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…

mobile HCIE-healthVDP::Technology: 500::Information and communication technology: 550::Computer technology: 551MultimediaProcess (engineering)Computer sciencebusiness.industrySuiteUniversal designmedia_common.quotation_subjectCognitionVDP::Medical disciplines: 700::Health sciences: 800computer.software_genrePerceptual learningHuman–computer interactionInformation and Communications Technologyaccessible designPerceptionco-designThe InternetE-inclusionbusinesscomputergamesmedia_common
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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 …

mobile appsstereotypesComputer Networks and Communicationsbody imageimage interpretationdigital competenceestereotiposComputer Science ApplicationsEducationaplicaciones móvilesTelèfon mòbilinterpretación de imágenes:PEDAGOGÍA [UNESCO]UNESCO::PEDAGOGÍAimagen corporalInformation Systemscompetencia digital docente
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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…

mobile gamingvuorovaikutusInternet privacyGlobeinteraction050801 communication & media studiesContext (language use)Sample (statistics)critical incidentsMetaversepaikkacontexts0508 media and communicationssituational contextplace0502 economics and businessmedicineSituational ethicslisätty todellisuusSocialityta113Pokemon GObusiness.industry05 social sciencessosiaalisuussocialityexergamingObject (philosophy)mobile gameaugmented realitymedicine.anatomical_structurereasons050211 marketingAugmented realitybusinessPsychologySocial psychologyJournal of Virtual Worlds Research
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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…

mobile informationorganizational fluiditymobilizationcommunication technologieswork-processes
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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…

mobile phone overuseSocial Psychologycreepingbusiness.industryCommunicationmedia_common.quotation_subjectInternet privacysosiaalinen mediapersoonallisuusHuman-Computer InteractionMobile phonepersonalityMobile phone overusePersonalityphubbingSocial mediacatfishingPsychologybusinessmatkapuhelimetmedia_commonsocial media overuse
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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…

mobile phonemobility structureMobilitiesComputer Networks and Communications05 social sciences0507 social and economic geographyta5142050801 communication & media studiesmedia mobilitiesSocial order0508 media and communicationsmacro or micro mobilitiesHuman–computer interactionMobile phoneta5141Sociologyta518Electrical and Electronic Engineering050703 geographydisembodied mobilitiesTelematics and Informatics
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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…

mobile radio channelsVDP::Mathematics and natural science: 400::Information and communication science: 420::Communication and distributed systems: 423Average durationlevel-crossing rateLevel crossingsum-of-cisoidsRayleigh fadingFading distributionExact solutions in general relativityGeographysum-of-sinusoidsVDP::Technology: 500::Information and communication technology: 550::Telecommunication: 552Rice fadingElectronic engineeringaverage duration of fadesGeneral Earth and Planetary SciencesStatistical physicsComputer Science::Information Theoryfading channel simulatorsGeneral Environmental ScienceRayleigh fadingEnvelope (waves)Mobile radio channelProcedia Technology
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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…

mobilesheterotopiasupernatural communicationposthuman subjects
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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 …

modalités iconiques[SHS.INFO]Humanities and Social Sciences/Library and information sciencesémoticôneCommunication médiée par ordinateurdigital interactionemoticonsemoji[SHS.LANGUE] Humanities and Social Sciences/Linguistics[SHS.INFO] Humanities and Social Sciences/Library and information sciencesinteraction digitaleComputer-mediated communicationCommunication médiée par ordinateur CMO[ SHS.LANGUE ] Humanities and Social Sciences/Linguistics[ SHS.INFO ] Humanities and Social Sciences/Library and information sciences[SHS.LANGUE]Humanities and Social Sciences/LinguisticsgifEmojis
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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…

modellingswitched mode power supplynon-linear magnetics; saturable core; inductor; modelling; switched mode power supply; power densitynon-linear magneticsComputer Networks and CommunicationsHardware and ArchitectureControl and Systems Engineeringsaturable coreSignal Processingpower densityElectrical and Electronic EngineeringInductorSettore ING-INF/01 - Elettronica
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