Search results for "Mobiili"

showing 10 items of 259 documents

Enabling Sociability When Using Virtual Reality Applications : A Design Science Research Approach

2019

Immersive virtual reality applications aim at providing an all-encompassing spatial experience where a user can feel like being in another world or dimension. The systems are inherently designed for individual use as the devices disconnect the user from the physical environment. However, the applications are seldom used alone. Specifically, when used for sales and marketing, the user often needs help from other people but also benefits from social interaction as a part of the experience. Design research methodology is applied to three iterative development versions of a virtual-reality application. The focus of the evaluation of the artifacts is in the social use emphasizing three sociabili…

4112 ForestryCustomer experienceEngineeringdigital servicespalvelutbusiness.industrydesign scienceeducationpäätöksentekoDesign scienceVirtual realitydigitalizationvirtuaalitodellisuusasiakkaattäydennetty todellisuusHuman–computer interactionmobiilipalvelutdecision analyticsDesign science research512 Business and Managementkäyttäjäkokemusbusinessdigitalisaatiolisätty todellisuus
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Lisätty todellisuus vähittäiskaupan markkinointiviestinnässä

2017

Lisätty todellisuus eli AR (englanniksi augmented reality) lisää todellisuuteen virtuaalisen elementin. Vähittäiskaupan markkinointiviestinnässä lisättyä todellisuutta on käytetty useiden vuosien ajan vahvistamaan brändikokemusta. Lisätty todellisuus mahdollistaa mukaansatempaavan markkinoinnin ja lisää asiakkaiden uskollisuutta. Lisättyä todellisuutta voi hyödyntää neljän paradigman kautta, jotka ovat aktiiviset painotuotteet ja pakkaukset, virtuaalipeilit, virtuaali-ikkunat ja paikannusta käyttävät AR-sovellukset. Lisätyn todellisuuden sisältö, käyttäjät, kohdeyleisö, sivulliset ja taustatekijät ovat viisi asiaa, joiden pohjalta suunnitellaan optimaalinen AR-kampanja. Esimerkiksi vaatteid…

AR-selainAR-browsermobiilisovelluksetohjelmistokehysmarketing communicationsoftware frameworklisätty todellisuusmarkkinointiviestintäaugmented reality
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Automatisoitu GUI-testaus mobiiliapplikaatioissa

2017

Mobiiliapplikaatioiden määrä on kasvanut viime vuosina paljon, joten niiden laadunvalvonta on tärkeää. Tässä tutkielmassa etsitään automatisoidusta GUI-testauksesta piirteitä, jotka auttaisivat mobiilitestausta kohtaamaan alan kasvavat vaatimukset. Lupaavimpia ratkaisuja tarjoavat testityökalut, jotka yhdistävät erilaisia testaustapoja tai toimivat useilla alustoilla. The number of mobile applications has grown much over the past years, making quality control for apps important. In this thesis traits that help mobile testing face the growing demands of the industry are looked for from automated GUI testing. The test tools that seem most promising combine different ways of testing or work on…

AndroidGUI-testausmobiilitestausautomatisointi
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Mobiiliopetuksen käyttömahdollisuuksia : oppilaiden omien mobiililaitteiden käyttö peruskoulun alakoulun opetuksessa

2015

Muutaman viime vuoden aikana mobiililaitteiden käyttö kouluissa on yleistynyt. Tämä on osittain aiheuttanut ristiriitaista keskustelua laitteiden käytöstä opetuksessa. Osa opettajista on ottanut mobiililaitteet opetuskäyttöön innokkaasti. Mobiiliopetuksen mahdollisuuksia ei kuitenkaan ole vielä kovin paljon tutkittu. Tällä tutkimuksella oli tarkoitus selvittää, mitä mahdollisuuksia oppilaiden omat mobiililaitteet tarjoavat opetukseen. Aineiston analyysissa pyrittiin etsimään tietoa siitä, miten ongelma-perustaisen opetuksen menetelmä ja pelillisyys vaikuttavat opetus- ja oppimisprosessissa, kun opiskelumenetelmänä käytetään mobiilioppimista ja oppilaiden omia mobiililaitteita. Tutkimus teht…

Bring Your Own Deviceongelmalähtöinen oppiminenoppiminenBYODfuture schoolBring Your Own Technologypelillisyysopetusverkko-oppiminenoppimispelitmobile learningpelillistäminenmobiililaitteetmobiilioppiminenBYOTPBLongelmaperustainen oppiminengamificationm-learningmobiiliopetus
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Physical Activity Tracker Application in Promoting Physical Activity Behavior among Older Adults : A 24-month Follow-Up Study

2022

Objectives To investigate whether and how PA tracker application use supports PA behavior among older adults during the first 24 months of use. Methods: The changes in PA levels (i.e., time spent in different PA intensities) and between PA categories (i.e., low, moderate, or high based on total PA) were examined between three different time points: before taking the application into use (t0), after 12 months of use (t1), and after 24 months of use (t2). The data was collected by using the International Physical Activity Questionnaire modified for the elderly (IPAQ-E). Results: A statistically significant increase was observed in walking (χ2 (2) = 29.741, p < .001), moderate PA (χ2 (2) =…

Community and Home Carehyvinvointiteknologiaphysical activityfollow-up studymobile applicationphysical activity tracker applicationmobiilipalvelutIPAQ-Edigital wellness technologyseurantatutkimusGeriatrics and GerontologyGerontologyolder adultsfyysinen aktiivisuusikääntyneet
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Consumers’ acceptance of information and communications technology in tourism: A review

2017

The review provides a conceptual framework on e-tourism research.Research on e-tourism is grouped into three classifications.Research on these three groups are uneven.Synthesis of theories, theories and frameworks provided. The impact of information and communications technology (ICT) in tourism (e-tourism) has altered the ways tourism services are accessed and consumed. Ubiquitous and highly innovative ICTs provide different channels for consumers to use tourism services; thus, studies on e-tourism are numerous and fragmented. Different factors account for how consumers embrace these channels. The purpose of this study is to review studies on consumers acceptance or adoption of e-tourism i…

Computer Networks and Communications05 social sciencessosiaalinen mediae-tourismmobile technologyConceptual frameworkmatkailuOrder (exchange)Information and Communications TechnologyICTmobiilipalvelut0502 economics and businessSimilarity (psychology)verkkosivustot050211 marketingRelevance (information retrieval)Mobile technologySocial mediaBusinessElectrical and Electronic EngineeringMarketing050212 sport leisure & tourismTourismTelematics and Informatics
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Adaptive Service Offloading for Revenue Maximization in Mobile Edge Computing With Delay-Constraint

2019

Mobile Edge Computing (MEC) is an important and effective platform to offload the computational services of modern mobile applications, and has gained tremendous attention from various research communities. For delay and resource constrained mobile devices, the important issues include: 1) minimization of the service latency; 2) optimal revenue maximization; 3) high quality-of-service (QoS) requirement to offload the computational service offloading. To address the above issues, an adaptive service offloading scheme is designed to provide the maximum revenue and service utilization to MEC. Unlike most of the existing works, we consider both the delay-tolerant and delay-constraint services i…

Computer Networks and CommunicationsComputer scienceCloud computing02 engineering and technologypilvipalvelutmobiililaitteet0203 mechanical engineeringServer0202 electrical engineering electronic engineering information engineeringRevenueesitysanalyysiperformance analysisEdge computingta113suorituskykyMobile edge computingbusiness.industry020206 networking & telecommunications020302 automobile design & engineeringComputer Science Applicationsadaptive service offloadingHardware and ArchitectureSignal Processingmobile edge computingrevenue maximizationbusinessMobile deviceInformation SystemsComputer networkIEEE Internet of Things Journal
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Digital communication environments in the workplace

2019

Digital communication environments consist of various kinds of communication technologies and collaboration platforms. These enable employees to communicate through text, audio, video, and graphics, often in an open and networked way. Complementing the popular stand-alone communication tools regularly used in workplaces, such as email and instant messaging, digital communication environments enable the sharing, editing, and storing of information publicly within the organization and sometimes externally among its stakeholders. This chapter reviews and analyzes digital communication environments as well as their affordances and constraints for communication and social interaction in the work…

Computer scienceRelational communicationsosiaalinen mediaSocial relationviestintätekniikkaVariety (cybernetics)World Wide WebInterpersonal tiesmobiililaitteetEffective teamInstant messagingGraphicsAffordancedigitalisaatioviestintä
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Harnessing User Values to Understand Value Co-Creation and Co-Destruction in Augmented Reality Mobile Games

2021

This paper explores the phenomena of value co- creation and co-destruction in augmented reality (AR) mobile games. More specifically, we aim to achieve an in-depth understanding of value co-creation and co- destruction occurring in Pokémon GO and the user values underlying these occurrences. Service-dominant (S-D) logic provides our study with a lens for understanding users as active co-creators, co- destroyers, and determinants of value. Further, the means-end theory establishes users’ personal values and goals as the basis for service value determination. We uncover key values highlighted in users’ positive and negative gaming experiences through a qualitative content analysis of 43 in-de…

Computer sciencearvonluontiladdering interviewsaugmented reality mobile gamesvalue co-creationvalue co-destructionPokémon Go (peli)Human–computer interactionpelaajatCo-creationpeliteollisuusAugmented realitylisätty todellisuusValue (mathematics)mobiilipelitkäyttäjätutkimusProceedings of the Annual Hawaii International Conference on System Sciences
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Evaluation of Ensemble Machine Learning Methods in Mobile Threat Detection

2017

The rapid growing trend of mobile devices continues to soar causing massive increase in cyber security threats. Most pervasive threats include ransom-ware, banking malware, premium SMS fraud. The solitary hackers use tailored techniques to avoid detection by the traditional antivirus. The emerging need is to detect these threats by any flow-based network solution. Therefore, we propose and evaluate a network based model which uses ensemble Machine Learning (ML) methods in order to identify the mobile threats, by analyzing the network flows of the malware communication. The ensemble ML methods not only protect over-fitting of the model but also cope with the issues related to the changing be…

Computer scienceintrusion detection0211 other engineering and technologiesDecision tree02 engineering and technologycomputer.software_genreComputer securitymobiililaitteet0202 electrical engineering electronic engineering information engineeringsupervised machine learningSoarAndroid (operating system)tietoturvata113021110 strategic defence & security studiesta213business.industrymobile threatsensemble methods020206 networking & telecommunicationsFlow networkEnsemble learninganomaly detectionmachine learningkoneoppiminenMalwareThe InternetbusinesscomputerMobile device
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