Search results for "Mobile Applications"
showing 10 items of 67 documents
Development of digital health messages for rural populations in Tanzania: Multi- And interdisciplinary approach
2021
Background Health workers have traditionally delivered health promotion and education to rural communities in the Global South in paper leaflet formats or orally. With the rise of digital technologies, health promotion and education can be provided in innovative and more effective formats, which are believed to have a higher impact on disease prevention and treatment. Objective The aim of this tutorial is to illustrate how a multi- and interdisciplinary approach can be applied in the design process of digital health messages for use in the Global South. Methods The multi- and interdisciplinary team of the Non-discriminating access for Digital Inclusion (DigI) project digitalized and custom…
Do Women in Nepal Like Playing a Mobile Game? MANTRA: A Mobile Gamified App for Improving Healthcare Seeking Behavior in Rural Nepal
2021
In Low and Middle Income Countries (LMIC), one of the causes of maternal and child mortality is a lack of medical knowledge and consequently the inability to seek timely healthcare. Mobile health (mHealth) technology is gradually becoming a universal intervention platform across the globe due to ubiquity of mobile phones and network coverage. MANTRA is a novel mHealth intervention developed to tackle maternal and child health issues through a serious mobile game app in rural Nepal, which demonstrated a statistically significant knowledge improvement in rural women. This paper explores the perceptions and usability of the MANTRA app amongst rural women and Female Community Health Volunteers …
Recent Advances in Mobile and Multimedia Applications
2010
Sociodemographic Characteristics and Interests of FeverApp Users
2021
The FeverApp Registry is a model registry focusing on pediatric fever using a mobile app to collect data and present recommendations. The recorded interactions can clarify the relationship between user documentation and user information. This initial evaluation regarding features of participants and usage intensity of educational video, information library, and documentation of fever events covers the runtime of FeverApp for the first 14 months. Of the 1592 users, the educational opening video was viewed by 41.5%, the Info Library was viewed by 37.5%, and fever events were documented by 55.5%. In the current sample, the role of a mother (p <
Adaptation of TECCU App Based on Patients´ Perceptions for the Telemonitoring of Inflammatory Bowel Disease: A Qualitative Study Using Focus Groups
2020
Background: Despite the continuous adaptation of eHealth systems for patients with inflammatory bowel disease (IBD), a significant disconnection persists between users and developers. Since non-adherence remains high, it is necessary to better understand the patients&rsquo
Aplicaciones publicitarias para móvil: conocimiento, actitudes, motivos de uso y valoración por parte de los adolescentes españoles
2012
La publicidad móvil ha ido captando la atención de los anunciantes en los últimos años convirtiéndose en un sector emergente de la actividad publicitaria actual. Fruto de este interés, y del propio dinamismo del sector, los anunciantes han ido experimentando con numerosas estrategias y herramientas, desde los SMS y MMS hasta el bluetooth o los códigos QR, con el objetivo de ser más eficaces a la hora de desarrollar sus comunicaciones de marketing. Las aplicaciones publicitarias para móviles son la penúltima de las herramientas que el medio pone a disposición de los anunciantes. El exponencial crecimiento en el uso de aplicaciones para móviles por parte de los usuarios parece augurar un buen…
Explaining information technology users’ ways of mitigating technostress
2017
Technostress refers to the inability of an individual to deal with information technology (IT) in a healthy manner. Researchers, practitioners, and medical professionals have emphasized the omnipresence of technostress and its severe outcomes, including poor well-being and burnout. Despite the importance of the phenomenon, prior research has paid limited attention to how technostress can be mitigated. The few existing studies examine organizational mitigation mechanisms, but we could not find any studies that focus on individual IT users’ own ways of mitigating technostress outside of work. To address the research gap, we conducted a qualitative study to uncover users’ ways of mitigating te…
The Effect of Textual Producer-Generated Descriptions on Demand of Mobile Applications
2017
We analyze the impact of different app description characteristics on app demand on the basis of panel data for six months and 1081 distinct apps. We use several text mining techniques in order to operationalize the descriptions’ textual characteristics. The extracted variables are then used in an econometric investigation to examine their impact on apps’ downloads. Our results provide evidence that app descriptions have an effect on demand. Apps with upfront price should be described in a neutral tone. Apps without an upfront price but with in-app purchase option should be offered with rather short descriptions that are written in a formal and subjective style. peerReviewed
Enhancing Children’s Outdoor Learning Experiences with a Mobile Application
2015
This paper examines how a mobile learning application can enhance children’s outdoor learning experiences. The study draws upon empirical evidence gathered in one case study conducted in a Finnish primary school setting in the fall of 2012. The data were collected with student and teacher surveys. The case study indicated that the mobile application provided children with tangible, motivating, and educative experiences. The mobile application also clearly encouraged social interaction. In addition, the case study highlighted the significance of pedagogy. Thus the appropriate way to utilize mobile applications in an educational context requires a balance in which the technology use is comple…
Theoretical Game Approach for Mobile Users Resource Management in a Vehicular Fog Computing Environment
2018
Vehicular Cloud Computing (VCC) is envisioned as a promising approach to increase computation capabilities of vehicle devices for emerging resource-hungry mobile applications. In this paper, we introduce the new concept of Vehicular Fog Computing (VFC). The Fog Computing (FC) paradigm evolved and is employed to enhance the quality of cloud computing services by extending it to the edge of the network using one or more collaborative end-user clients or near-user edge devices. The VFC is similar to the VCC concept but uses vehicles resources located at the edge of the network in order to serve only local on-demand mobile applications. The aim of this paper is to resolve the problem of admissi…