Search results for "COMMUNICATION"
showing 10 items of 9338 documents
Tapology: A Game-Based Platform to Facilitate E-Health and E-Inclusion
2014
Published version of a chapter in the book: Universal Access in Human-Computer Interaction. Aging and Assistive Environments. Also available from the publisher at: http://dx.doi.org/10.1007/978-3-319-07446-7_36 We have developed a tablet computer game app for low vision users that can be used to introduce a platform for gaming, internet and visual rehabilitation to older users who have not had prior experience with information communication technology (ICT). Our target user group is people diagnosed with Age Related Macular Degeneration (AMD). The primary goal of the app is to present a fun and engaging means for participants to engage with Information Communication Technology (ICT). A long…
Estereotipos asociados al cuerpo humano: análisis de aplicaciones móviles usadas en la educación físico-deportiva
2022
Institutions and educators are massively and uncritically integrating digital curricular materials in their teaching praxis. This article aims to uncover whether health and fitness APP images convey or legitimize stereotypes linked to bodies, focusing on gender, race, somatotype and physical activity practice. We also analyse whether these apps are adequate for the recommended age or whether they are designed by physical education professionals. For that purpose, we designed a descriptive, comparative study based on content analysis on a sample of 373 images from 128 apps selected through a PRISMA review and a pilot test. Our results report that bodies reproduce a series of stereotypes: of …
Pokémon GO 2016: Exploring Situational Contexts of Critical Incidents in Augmented Reality
2016
Pokémon GO, an augmented reality mobile game, captured the attention of millions of people around the world in July 2016. Various sources from around the globe have reported both positive and negative incidents and outcomes related to the game. Some of the incidents have been particularly remarkable for the player, i.e., critical incidents. A critical incident is a single experience, which a person perceives or remembers as unusually positive or negative. Critical incidents typically are highly influential for human behaviour, and thus, important to study. Playing augmented reality games can take place in varying situational contexts. Situational context includes information that can be use…
How Do Mobile ICTs Enable Organizational Fluidity : Toward a Theoretical Framework
2017
The focus of this theoretical paper is to investigate how mobile information and communication technologies (ICTs) give rise to the notion of organizational fluidity. Drawing upon previous literature, five affordances of mobile ICTs − mobility, connectedness, interoperability, identifiability, and personalization − are discussed. Delving into the concept of organizational fluidity, the paper captures three dimensions of organizational fluidity, namely, team fluidity, task fluidity, and control fluidity. The paper then develops propositions on how different combinations of the mobile ICT affordances influence each of the dimensions of organizational fluidity. The contributions and implicatio…
Personal correlates of problematic types of social media and mobile phone use in emerging adults
2019
We investigated the occurrence of selected types of problematic social media and mobile phone use in emerging adults, specifically social media and mobile phone overuse, phubbing, creeping, and catfishing. Contemporaneous relations with age, gender, and Big Five personality traits were examined. The participants comprised 459 Slovenian emerging adults, aged 18 to 29 years (68% female). The results suggest that problematic behaviors associated with social media and mobile phone use, with the exception of catfishing, are relatively common among young people. The examined behaviors were negatively related to age, and overuse of mobile phones, social media, and creeping were more prevalent in f…
Mobilities and the network of personal technologies: Refining the understanding of mobility structure
2017
Our ambition here is to refine the various typologies that compose the mobility structure. We aim to complement the work done by Urry and investigate the role played in the structure of mobility by what we call the “network of personal technologies”. Our new model consists of four different levels: macro-mobilities, micro-mobilities, media mobility and disembodied mobilities. By “macro-mobilities,” we refer to the actions which imply consistent physical displacement, such as travels, tours and commuting. By “micro-mobilities,” we mean small-scale displacements, including bodily movements and emotions. With moving media, we refer both to the new mobility provided by the smartphone to the tra…
An Exact Solution for the Level-Crossing Rate and the Average Duration of Fades of the Envelope of Sum-of-Cisoids Processes
2012
Authors version of an article published in the journal: Procedia Technology. Also available from the publisher at: http://dx.doi.org/10.1016/j.protcy.2012.03.004 Sum-of-cisoids (SOC) processes provide a physically and numerically appealing framework for the modelling and simulation of a wide class of mobile radio channels. This paper is concerned with the problem of finding a general solution for the level-crossing rate (LCR) and the average duration of fades (ADF) of the envelope of SOC processes. Exact expressions are derived for the LCR and the ADF by taking into account that the inphase component, the quadrature component, and the time derivatives of the inphase and quadrature component…
The New Media and Heterotopic Technologies in the Philippines
2008
Information overload is perhaps the most common frustration of our age. It strikes everyone: young and old, educated and uneducated, rich and poor, first world and third world. Human communication has taken on the qualities of the supernatural. Indeed it has surpassed it! Zeus could only rely on Mercury’s speed to convey his commands; presently electronic messages zip around the globe and the universe at the speed of light. No wonder that new communication technologies often evoke notions of the supernatural. This paper deals with some of the unexpected effects of the new communication technologies, in particular for mobile phones. While the mobile has become the icon of connectedness, it a…
Les modalités iconiques dans le discours médié par ordinateur: du neuf dans l'interaction?
2018
Graphic modalities (emoticons, emoji, GIF…) are often presented as one of the distinctive features of computer-mediated interaction. In what may be the first reference book on computer-mediated communication (also known as CMC), American linguist Susan C. Herring goes as far as calling them a “unique feature” of digital interaction (Herring 1996, 3). Since then, many linguists have tempered this view and shown that graphic modalities are by no means specific to CMC. However, they remain one of its salient features. Are they, then, to be considered as an evolution or a revolution in interaction? The real question is indeed what they bring to computer-mediated communication, and their status …
Non-Linear Inductor Models Comparison for Switched-Mode Power Supplies Applications
2022
The use of non-linear power inductors, intended as devices exploited up to a current at which the inductance is halved, is of great interest in switched-mode power supplies (SMPSs). Indeed, it allows the use of lighter and cheaper inductors improving the power density. On the other hand, the analysis of SMPSs equipped with non-linear inductors requires appropriate modeling of the inductor reproducing the inductance versus current. This paper compares two main analytical models proposed in the literature: the former is based on a polynomial, and the latter exploits the arctangent function to reproduce the non-linearity of the inductance. Performance is compared by considering the effort of r…