Search results for "Mobile Application"

showing 10 items of 88 documents

Qualitative analysis on the driving force behind upcycling practices associated with mobile applications: Circular economy perspective

2022

Funding for open access charge: Universidad de Granada/CBUA

Circular economyStrategy and Managementcircular economyrural tourismUpcyclingRural tourismUNESCO::CIENCIAS ECONÓMICASManagement Science and Operations Researchmobile applicationsIndustrial and Manufacturing Engineeringpeer-to-peer platformsMobile applicationsManagement of Technology and InnovationPeer-to-peer platformsqualitative analysisupcyclingQualitative analysis
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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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Remote interspecies interactions: Improving humans and animals wellbeing through mobile playful spaces

2019

[EN] Play is an essential activity for both humans and animals as it provides stimulation and favors cognitive, physical and social development. This paper proposes a novel pervasive playful environment that allows hospitalized children to participate in remote interspecies play with dogs in a dog daycare facility, while it also allows the dogs to play by themselves with the pervasive system. The aim of this playful interactive space is to help improving both children¿s and animal¿s wellbeing and their relationships by means of technologically mediated play, while creating a solid knowledge base to define the future of pervasive interactive environments for animals.

Computer Networks and CommunicationsComputer scienceMobile application02 engineering and technologySpace (commercial competition)Child computer interactionAnimal computer interactionHuman–computer interactionInteractive environment0202 electrical engineering electronic engineering information engineeringChild computer interactionRemote playbusiness.industrySocial changeComputingMilieux_PERSONALCOMPUTING020206 networking & telecommunicationsCognitionComputer Science ApplicationsAnimal computer interactionKnowledge baseHardware and Architecture020201 artificial intelligence & image processingbusinessLENGUAJES Y SISTEMAS INFORMATICOSSoftwareInformation Systems
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Portable low-cost open-source wireless spectrophotometer for fast and reliable measurements

2020

This article is based upon COST Action CA16215 and supported by the ERDF , European-Union Project No.1.1.1.2/16/I/001.

Computer scienceBiomedical EngineeringMobile application01 natural sciencesSpectrometerIndustrial and Manufacturing EngineeringAbsorptionSet (abstract data type)03 medical and health sciencesSoftwareArduino:NATURAL SCIENCES:Physics [Research Subject Categories]ArduinoWirelesslcsh:Science (General)InstrumentationSpectroscopy030304 developmental biologyCivil and Structural EngineeringDetection limit0303 health sciencesMeasure (data warehouse)Spectrometerbusiness.industryDynamic rangeMechanical Engineering010401 analytical chemistry0104 chemical sciencesbusinessComputer hardwarelcsh:Q1-390HardwareX
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CultReal—A Rapid Development Platform for AR Cultural Spaces, with Fused Localization

2021

Virtual and augmented reality technologies have known an impressive market evolution due to their potential to provide immersive experiences. However, they still have significant difficulties to enable fully fledged, consumer-ready applications that can handle complex tasks such as multi-user collaboration or time-persistent experiences. In this context, CultReal is a rapid creation and deployment platform for augmented reality (AR), aiming to revitalize cultural spaces. The platform’s content management system stores a representation of the environment, together with a database of multimedia objects that can be associated with a location. The localization component fuses data from beacons …

Computer scienceOrientation (computer vision)Chemical technologyContext (language use)TP1-1185Mobile ApplicationsBiochemistryArticleAtomic and Molecular Physics and Opticsaugmented realitylocalizationcomputer visionAnalytical ChemistryBeaconHuman–computer interactionSoftware deploymentComputers HandheldComponent (UML)beaconsAugmented realitySmartphoneElectrical and Electronic EngineeringInstrumentationMobile deviceImplementationSensors
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iOS Applications Testing

2015

<p class="R-AbstractKeywords"><span lang="EN-US">Mobile applications conquer the world, but iOS devices hold the major share of tablets market among the corporate workers. This study aims to identify the aspects (i.e. features and/ or limitations) that influence the testing of the native iOS applications. The aspects related to general mobile applications testing are identified through the systematic literature review of academic sources. iOS applications testing aspects are identified through the review of non-academic (multivocal) literature sources. The identified aspects are merged and discussed in detail using the reviewed sources and based on the author’s professional expe…

Computer sciencemedia_common.quotation_subjectMobile computingData scienceSoftware qualityiOS application; mobile application; testing; quality; verification and validation; systematic literature review;World Wide WebSystematic reviewiOS applications; mobile computing; software testing; software qualityOrder (exchange)Software testingQuality (business)Software verification and validationmedia_common
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Starpplatformu programmatūras izstrādes ietvaru pieeja mobilo lietotņu izveidei

2020

Ņemot vērā viedierīču arvien plašāko izmantošanu planētas iedzīvotāju ikdienā, mobilo lietotņu izstrādes bizness un lietotņu piedāvājums ir milzīgs, tāpēc arvien svarīgs kļūst jautājums par piemērotu tehnoloģiju izvēli lietotņu izveidē. Starp pieejamām tehnoloģijām ir gan tādas, kas ir nostabilizējušās un pastāv gadiem, gan salīdzinoši jaunas un attīstības fāzē esošas. Mobilo lietotņu izstrādātājam atbilstošas tehnoloģijas izvēle var būt nopietns uzdevums, kas potenciāli var novest pie problēmām projektam attīstoties. Darba mērķis ir izpētīt un pārbaudīt pēdējā laikā arvien populārāko starpplatformu ietvaru pieeju mobilo lietotņu izstrādē, īpaši fokusējoties uz jauno tehnoloģiju Flutter, ka…

Datorzinātnecross-platform frameworkstarpplatformu ietvariFluttermobile applicationmobilā lietotne
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CREAPP K6-12: Tool to evaluate the creative potential of app oriented to the design of personal digital storytelling

2018

An instrument is presented that allows primary school teachers to evaluate the potentiality to develop creativity that have playful  online app K6-12 focused on the development of digital storytelling (DST), so they can select those that can be used in the classroom for that purpose. The instrument validated consists of 48 indicators associated with the six dimensions of the creativity: flexibility, originality, fluency, problem solving, elaboration of products and co-edition and dissemination. It was designed based on the opinions of experts in creativity and Information and Communication Technologies of the didactic field, theory of education and methodology; also with the assessments and…

Digital storytellingComputer sciencemedia_common.quotation_subjectPrimary educationFlexibility (personality)educación; pedagogía;Digital storytellingCreativityFocus groupPrimary Educationmobile applicationsexpert validationComputer Science ApplicationsEducationFluencyCohen's kappaOriginalityMathematics educationDigital storytelling; creativity; Primary Education; mobile applications; expert validationcreativitymedia_common
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HybridPLAY: A New Technology to Foster Outdoors Physical Activity, Verbal Communication and Teamwork

2015

This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games that transforms urban playgrounds into game scenarios. With this technology we aim to stimulate physical activity and playful learning by creating an entertaining environment in which users can actively participate and collaborate. HybridPLAY is different from other existing technologies that enhance playgrounds, as it is not integrated in them but can be attached to the different elements of the playgrounds, making its use more ubiquitous (i.e., not restricted to the playgrounds). HybridPLAY was born in 2007 as an artistic concept, and evolved after different phases of research and testing …

EngineeringProcess (engineering)media_common.quotation_subjectPhysical activityIncreased physical activityphysical activityentertainment; physical activity; video games; children; playgrounds; ubiquitous02 engineering and technologycomputer.software_genrelcsh:Chemical technologyBiochemistryArticleAnalytical ChemistryEntertainmentWearable Electronic DevicesNonverbal communicationentertainmentchildren0202 electrical engineering electronic engineering information engineeringHumansLearning0501 psychology and cognitive sciencesNarrativelcsh:TP1-1185Electrical and Electronic EngineeringExerciseInstrumentation050107 human factorsmedia_commonTeamworkSchoolsMultimediabusiness.industryCommunication05 social sciencesComputingMilieux_PERSONALCOMPUTING020207 software engineeringvideo gamesCreativityMobile ApplicationsAtomic and Molecular Physics and OpticsubiquitousplaygroundsbusinesscomputerSensors; Volume 16; Issue 4; Pages: 586
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Gamification and Behavior Change Techniques in Diabetes Self-Management Apps

2019

Background: Diabetes management apps may have positive effects on diabetes self-management. It remains unclear, however, which app features are particularly effective and encourage sustained app usage. Behavior change techniques (BCTs) and gamification are promising approaches to improve user engagement. However, little is known about the frequency BCTs and gamification techniques (GTs) are actually used. This app review aims to provide an overview of BCTs and GTs in current diabetes management apps. Methods: Google’s Play Store was searched for applications using a broad search strategy (keyword: “diabetes”). We limited our research to freely available apps. A total of 56 apps matched the …

Gerontology020205 medical informaticsEndocrinology Diabetes and MetabolismBiomedical EngineeringBioengineeringDiabetes self managementReview Article02 engineering and technologyDiabetes Complications03 medical and health sciences0302 clinical medicineBehavior TherapyDiabetes managementDiabetes mellitusmental disordersDiabetes Mellitus0202 electrical engineering electronic engineering information engineeringInternal MedicinemedicineHumans030212 general & internal medicinemHealthbusiness.industrySelf-ManagementBehavior change methodsmedicine.diseaseMobile ApplicationsVideo GamesbusinessCell PhoneJournal of Diabetes Science and Technology
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