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…

ComputerSystemsOrganization_COMPUTERSYSTEMIMPLEMENTATIONcollageGeneralLiterature_INTRODUCTORYANDSURVEYInternet privacyaffordances0507 social and economic geographyperhe-elämäGeneralLiterature_MISCELLANEOUSArts and Humanities (miscellaneous)keskinäisviestintämental disorders050602 political science & public administrationtransnationaalisuusmobiilisovelluksetSociologyAffordancetransnational familyDemographymobile appsbusiness.industryInformationSystems_INFORMATIONSYSTEMSAPPLICATIONS05 social sciencesMobile appsPolish migrantsmaahanmuuttajat0506 political sciencevisual elicitationpuolalaisetperhesuhteetbusiness050703 geography
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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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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 …

EngineeringMultimediabusiness.industryMobile appsUser orientedMuseum Tourism App Marketingbusinesscomputer.software_genrecomputerSettore SECS-P/08 - Economia E Gestione Delle Imprese
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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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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…

GerontologyMaleParentsPediatric ObesityParental feeding practicesCHILD-FEEDING PRACTICESShopping behaviorDISEASElaw.inventionStudy Protocol0302 clinical medicineRandomized controlled triallawHealth careMedicine and Health SciencesMedicine030212 general & internal medicineRandomized Controlled Trials as TopicASSOCIATIONSNorwaylcsh:Public aspects of medicinedigestive oral and skin physiologyMobile ApplicationsTelemedicineVDP::Medisinske Fag: 700::Helsefag: 800Randomized controlled trialChild PreschoolOBESITYFemaleDiet HealthyenvironmentSocial cognitive theoryBEHAVIOREATINGQUESTIONNAIRE030209 endocrinology & metabolismHealth PromotionChildhood obesity03 medical and health sciencesIntervention (counseling)eHealthHumansToddlerNEGATIVE AFFECTIVITYRetrospective StudiesSelf-efficacyInternetToddlersbusiness.industryPublic Health Environmental and Occupational HealthInfantlcsh:RA1-1270SELF-EFFICACYFeeding Behaviormedicine.diseaseFood environmentFoodPATTERNSFOOD-CONSUMPTIONeHealthbusinessEating environmentProgram Evaluation
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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 …

GerontologyhyvinvointiteknologiahyvinvointiPhysical activityphysical activityliikuntaphysical activity applicationterveyden edistäminennuoret vanhuksetmittauslaitteetmobiilisovelluksetdigital wellnessmobile wellness applicationyoung elderlyaged peoplefollow-up studymobile applicationmittausmenetelmätwellness-tekniikkaikääntyminenaktivointiIPAQ-Ewellness technologyPsychologyikääntyneetfyysinen aktiivisuus34th Bled eConference Digital Support from Crisis to Progressive Change: Conference Proceedings
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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…

Google LenSTEM-classesmobile applicationaugmented realityplant identification
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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…

Hearing aidsHearing Loss SensorineuralSmartphone applicationapplicazioni per smartphone03 medical and health sciences0302 clinical medicineMobile applicationsHearingotorhinolaryngologic diseasesHumansMedicineipoacusia030223 otorhinolaryngologybusiness.industryprotesi acusticheAuditory ThresholdAudiologyHearing lossGeneral EnergyOtorhinolaryngology030220 oncology & carcinogenesisSpeech PerceptionAudiometry Pure-ToneSmartphonebusinessHumanitiesHearing aids; Hearing loss; Mobile applications
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