Search results for "Mobile app"
showing 10 items of 127 documents
Performing transnational family with the affordances of mobile apps : a case study of Polish mothers living in Finland
2020
Affordances provided by digital technologies and mobile apps (WhatsApp, Skype, Messenger) help in maintaining familyhood. These mobile apps enable the creation of in-app family groups. They also afford image sharing, which is used for phatic purposes. Digital connectivity provides the illusions of togetherness and belonging, and allows for performing family in a transnational context (emotional transnationalism). However, it also generates the feelings of guilt through infrequent communication. In the auto-driven visual elicitation interviews, the study looks at family constellations and technologically mediated communication from the perspective of five Polish mothers living in Finland. Ap…
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…
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…
The Culture on the Palm of Your Hand: How to Design a User Oriented Mobile App for Museums
2014
The increased usage of mobile apps has a great potential for the tourism industry. Through the use of mobile apps, web portals and social media may allow a fast and wide diffusion of awareness for museum and attract a large number of visitors, thus increasing the value of their image, with moderate investments. The aim of this chapter is to identify the key factors as antecedents of customer satisfaction for the design of a mobile app for a museum. To this aim, the authors use the Kano model that allows categorizing service attributes according to how they are perceived by customers and estimating their impact on customer satisfaction. This model is adopted in order to identify express and …
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 …
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 …
The Food4toddlers study - study protocol for a web-based intervention to promote healthy diets for toddlers: a randomized controlled trial
2019
Abstract Background Eating habits are established during childhood and track into adolescence and later in life. Given that these habits have a large public health impact and influence the increasing rates of childhood obesity worldwide, there is a need for effective, evidence-based prevention trials promoting healthy eating habits in the first 2 years of life. The aim of this study was to develop and evaluate the effect of an eHealth intervention called Food4toddlers, aiming to promote healthy dietary habits in toddlers by targeting parents’ awareness of their child’s food environment (i.e., how food is provided or presented) and eating environment (e.g., feeding practices and social inter…
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 …
Assessment of mobile phoneapplications feasibility on plant recognition: comparison with Google Lens AR-app
2020
The paper is devoted to systemizing all mobile applications used during the STEM-classes and can be used to identify plants. There are 10 mobile applications that are plant identifiers worldwide. These applications can be divided into three groups, such as plant identifiers that can analyze photos, plant classification provides the possibility to identify plants manually, plants-care apps that remind water of the plant, or change the soil. In this work, mobile apps such as Flora Incognita, PlantNet, PlantSnap, PictureThis, LeafSnap, Seek, PlantNet were analyzed for usability parameters and accuracy of identification. To provide usability analysis, a survey of experts of digital education on…
Are smartphone applications (App) useful to improve hearing?
2020
Le App per smartphone possono essere utili per migliorare l’udito?L’obiettivo dello studio è quello valutare l’efficacia di un’App per smartphone creata con lo scopo di migliorare le performance uditive sia in soggetti normoudenti che in pazienti affetti da ipoacusia da lieve a severa. Si tratta di uno studio analitico multicentrico, eseguito tra giugno e dicembre 2017, che ha analizzato un campione di 68 pazienti di cui 55 ipoacusici e 13 normoudenti; a tutti i pazienti sono stati somministrati test audiologici specifici sia durante l’utilizzo della suddetta App che in assenza di ausili uditivi. Il protocollo di valutazione audiologica prevedeva l’esecuzione di un’audiometria tonale limina…