with tagged, everyday objects and associated information that is based on the Internet of Things and its technologies. The study focuses on the implementation, design and usability of phys‐ ical mobile interactions and applications.

#### **2.2. Definition**

technologies to realize physical mobile interaction. In section 3, mobile RFID is defined. Af‐ terwards commercial applications in the relevant literature are categorized, in order to de‐ fine the possible B2C applications enabled by mobile RFID. In section 4, commercial advantages gained by application of mobile RFID are illustrated. Section 5 concludes the

The explanations below, which are related to the physical mobile interaction and the techni‐ ques as well as supporting technologies for the realization of physical mobile interaction, are outlined based on the explanations of the studies about the physical mobile interaction in the literature. The literature review revealed that studies about the advantages of physical mobile interaction – realized especially by mobile RFID - are limited. This limitation pro‐

Various points concerned with physical mobile interaction, have been discussed until now. Reference [2] develops a framework called Physical Mobile Interaction Framework (PMIF) and shows an example of the implementation of mobile interaction with the PMIF. Refer‐ ence [6] describes a generic architecture that supports mobile interaction, discusses techni‐ ques for physical mobile interaction and their integration in their architecture. Reference [7] presents an experimental comparison of four physical mobile interaction techniques: touch‐ ing, pointing, scanning and user-mediated object interaction. It describes the advantages and disadvantages of these techniques based on the executed comparisons. Context-specific preferences for the techniques are also described. These preferences help application design‐ ers and developers to decide the integration technique. Based on a user-study, techniques pointing, touching and direct input for mobile interaction are evaluated in the study of ref‐ erence [1]. In the study of reference [8] the techniques of pointing, scanning and touching are described. Furthermore, several use-cases concerning the techniques are illustrated. In the study, the touching technique is examined closer, and it is described how it can be realiz‐ ed via RFID or NFC (Near Field Communication). Reference [9] investigates user percep‐ tions on mobile interaction with visual and RFID tags and potential usability risks that are due to the limited or erroneous understanding of the interaction technique. Reference [10] presents an analysis, implementation and evaluation of the physical mobile interaction tech‐ niques of touching, pointing and scanning. Reference [11] describes a conceptual system that enables the usage of physical posters as gateways to mobile services and a generic architec‐ ture for such a system. The services are related to advertisements and information presented on the posters. In the study, two scenarios are described to illustrate the usage of the devel‐ oped system. Furthermore, places where posters can be found and behavior of people at stops where posters are observable are analyzed. Additionally, expectations of potential users in mobile and context-aware services are described. In order to prove the developed concept, a prototype is also illustrated. Reference [12] investigates mobile interaction with

study.

**2.1. Related work**

**2. Physical mobile ınteraction**

246 Radio Frequency Identification from System to Applications

vides an opportunity for the execution of this study.

"Physical mobile interaction (PMI) describes such interaction styles in which the user inter‐ acts with a mobile device (e.g. smart phone, PDA) and the mobile device interacts with ob‐ jects in the real world [7]." PMI enables mobile devices to interact physically with smart objects (tagged objects) and consequently with associated information as well as services [7], [12]. Smart objects can be things, people or locations. Figure 1 visualizes how the physical mobile interaction functions.

**Figure 1.** Physical Mobile Interaction [2]

#### **2.3. Techniques for physical mobile ınteraction**

Touching, pointing, scanning and user-mediated object interaction are the techniques that are commonly used for the physical mobile interaction [7], [8]. Based on the following deter‐ mining factors, application designers and developers select the most appropriate technique to integrate into their applications [7], [10]:


**Pointing:** By means of this technique, user can select or control a smart object by pointing at it with the mobile device [7]. Users of camera-equipped mobile devices point onto visu‐ al markers (e.g. QR-Codes (Quick-Response Codes)) on physical objects. In order to access the stored information on markers, visual markers are interpreted by recognition algo‐ rithms [13].

**Figure 2.** QR-Code vs. linear code [15]

**Figure 3.** Examples of 2D barcodes [16]

tives for preferring them for mobile applications.

dio waves. Main components of a RFID system are:

Among barcodes, 2D barcodes are commonly used for mobile applications. QR-Codes were developed by the Japanese Company Denso Wave Corporation in 1994. It is faster than oth‐ er 2D codes, because it contains three square position patterns that are used for position de‐ tection. These patterns are also used to detect the size, the angle and the outer shape of the symbol. When a reader scans a symbol, it first detects these patterns. Once they have been detected, the inside code can be read rapidly by the scanner. Decoding speed of QR-Codes is 20 times faster than that of other 2D codes [15]. These advantages of QR-Codes are the mo‐

Commercial Utilization of Mobile RFID http://dx.doi.org/10.5772/53480 249

In order to use barcodes for physical mobile interaction, mobile devices have to be equipped with cameras and image recognition algorithms. Using cameras of mobile devices and ap‐ plying image recognition algorithms, barcodes – thereby products – are identified [3].

**RFID:** RFID is an Auto-ID technology that enables to identify tagged items by means of ra‐

Figure 3 includes some examples of 2D codes.

**Scanning:** According to this technique, mobile device scans the environment for nearby ob‐ jects. Scanning can be triggered by a user, or the environment is scanned permanently by a mobile device. As a result of scanning, nearby smart objects are listed [7]. User is then free to choose the object with which he wants to connect. After the establishment of the connection, direct input from the user is required [8].

**Touching:** By means of this technique, user touches a smart object with a mobile device or brings them close together (e.g. 0 to 10 cm) [7], [8]. RFID and NFC are the common technolo‐ gies for touching interaction [10]. Reference [14] is one of the first to present a prototype for touching interaction via RFID. The prototype uses RFID tags and a RFID reader connected to a tablet computer. It enables an interaction with augmented books, documents and busi‐ ness cards, in order to access links to the corresponding services like ordering a book or picking up an e-mail address [7], [10]. This interaction type is relevant for this study. In this context, it is discussed below how this technique is realized.

**User-mediated object interaction:** By means of this technique the user types in informa‐ tion provided by the object to establish a link between the object and the mobile device. As user is responsible for the establishment of the link, no special technology is needed for linking. Portable museum guides are good examples for the application of this techni‐ que. A visitor using portable museum guide has to type in a number to get information about a desired exhibit or a URL printed on an advertisement poster to get access to the corresponding services [7].

#### **2.4. Supporting technologies for physical mobile ınteraction**

Typical technologies that support physical mobile interactions are RFID, NFC and 2D Barco‐ des [15], [16].

**2D barcodes and QR-codes:** A traditional linear (1D/1-dimensional) code contains data in one direction only. 2D barcode is a graphical image that stores information both horizontal‐ ly and vertically. That is why it can represent more data per unit area than a linear code. Additionally, it can encode several types of data such as symbols, control codes, binary data and multimedia data [15].

**Figure 2.** QR-Code vs. linear code [15]

**•** service related to the object,

**•** preferences of the user.

rithms [13].

**•** capabilities of the mobile device,

248 Radio Frequency Identification from System to Applications

direct input from the user is required [8].

corresponding services [7].

and multimedia data [15].

des [15], [16].

context, it is discussed below how this technique is realized.

**2.4. Supporting technologies for physical mobile ınteraction**

**Pointing:** By means of this technique, user can select or control a smart object by pointing at it with the mobile device [7]. Users of camera-equipped mobile devices point onto visu‐ al markers (e.g. QR-Codes (Quick-Response Codes)) on physical objects. In order to access the stored information on markers, visual markers are interpreted by recognition algo‐

**Scanning:** According to this technique, mobile device scans the environment for nearby ob‐ jects. Scanning can be triggered by a user, or the environment is scanned permanently by a mobile device. As a result of scanning, nearby smart objects are listed [7]. User is then free to choose the object with which he wants to connect. After the establishment of the connection,

**Touching:** By means of this technique, user touches a smart object with a mobile device or brings them close together (e.g. 0 to 10 cm) [7], [8]. RFID and NFC are the common technolo‐ gies for touching interaction [10]. Reference [14] is one of the first to present a prototype for touching interaction via RFID. The prototype uses RFID tags and a RFID reader connected to a tablet computer. It enables an interaction with augmented books, documents and busi‐ ness cards, in order to access links to the corresponding services like ordering a book or picking up an e-mail address [7], [10]. This interaction type is relevant for this study. In this

**User-mediated object interaction:** By means of this technique the user types in informa‐ tion provided by the object to establish a link between the object and the mobile device. As user is responsible for the establishment of the link, no special technology is needed for linking. Portable museum guides are good examples for the application of this techni‐ que. A visitor using portable museum guide has to type in a number to get information about a desired exhibit or a URL printed on an advertisement poster to get access to the

Typical technologies that support physical mobile interactions are RFID, NFC and 2D Barco‐

**2D barcodes and QR-codes:** A traditional linear (1D/1-dimensional) code contains data in one direction only. 2D barcode is a graphical image that stores information both horizontal‐ ly and vertically. That is why it can represent more data per unit area than a linear code. Additionally, it can encode several types of data such as symbols, control codes, binary data Figure 3 includes some examples of 2D codes.

**Figure 3.** Examples of 2D barcodes [16]

Among barcodes, 2D barcodes are commonly used for mobile applications. QR-Codes were developed by the Japanese Company Denso Wave Corporation in 1994. It is faster than oth‐ er 2D codes, because it contains three square position patterns that are used for position de‐ tection. These patterns are also used to detect the size, the angle and the outer shape of the symbol. When a reader scans a symbol, it first detects these patterns. Once they have been detected, the inside code can be read rapidly by the scanner. Decoding speed of QR-Codes is 20 times faster than that of other 2D codes [15]. These advantages of QR-Codes are the mo‐ tives for preferring them for mobile applications.

In order to use barcodes for physical mobile interaction, mobile devices have to be equipped with cameras and image recognition algorithms. Using cameras of mobile devices and ap‐ plying image recognition algorithms, barcodes – thereby products – are identified [3].

**RFID:** RFID is an Auto-ID technology that enables to identify tagged items by means of ra‐ dio waves. Main components of a RFID system are:

**•** *Tag (Transponder):* It consists of an antenna and a microchip. Microchip stores data about the tagged item. Antenna transmits the data about the tagged item to the reader by means of radio waves [17].

**3. Mobile RFID**

phone with a RFID reader [10].

tion back to the phone's RFID tag [22].

object) close to each other.

card.

ServiCE Interaction)1

Internet of Things [24].

A mobile RFID system works as follows [8], [23]:

**•** Displaying the decoded info on mobile device.

Two main ways exist to integrate RFID with a mobile phone, which is a commonly used mo‐ bile device for physical mobile interaction: a mobile phone with RFID tags and a mobile

Commercial Utilization of Mobile RFID http://dx.doi.org/10.5772/53480 251

A mobile phone with a RFID tag is a mobile device that includes a RFID chip with some identification information programmed on it. Besides a cell phone antenna used for connec‐ tion to the network operator, the phone contains a RF antenna for communication with RFID readers. When RF tag equipped phone and reader are within an appropriate range for interaction, the tag information is sent to the reader, and the reader can write some informa‐

A mobile phone with a RFID reader is a mobile device that includes a RFID reader. This reader collects data from fixed or mobile RFID tags. The phone also includes an antenna. The phone should have an appropriate reader software for reading and writing tags [22]. The rest of this study focuses on mobile devices that are integrated with RFID readers.

**•** User brings the mobile device equipped with a reader and the object with a tag (smart

**•** Reader software in the mobile device activates and decodes tag info, which can be a list of services (e.g. getting more information via an online user manual, changing the state of a smart object such as playing music from the smart phone on your home stereo by simply placing the phone on top of the home stereo) offered by smart object, e-mail address, tele‐ phone number, web address, preformatted short message, short text, electronic business

Below an artificial scenario, that was developed in the context of PERCI-project (PERvasive

scenario supports mobile ticketing and payment services. Two posters are used in the sce‐ nario that are associated with Web services for mobile ticketing. The first poster allows users to purchase movie tickets for appropriate options like movie title, cinema name, number of tickets and preferred timeslots. The second poster enables to ticket purchases for a public transportation system and offers options like station to start the journey, destination, num‐ ber of passengers, duration of journey to suggest appropriate tickets. Each option on the posters has a NFC tag and a visual marker. Tags and markers contain or reference the infor‐ mation that the option represents (e.g. name of a cinema) [1], [12]. On the posters action and

1 PERCI-project is a project of the collaboration between University of Munich and NTT DoCoMo Euro-Labs [1] and is funded by the latter. The goal of the project is to investigate and develop new methods for mobile interactions with the

, is illustrated, in order to highlight how mobile RFID functions. The

**3.1. Definition**


**NFC:** This technology can be seen as an evolution of RFID technology [15]. It is a combina‐ tion of RFID and interconnection technologies [21]. NFC is compatible with RFID. Both of them use the same working standards and radio frequencies for communication [15]. The differences between these technologies can be listed as follows:


NFC has two basic elements: Initiator (called reader in RFID) and target (called tag in RFID). Initiator begins and controls the information exchange. Target responds to the requirements of the initiator. Two modes of operation exist for NFC: active and passive. In the active oper‐ ation, initiator and target generate their own field of radio frequency to transmit data. In the passive operation, only one of these devices generates the radio frequency field. The other device is used to load modulation for data transfer [21].
