Search results for "Mobiili"

showing 10 items of 259 documents

A Smartphone App to Promote Healthy Weight Gain, Diet, and Physical Activity During Pregnancy (HealthyMoms): Protocol for a Randomized Controlled Tri…

2019

BACKGROUND: Excessive gestational weight gain is common and associated with adverse outcomes both in the short and long term. Although traditional lifestyle-based interventions have shown to mitigate excess gestational weight gain, little is known about whether mobile Health (mHealth) apps can promote healthy weight gain, diet, and physical activity during pregnancy. OBJECTIVE: The primary aim of the HealthyMoms trial is to determine the effectiveness of a smartphone app (HealthyMoms) for mitigating excess gestational weight gain during pregnancy. Secondary aims are to determine the effectiveness of the app on dietary habits, physical activity, body fatness, and glycemia during pregnancy. M…

Original Papermobile phoneNutrition and DieteticsexercisekuntoliikuntaraskaussmartphonepainonhallintatelelääketiedeNäringsläragestational weight gainmobiilisovelluksettelemedicinepregnancyteleterveydenhuoltodietJMIR Research Protocols
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Go Cashless! Mobile Payment Apps Acceptance in Developing Countries: The Jordanian Context Perspective

2022

Despite the expanding global usage of mobile phones in money transactions, the adoption of mobile payment systems in Jordan remains slow. This study employed the technology acceptance model (TAM) to identify the factors with a potential impact on mobile payment systems acceptance. The impact of perceived privacy (PP) and the mediating function of perceived certainty (PC) on the behavioral intention (BI) of mobile payment systems among Jordanian ministries were examined. Data obtained from 270 respondents were analyzed using partial least-squares structural equation modeling (PLS-SEM). The empirical findings show a positive link between perceived usefulness (PU) and PC on the BI of mobile pa…

PLS-SEMmobiilimaksaminendigital payment; cashless; mobile payment; mediation analysis; technology acceptance; perceived certainty; PLS-SEM; TAMRenewable Energy Sustainability and the EnvironmentGeography Planning and Developmentteknologinen kehitysBuilding and ConstructionhyväksyttävyysManagement Monitoring Policy and Lawmobile paymentdigital paymentTAMkehittyvät markkinattechnology acceptanceperceived certaintymediation analysiskäyttöönottocashlessSustainability
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Effects of PSD2 on security architecture of mobile banking : a review of literature

2017

This thesis aims to find out the changes that the Payment Service Directive (PSD2) will bring to the security architecture of mobile banking. PSD2 will create a situation where security mechanisms are separated from the actual banking application. Payment service providers must provide their Application Programming Interface for third party developers to give them access to authentication of payment transactions. PSD2 requires payments service providers to offer strong customer authentication with separate authentication mechanism from the banking application. This thesis found that academic literature about the security architecture of mobile banking does not provide a model where a separa…

Payment Service DirectivejärjestelmäarkkitehtuuriMobile bankingtietoturva-arkkitehtuuriverkkomaksaminenSecurity architecturePSD2mobiilipankitKirjallisuuskatsaussalausvarmenteetdirektiivitmobiilisovelluksetsovelluskehyksettietoturvakyberturvallisuusmaksupalvelutmaksupalveludirektiivi
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When value co-creation turns to co-destruction: Users' experiences of augmented reality mobile games

2018

Service-dominant logic (SDL) provides a well-established lens for understanding services as value co-creation processes. However, also value co-destruction can occur in service processes, but the literature on value co-destruction remains scattered and more studies are called for. We address this research gap with a classification of users’ subjective reasoning for value co-destructive experiences while playing the augmented reality (AR) mobile game Pokémon GO. We conduct laddering interviews with Pokémon GO players to uncover their value co-destruction experiences. Employing clustering analysis, we investigate users’ reasoning for value co-destruction experiences, and argue that value co-d…

Pokémon GOtäydennetty todellisuusarvonluontiservice-dominant logiclisätty todellisuusvalue co-creationvalue co-destructionmobiilipelit
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Understanding Augmented Reality Game Players : Value Co-destruction Process in Pokémon Go

2017

We conceptualize the mobile game Pokémon Go as a service provider aiming to offer customers value propositions over an augmented reality (AR) platform, where players engage in co-creating value, such as fun, social unity and health. However, playing Pokémon Go can also ensue to value co-destruction through critical service interactions involving e.g. increased mobile costs, trespassing, accidents or assaults. Such could ensue to negative value outcomes, such as frustration, humiliation or unsafety. In order to prevent critical service interactions, it is significant to gain an understanding of value codestruction, which currently remains an unclear concept with a call for empirical studies.…

Pokémon Gopalvelutvaluetäydennetty todellisuuslisätty todellisuusverkkopelitco-creationmobiilipelit
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Usage and Dose Response of a Mobile Acceptance and Commitment Therapy App: Secondary Analysis of the Intervention Arm of a Randomized Controlled Trial

2016

Background: Mobile phone apps offer a promising medium to deliver psychological interventions. A mobile app based on Acceptance and Commitment Therapy (ACT) was developed and studied in a randomized controlled trial (RCT). Objective: To study usage metrics of a mobile ACT intervention and dose-response relationship between usage and improvement in psychological flexibility. Methods: An RCT was conducted to investigate the effectiveness of different lifestyle interventions for overweight people with psychological stress. This paper presents a secondary analysis of the group that received an 8-week mobile ACT intervention. Most of the analyzed 74 participants were female (n=64, 86%). Their me…

SMARTPHONE APPLICATION020205 medical informaticsretrospective studyPsychological intervention02 engineering and technologyLogistic regressionAcceptance and commitment therapy3124 Neurology and psychiatrylaw.invention0302 clinical medicinePROGRAMSRandomized controlled trialInterquartile rangelaw0202 electrical engineering electronic engineering information engineeringmobiilisovelluksetWEB-BASED ACCEPTANCEMedicine030212 general & internal medicineadherencePREDICTORSmHealthApplied Psychologyta515mobile appsT58.5-58.64DEPRESSION3. Good healthHEALTHPublic aspects of medicineRA1-1270medicine.medical_specialty515 Psychologyhyväksymis- ja omistautumisterapiaSTUDENTSHealth InformaticsContext (language use)Information technology03 medical and health sciencesNursingAcceptance and Commitment TherapyOriginal Paperbusiness.industryTillämpad psykologiSMOKING-CESSATIONConfidence interval3141 Health care scienceacceptance and commitment therapyPhysical therapyATTRITIONbusiness
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Seamless Learning Environments in Higher Education with Mobile Devices and Examples

2016

The use of seamless learning environments that have the potential to support lifelong learning anytime and anywhere has become a reality. In this sense, many educational institutions have started to consider introducing seamless learning environments into their programs. The aim of this study is to analyze how various educational university programs implement the design elements for seamless learning environments with mobile devices. For that purpose, three cases involved in a Finnish teaching development project are explored by conducting semi-structured interviews with key participants. The themes of the interviews were related to the theoretical background for (mobile) seamless learning …

Semi-structured interviewseamless learning environmentsGeneral Computer ScienceHigher educationComputer scienceLifelong learningmeaningful learningsulautuva opetuscomputer.software_genreEducationWorld Wide Webmobile devicesMeaningful learningmobiililaitteetta516CurriculumWeb 2.0 tools060201 languages & linguisticspersonal learning environmentsMultimediabusiness.industry05 social sciencesEducational technology050301 education06 humanities and the artsblended learningBlended learninghigher education0602 languages and literaturebusiness0503 educationMobile devicecomputer
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Switching Behaviour in Smart Phone Messaging Services : It’s a Question of Context, Content, and Features of the Service

2021

This paper studies switching behaviour in smart phone messaging services. This study aims to add knowledge about the factors affecting switching behaviour in smart phone messaging services. The empirical study is qualitative, and the data was collected with interviews using the laddering method. This study was carried out to find out the reasons behind customer decisions when choosing between smart phone messaging services. Using the Push-Pull Mooring framework, the findings of this study indicate that the switching decision regarding smart phone messaging service is influenced by three factors: the context of the message, the content of the message, and the features of the service.

Service (business)Smart phoneComputer sciencemobile service05 social sciencesContext (language use)kuluttajakäyttäytyminenWorld Wide Webmobiilipalvelut0502 economics and businessmobiilisovellukset050211 marketingpush-pull mooring frameworkswitching behaviour050203 business & managementmessaging servicekäyttäjätutkimus
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Tietotekniikan arkipäiväistymisen vaikutukset organisaatioon ja yksilöön

2015

Työntekijöiden omat laitteet ovat alkaneet viimevuosina yleistyä työkäytössä. Samalla myös organisaatiot ovat alkaneet tarjota työntekijöille vaihtoehtoja oman työlaitteen osalta, jotta työntekijät voisivat työskennellä laitteella joka tukee omaa työskentelyä parhaalla tavalla. Tietotekniikan kuluttajistumisella tarkoitetaan yleisesti kuluttajataustaisten tai yksilön omien laitteiden tuomista mukaan yrityskäyttöön. Lisäksi ilmiöstä on käytetty laajempaa kuvausta, joka ottaa huomioon laitteiden lisäksi sovellukset, teknologiat ja artefaktit. Tässä tutkimuksessa ilmiöllä havaittiin olevan moninaisia vaikutuksia organisaatioi-hin ja yksilöihin. Organisaatioiden tehokkuus ja innovaatio kasvaa t…

Tietotekniikan kuluttajistuminenBYOD (Bring-Your-Own-Device)Mobiililaitteet
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Interpretation, Negotiation, Play

2022

Augmented reality (AR) picturebooks combine printed children's literature with augmented reality. This study examines the shared reading of the Finnish AR picturebook Mur, eli karhu (2016) by Kaisa Happonen and Anne Vasko. The main aim of the study is to explore the playful reading experience of three Finnish families with children between the ages of 4 and 6. Three main categories of engagement with the book are discussed in the article: interpretation, negotiation, and play. The findings of the study suggest that children are skilled users of mobile digital media but may not understand the content of AR without parental mediation. In addition, parents and educators are required to have su…

aesthetics and pedagogypelaaminenkuvakirjattulkintalapset (ikäryhmät)neuvottelutGeneral Medicineaugmented realitylukeminenpicturebook appsshared readinglastenkirjallisuusdigital children’s literatureplayfulnessmobiilisovelluksetlisätty todellisuusdigitaaliset taidotmultimodaalisuusBarnboken
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