Search results for "käyttäjä"
showing 10 items of 210 documents
Cost-efficiency assessments of marine monitoring methods lack rigor—a systematic mapping of literature and an end-user view on optimal cost-efficienc…
2021
Global deterioration of marine ecosystems, together with increasing pressure to use them, has created a demand for new, more efficient and cost-efficient monitoring tools that enable assessing changes in the status of marine ecosystems. However, demonstrating the cost-efficiency of a monitoring method is not straightforward as there are no generally applicable guidelines. Our study provides a systematic literature mapping of methods and criteria that have been proposed or used since the year 2000 to evaluate the cost-efficiency of marine monitoring methods. We aimed to investigate these methods but discovered that examples of actual cost-efficiency assessments in literature were rare, contr…
Barriers and facilitators of older people's mHealth usage: a qualitative review of older people's views
2018
The aim of this qualitative evidence synthesis is to identify and assess existing\ud evidence on barriers to and facilitators of older people’s usage of mHealth. Existing\ud literature identified many factors that affect people’s experiences and perceptions of\ud mHealth, which are in turn influenced by their personal circumstances and biography.\ud The following themes were identified using the thematic synthesis approach: (a)\ud perception of usefulness, (b) user requirements, (c) self-efficacy, (d) sense of self and\ud control, (e) privacy and confidentiality, and (f) cost. MHealth devices and services are\ud complex interventions that have to be integrated into an older person’s life in…
Ensuring Diverse User Experiences and Accessibility While Developing the TeSLA e-Assessment System
2019
The TeSLA project, with its new, innovative approaches for e-assessment, offers a great possibility for increasing the educational equality and making higher education studies available for all. It has been estimated that 10–15% of students in higher education institutions have some disabilities or special educational needs. At online universities or in online programmes, the number is even higher. These numbers emphasise the importance of the universal design for learning as a leading principle while developing the digital learning environments and e-assessment procedures. In this chapter, we describe the key elements of ensuring the accessibility of the TeSLA e-assessment system during th…
Developing E-Authentication for E-Assessment : Diversity of Students Testing the System in Higher Education
2020
Sähköinen tunnistautuminen on yksi keskeisistä teemoista verkko-opetuksessa, -opiskelussa ja - arvioinnissa. Tämän tutkimuksen tarkoituksena oli tutkia opiskeluunsa erityistä tukea tarvitsevien yliopisto-opiskelijoiden käyttökokemuksia kehitteillä olevasta sähköisestä tunnistautumisjärjestelmästä. Erityistä huomiota kehittämistyössä kiinnitettiin tunnistautumisen saavutettavuuteen. Kaikkiaan 15 opiskelijaa testasi TeSLA-projektin osana kehitettyä tunnistautumisjärjestelmää, johon kuului kasvojentunnistus, äänentunnistus, näppäilyntunnistus, tekstityylianalyysi ja plagioinnin tunnistus. Opiskelijat täyttivät esi- ja jälkikyselylomakkeet sekä osallistuivat henkilökohtaisiin haastatteluihin. T…
Experiencing Commercial Videos for Online Shopping
2018
In recent years online shopping has become a popular and convenient instrument for companies to buy and sell products. However, the design of these web-shops does not offer the rich multisensory experiences than physical retailing offers. In the paper we argue that audio-visual contents could provide dynamic multisensory information to offer more engaging experiences to the consumer, but to achieve this goal, audio-visual contents need to be adjusted to the cultural characteristics of the users. Despite controversies regarding universalism of the emotional experiences induced by perceptual processes, we present evidence that suggests cultural modulations of videos experiences. In the report…
Enabling Sociability When Using Virtual Reality Applications : A Design Science Research Approach
2019
Immersive virtual reality applications aim at providing an all-encompassing spatial experience where a user can feel like being in another world or dimension. The systems are inherently designed for individual use as the devices disconnect the user from the physical environment. However, the applications are seldom used alone. Specifically, when used for sales and marketing, the user often needs help from other people but also benefits from social interaction as a part of the experience. Design research methodology is applied to three iterative development versions of a virtual-reality application. The focus of the evaluation of the artifacts is in the social use emphasizing three sociabili…
Utilizing User Stories to Bring AI Ethics into Practice in Software Engineering
2022
AI ethics is a research area characterized by a prominent gap between research and practice. With most studies in the area being conceptual in nature or focused on technical ML (Machine Learning) solutions, the link between AI (Artificial Intelligence) ethics and SE (Software Engineering) practice remains thin. Establishing this link, we argue, is vital going forward. While conceptual discussion is required to define AI ethics, much progress has already been made in this regard. Similarly, though technical ML solutions are also required for practical implementation, ML systems are ultimately still software, and thus SE cannot be forgotten. In this paper, we propose one way of bringing AI et…
Critical Experiences with Sport and Wellness Technology Digital Coach : A Study among University Students with Low Levels of Physical Activity
2019
University age students have been found to be in a high risk of disengagement with physical activity and therefore exercise promotion to this target group is important. Since today’s students are familiar with different kinds of digital technology, it is worth including personal wellness devices in physical activity promotion. This study explores critical experiences occurring during the implementation phase of a sport and wellness technology digital coach among university students with low or sedentary physical activity level. This study uses qualitative methods and is based on a thematic analysis of 30 interviews combined with the critical incident technique. The study reveals the experie…
Christianity and digital culture : analysis of users' experiences of the christian social networking site in Taiwan - Walei
2011
Social Networking Sites (SNSs) have been a popular phenomenon worldwide, while religion in Computer Mediated Communication (CMC) studies has gained more academic attention. Walei as a pioneering social networking site is founded by a group of Protestant Christians targeting at the youth in Taiwan, and it exemplifies religious application on the Internet. This thesis investigates what role such a website plays both for its users and against its competition, particularly in the non-Christian cultural context. Using online interviews with nine users of Walei, how the interactivity affects Christian users‟ religious identity and the impression of non-Christian users toward Christianity is explo…
A tale of two frames : Exploring the role of framing in the use discontinuance of volitionally adopted technology
2022
https://doi.org/10.1111/isj.12355 The discontinuance of volitional IS (i.e., information systems adopted, used and discontinued at will) has recently attracted remarkable attention from academics and practitioners alike. However, most research to date has been ahistorical. Ignoring the temporal progression can be problematic when the phenomenon under investigation is dynamic and evolving. To balance this, we adopt a stage modelling approach to understand the process ending with the technology use being discontinued by users of a popular crowdsourcing platform. Two questions guided our investigation: (1) Why do users discontinue using an IS they have volitionally adopted and used? (2) How do…