Search results for "Mobile application"
showing 10 items of 88 documents
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…
Using game elements to increase students’ motivation for providing peer assistance
2017
Master's thesis Multimedia and Educational Technology MM500 - University of Agder 2017 Abstract Peer assistance is a support system where people of equal status help each other solve problems. It is also a recognized method within education where students support each other with their assignments. The positive effect of peer assistance is well known, and it would be favorable if more students participated and took on the role as peer-teachers. To increase the activity of peer assistance, several incentives can be used, including game elements. In “Using game elements to increase peer assistance among university students”, (Nordengen & Brinch, 2016, p. 1) tried to predict which game elements…
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…
Perceived Well-being Effects During the Implementation of a Self-tracking Technology
2016
In recent years, both individuals and the healthcare sector have become more interested to measure and improve health and well-being by using different selftracking technologies. However, the number of studies concerning the experiences that people have with these technologies is still rather limited. This study investigates the expectations and perceived short-term effects of using self-tracking technologies on users’ well-being. The focus is on the first weeks of usage i.e., the implementation phase. The study is qualitative in nature and based on thematic analysis of ten semistructured interviews. The results reveal that the perceived well-being effects of using a self-tracking technolog…
The Effects of Using a Mobile Wellness Application on Physical Activity Levels : A Four-Month Follow-Up Study Among Aged People
2020
Insufficient physical activity threatens people in older age. Thus, finding ways to support a physically active life in the older age is important. Digital wellness technologies have been presented as potential solutions, but in order for these solutions to be effective, research to gain insights on their use among aged people is needed. This study investigated how the use of a mobile wellness application for tracking physical activity affects physical activity levels among aged people. The physical activity levels were measured by using the IPAQ-E. The focus was on the first four months of use. The study was part of a research program in which groups of aged people take into use a mobile w…
Moving from intention to behaviour: a randomised controlled trial protocol for an app-based physical activity intervention (i2be).
2022
IntroductionEfficacy tests of physical activity interventions indicate that many have limited or short-term efficacy, principally because they do not sufficiently build on theory-based processes that determine behaviour. The current study aims to address this limitation.Methods and analysisThe efficacy of the 8-week intervention will be tested using a three-condition randomised controlled trial delivered through an app, in women with a prior hypertensive pregnancy disorder. The intervention is based on the integrated behaviour change model, which outlines the motivational, volitional and automatic processes that lead to physical activity. The mechanisms by which the behaviour change techniq…
Explaining users' critical incidents of physical mobile interactions
2013
Augmented Reality Applications: The Impact of Usability and Emotional Perceptions on Tourists’ App Experiences
2019
There is a rising amount of research contributing to the knowledgebase of Augmented Reality (AR) application usage. However, up until now there is no sound understanding about how the emotional perception of AR application users impact on different types of experience. This paper aspires to contribute to this gap by analysing the link between usability, emotional perception (i.e. entertainment, playfulness and enjoyment), two types of experience viz. action- and emotional experience and users’ intention to use the app in a travel context. 796 questionnaires show that emotional experience is driven by entertainment while action experience is mainly triggered by playfulness. However, only emo…