Search results for "Mobiili"
showing 10 items of 259 documents
Using Sport and Wellness Technology to Promote Physical Activity: An Intervention Study among Teenagers
2019
Life-long physical activity patterns are established during teenage years. Thus, promoting physical activity for teenagers is important. Sport and wellness technology shows promise for promoting physical activity. Yet, its research with teenage populations is sparse. This intervention study focused on whether using a sport and wellness technology application could affect the physical activity intention of teenagers, its antecedents, and the antecedents’ effects on intention by using the theory of planned behavior combined with the concept of self-efficacy as a theoretical framework. The results showed no statistically significant difference between the intervention and the control group in …
Demographic Differences in the Effectiveness of a Physical Activity Application to Promote Physical Activity: Study Among Aged People
2021
The global population is ageing and simultaneously the life expectancy at older ages is improving. To support healthy and active aging, it is imperative to find solutions to support physical activity (PA) in older age. Digital wellness technologies are a potential solution, but in order for such technologies to be successful, research is needed to gain a better understanding on their use and effectiveness among aged people. To address this need, this study investigated the effectiveness of a physical activity application to promote PA behavior among aged people of different demographics (gender, age, education, marital status). PA levels were measured before taking the application into use …
A mobile game as a support tool for children with severe difficulties in reading and spelling
2020
We used a randomized controlled trial to investigate if a mobile game, GraphoLearn (GL), could effectively support the learning of first graders (N = 70), who have severe difficulties in reading and spelling. We studied the effects of two versions of the game: GL Reading, which focused on training letter-sound correspondence and word reading; and GL Spelling, which included additional training in phonological skills and spelling. During the spring of first grade, the children trained with tablet computers which they could carry with them during the six-week intervention. The average exposure time to training was 5 hr 44 min. The results revealed no differences in the development of reading …
The Actual Adoption and Use of Mobile Apps : The Case of a Higher Education Context
2020
Mobile applications have gained wide acceptance in several sectors, including eCommerce and education. In higher education, mobile apps are being used not only for mobile learning but also for creating smart campus environments in which physical campuses are augmented with digital services. Mobile apps for smart campus initiatives usually have several features that students and educators are expected to adopt and use. However, although prior studies have investigated the adoption of mobile apps, most of such studies are on the user's intention to use or continue using mobile apps, leaving gaps in our understanding of how actual use occurs. Drawing on a case study of a mobile app for a smart…
Protection against reverse engineering in ARM
2020
With the advent of the mobile industry, we face new security challenges. ARM architecture is deployed in most mobile phones, homeland security, IoT, autonomous cars and other industries, providing a hypervisor API (via virtualization extension technology). To research the applicability of this virtualization technology for security in this platform is an interesting endeavor. The hypervisor API is an addition available for some ARMv7-a and is available with any ARMv8-a processor. Some ARM platforms also offer TrustZone, which is a separate exception level designed for trusted computing. However, TrustZone may not be available to engineers as some vendors lock it. We present a method of appl…
The effectiveness and applicability of different lifestyle interventions for enhancing wellbeing : the study design for a randomized controlled trial…
2014
Background: Obesity and stress are among the most common lifestyle-related health problems. Most of the current disease prevention and management models are not satisfactorily cost-effective and hardly reach those who need them the most. Therefore, novel evidence-based controlled interventions are necessary to evaluate models for prevention and treatment based on self-management. This randomized controlled trial examines the effectiveness, applicability, and acceptability of different lifestyle interventions with individuals having symptoms of metabolic syndrome and psychological distress. The offered interventions are based on cognitive behavioral approaches, and are designed for enhancing…
Reducing Stress and Enhancing Academic Buoyancy among Adolescents Using a Brief Web-based Program Based on Acceptance and Commitment Therapy : A Rand…
2018
Acceptance and commitment therapy programs have rarely been used as preventive tools for alleviating stress and enhancing coping skills among adolescents. This randomized controlled trial examined the efficacy of a novel Finnish web- and mobile-delivered five-week intervention program called Youth COMPASS among a general sample of ninth-grade adolescents (n= 249, 49% females). The intervention group showed a small but significant decrease in overall stress (between-group Cohen’s d = 0.22) and an increase in academic buoyancy (d= 0.27). Academic skills did not influence the intervention gains, but the intervention gains were largest among high-stressed participants. The results suggest that …
Naturalistic study on the usage of smartphone applications among Finnish drivers
2018
We present results from a naturalistic study that tracked how Finnish drivers use their smartphones while on the move. We monitored 30 heavy in-car smartphone users in Finland during June–September 2016, recording the times that they used their phones, the application used at the time of touch (calls excluded), the location and driving speed. Touches per time unit were used as a proxy for estimating visual-manual distraction due to visual-manual tasks. Our data set allows the determining of whether drivers use their phones differently on varying road types (highway, main road, local rural road, urban road). We found that the road type has an effect on phone use but the effect is contrary to…
Needs and preferences of women with prior severe preeclampsia regarding app-based cardiovascular health promotion
2022
Abstract Background Women with prior severe preeclampsia are at an increased risk for cardiovascular diseases later in life compared to women who had a normotensive pregnancy. The objective of this study was to assess their needs and preferences regarding app-based cardiovascular health promotion. Methods Patients (n = 35) of the Follow-Up PreEClampsia Outpatient Clinic (FUPEC), Erasmus MC, the Netherlands, participated in an anonymous online survey. The main outcomes under study were women’s needs for health behavior promotion, and their preferences with respect to intervention delivery. Descriptive statistics were used to evaluate needs, and thematic analysis was used to analyze preferenc…
Marketing communication strategy of Finnish and Japanese mobile game developers and publishers
2017
Both the marketing communication strategy of mobile game industry and the industry itself have been drastically evolving in the past years since the development of computation, data transfer and communication technology on mobile devices. Marketing communication has been considered a significant part in marketing strategy, but the marketing communication strategy, activity and channels were not well investigated so far. In this study, 9 SMEs Finnish and Japanese mobile game developers and publishers provided their experience on how they built up marketing communication strategy for their targeting markets, which marketing communication channels they have used and how they chose the channels…