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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
231

MOBILE POLLING AND SELF-REGULATION: HOW STUDENTS MAY BE TEMPTED WITH DISTRACTIONS

Hardin, Lee, 0000-0002-3716-3060 January 2021 (has links)
Mobile polling is a widely used classroom response system at the university level. The current study examines the predictors and outcomes of mobile polling including self-regulation and academic achievement. Furthermore, this study explores whether or not mobile polling benefits some students more than others, specifically those with higher levels of self-regulation. The data was collected from two separate University classrooms taught by the same teacher (n = 66). The first section of students were to use mobile polling software after taking their midterm exam and use the software for the remainder of the semester. The other section of students served as the control group and received the same instruction, Powerpoints, and assignments minus the usage of mobile polling. All students from both classes were given an 89 question survey known as the Barkley Deficits in Executive Function Scale (BDEFS) which measured their ability to self-regulate their behavior. A hierarchical regression model was used to find that mobile polling had no statistical significance on academic achievement at the end of the semester. The only significant predictor throughout the entire study was the initial achievement variable, which was the scores from the midterm exam. Another hierarchical regression model found that self-regulation, measured with the use of the BDEFS system, was not a significant predictor of academic achievement. When initial achievement was controlled for, the Overall EF score from the BDEFS system revealed that self-regulation had zero effect on the variance as denoted by R Square and the R Square change in the regression model. Supplemental analysis revealed that Overall EF is a significant predictor of academic achievement when a Repeated Measures ANOVA was used, though the R Square change was still low. Factor analysis was used to find which questions loaded together under five subscales, truncating the BDEFS system and revealing that Self-Restraint/Inhibition traits were a better predictor than the overall score from the BDEFS questionnaire yet was not a significant predictor of achievement. Finally, a 2 x 2 ANCOVA that investigated the interaction between high/low levels of Self-Regulation and usage of Mobile Polling and found that it did not significantly affect academic achievement. In fact, the highest mean came from the completely opposite group as expected, which was students in the control group with lower levels of self-regulation. / Educational Psychology
232

Parents’ perceptions about preschool children’s use of mobile devices and experiences at art museums

Kim, Sooyoun January 2023 (has links)
The child–environment interaction type, which involves touching and handling part of collections and displays, is less common in art museums. In addition, art museums demand many behavioural rules from their visitors. The adult caregivers, therefore, prefer that their preschool children participate in child-friendly activity programmes. Children could nonetheless learn by interacting with network technology applications in art museums since the use of digital technologies and mobile devices has become widespread to assist visitors’ learning in museums in general. Therefore, this thesis can relate to Child-Computer Interaction (CCI). This thesis addresses the problem that children often have isolated or separate experiences rather than enjoy regular art exhibitions with accompanying adults. This problem could be tackled by exploring how the child–technology interaction type combined with the child–adults/peers interaction could be considered to better engage children in viewing art exhibitions together with adults. The main research question is ‘what needs adult caregivers have for their preschool children's experience at art museums, that may be met by mobile educational apps?’. The main question can be divided into three parts: what are adult caregivers’ views about 1) their preschool children’s use of mobile devices and 2) educational apps and 3) their experience at art museums? By investigating the research question, this thesis aims to explore the possibility of a mobile activity/guide app that could facilitate combined experiences and collaborative learning for preschool children and their adult caregivers together at art museums. For this thesis, a survey is adopted as a research strategy and a web-based questionnaire as a data collection method to explore the views of parents with preschool children between three and five years old. Non-probability sampling was chosen, and the questionnaire invitation was distributed physically to preschools, in playgrounds, and Nationalmuseum in Stockholm, Sweden and online to Korean parents. For quantitative data analysis, statistical tests were employed. According to the results, despite the considerable period that preschool children have used mobile devices and the frequency, parents answered that their children always or sometimes need help navigating mobile devices. Parents recognise many benefits of children’s mobile device use but would not encourage the usage. Nevertheless, parents acknowledge the importance of conversational interactions but are unlikely to engage in shared activities. Parents like child-friendly programmes for being entertaining, engaging, age-appropriate, and stimulating for children. To enjoy regular exhibitions with children, parents want touchable objects, a children-friendly atmosphere, and open-to-all or free drop-in activities. It is because parents often struggle to have their children understand and follow the behavioural rules and keep their children interested in and focused on the exhibition. Overall, parents acknowledge the inevitable trend of using mobile devices for their preschool children, even though they are yet hesitant to proactively encourage the usage. Many parents experience difficulties engaging their young children in seeing regular art exhibitions and would like to have interactive elements that attract children’s attention. This thesis is valuable since museum professionals and educational app designers could use this thesis as a knowledge base to develop the app.
233

Evaluation of Mobile Augmented Reality for Indoor Navigation / Utvärdering av mobil förstärkt verklighet för inomhusnavigering

Wijkmark, Ruben, Hua, Alexander January 2019 (has links)
In the last three years, several advanced toolkits for developing mobile augmented reality applications have been released. This in combination with the increased computational power of commercially available mobile devices has led to a great surge of attention given to the development of such applications. Currently, most mobile augmented reality applications being developed are within the gaming category. In this study, one of the less popular use cases, indoor navigation, were explored. An initial literature study was carried out followed by the development of a prototype which were then evaluated through different usability tests. During the tests, the test subjects navigated partly with the use of the prototype and partly with traditional navigational aids present in the shopping mall where the testing took place. The test subjects navigated 28% faster on average when using the prototype and felt that it was more intuitive. Different negative aspects were, however, also observed such as a decreased awareness of their surroundings. In the end, mobile augmented reality was deemed to have great potential when used in the context of indoor navigation even though some technical challenges would likely need to be solved before widespread adoption could take place. / Under de senaste tre åren har flera avancerade verktyg för utveckling av mobilapplikationer med förstärkt verklighet lanserats. Detta i kombination med den ökade prestandan av kommersiellt tillgängliga mobila enheter har lett till en stor ökning av utvecklandet av sådana applikationer. För närvarande är majoriteten av de mobila applikationer med förstärkt verklighet som utvecklas inom kategorin spel. I denna studie undersöktes ett av de mindre populära användningsområdena, inomhusnavigering. Initialt utfördes en litteraturstudie följt av utvecklingen av en prototyp som sedan utvärderades genom olika användartester. Under testerna navigerade deltagarna dels med prototypen dels med de traditionella navigationshjälpmedel som fanns i köpcentret där testerna ägde rum. Deltagarna navigerade i genomsnitt 28% snabbare vid användning av prototypen och kände överlag att den var mer intuitiv att använda. Olika negativa aspekter med prototypen observerades såsom en minskad medvetenhet av omgivningen. I slutändan bedömdes mobilapplikationer med förstärkt verklighet ha stor potential vid användning för inomhusnavigering men att olika tekniska utmaningar sannolikt skulle behöva lösas före en mer utbredd användning av teknologin.
234

Usability of Content Management Systems on touchscreen mobile devices / Innehållshanteringssystems användbarhet för mobila pekskärmsenheter

Krinaki, Maria January 2017 (has links)
Content Management Systems (CMS) can support the creation and maintenance of an e-commerce website and its content. Together with the advance of mobile technology and Internet, it is now possible for business owners to manage their online store using their mobile touchscreen devices. This thesis aims to define the usability problems of the existing CMSs when they are used on mobile touchscreen devices. Heuristic evaluation was performed in three CMSs in order to gain a better understanding of how CMS on touchscreen works and what are the major issues that could downgrade usability. Based on the results of the evaluation, a prototype was implemented and evaluated in order to find out if the design characteristics of the prototype can enhance usability. The impact of the prototype is discussed in terms of efficiency and heuristics violations. Moreover, design guidelines are suggested and uncovered usability problems for further research are provided. / Innehållshanteringssystem (från engelskans Content Management System, CMS) kan stödja skapandet ochunderhållet av en e-handelswebbplats och dess innehåll. Utvecklingen av mobilteknik och internet har gjort detmöjligt för företagare att hantera sin webbutik med hjälp av sina mobila enheter. Denna studie syftar till attdefiniera användbarhetsproblemen hos befintliga CMS när de används på mobila enheter. En heuristiskutvärdering av tre CMS utfördes för att få en bättre förståelse av hur CMS fungerar på en pekskärm, samt för attidentifiera de största problem som kan minska användbarheten. Baserat på resultaten av utvärderingenutvecklades och utvärderades en prototyp för att ta reda på om prototypens designegenskaper kunde förbättraanvändbarheten. Prototypens inverkan diskuteras med avseende på effektivitet och heuristiska oegentligheter. Designriktlinjer föreslås och funna användbarhetsproblem presenteras för vidare forskning.
235

Critical Analysis and Evaluation of Interactive and Customised Applications on Mobile Television. Interactive and Customised Mobile Television Applications are Evaluated Using the Views of Consumers, Advertisers, and Telecommunications Operators with Regard to Services and Also Assessing the Usability of Mobile Devices.

Al Sheik Salem, Omar F.A. January 2011 (has links)
The shift of media from traditional forms to new digital ones has raised the possibility of new kinds of media services, including mobile television. In today¿s communications market, mobile phones are of increasing importance to users and, since mobile devices are connected most of the time, they have a high degree of location independence. The availability of 3G technology and the mobile devices needed to implement mobile television are now established and available. Mobile television is expected to be an important new service that could penetrate the market place and provide new applications, as well as create a market for new players and new investments, if the appropriate price, content and philosophy for content design are found. This research explores the many potential application areas for mobile TV, with a particular focus on advertising. Various organisations that seek success in this market can utilise the potential for advertising on mobile TV. Ultimately, mobile device users are able to use mobile TV for entertainment and information sourcing. However, a number of challenging issues remain to be addressed. The features that appealed to the consumers were studied in this research. Surveys were conducted to obtain an understanding of consumers¿ opinions and needs regarding the mobile TV experience. Many users clearly do like to interact with video content on mobile devices. Interactive mobile TV advertising can benefit users who will be able to use an essentially ¿free¿ mobile TV service, funded by an advertising model. This research proposes an environment for interactive advertising on mobile TV and discussion of an implementation of the proposed designs.
236

Mobile translators for non-English-speaking women accessing maternity services

Haith-Cooper, Melanie January 2014 (has links)
Yes / It is becoming increasingly common for midwives to care for women who do not speak English, and UK interpreting services are often inadequate and underused. Persistent language barriers have been found to contribute to maternal and perinatal mortality thus it is essential that these barriers are overcome to provide safe maternity care. This article reports on a two-stage study undertaken to address this. The study aimed to: • Identify difficulties midwives experience when communicating with non-English-speaking women. Through undertaking a group interview with 11 senior students, four themes emerged: accessing interpreters, working with interpreters, cultural barriers and strategies to address persistent language barriers • Explore the feasibility of using mobile devices with a translation application to communicate in clinical practice. Google Translate was tested in a simulated clinical environment with multi-lingual service users. Google Translate was not adequately developed to be safely used in maternity services. However, a maternity-specific mobile application could be built to help midwives and women communicate in the presence of a persistent language barrier.
237

Interfaces utilisateur 3D, des terminaux mobiles aux environnements virtuels immersifs

Hachet, Martin 03 December 2010 (has links) (PDF)
Améliorer l'interaction entre un utilisateur et un environnement 3D est un défi de recherche primordial pour le développement positif des technologies 3D interactives dans de nombreux domaines de nos sociétés, comme l'éducation. Dans ce document, je présente des interfaces utilisateur 3D que nous avons développées et qui contribuent à cette quête générale. Le premier chapitre se concentre sur l'interaction 3D pour des terminaux mobiles. En particulier, je présente des techniques dédiées à l'interaction à partir de touches, et à partir de gestes sur les écrans tactiles des terminaux mobiles. Puis, je présente deux prototypes à plusieurs degrés de liberté basés sur l'utilisation de flux vidéos. Dans le deuxième chapitre, je me concentre sur l'interaction 3D avec les écrans tactiles en général (tables, écrans interactifs). Je présente Navidget, un exemple de technique d'interaction dédié au controle de la caméra virtuelle à partir de gestes 2D, et je discute des défis de l'interaction 3D sur des écrans multi-points. Finalement, le troisième chapitre de ce document est dédié aux environnements virtuels immersifs, avec une coloration spéciale vers les interfaces musicales. Je présente les nouvelles directions que nous avons explorées pour améliorer l'interaction entre des musiciens, le public, le son, et les environements 3D interactifs. Je conclue en discutant du futur des interfaces utilisateur 3D.
238

Využití mobilních zařízení v chemickém vzdělávání / Employment of mobile devices in chemistry education

Švehla, Martin January 2013 (has links)
This diploma thesis is focused on the use of mobile devices in chemistry education. Describes various mobile devices, including different operating systems and technology and shows huge potential that these devices bring to education. It also includes an overview of existing educational programs with a chemical theme on mobile devices. Part of this work was to create a custom supportive program Chemical helper for mobile devices, which can be used in chemistry education, laboratory and also in everyday life.
239

[en] AUTOMATIC GENERATION OF USER INTERFACE TEST SUITES SPECIFIED BY USE CASES / [pt] GERAÇÃO AUTOMÁTICA DE SUÍTES DE TESTE DA INTERFACE COM USUÁRIO A PARTIR DE CASOS DE USO

EDUARDO DE OLIVEIRA FERREIRA 06 August 2014 (has links)
[pt] Espera-se que o desenvolvimento de suítes de teste a partir de modelos possa contribuir substancialmente para a redução do esforço humano e aumentar a eficácia dos testes gerados. Entende-se por eficácia (ideal) dos testes o percentual de defeitos existentes encontrados a partir desses testes. Uma grande parte dessas técnicas baseia-se em máquinas de estado e quase sempre estão voltadas para o teste de funcionalidade. Entretanto, existe a necessidade de se poder testar sistemas altamente interativos, tais como smartphones e tablets, a partir de uma descrição de sua interface humano-computador. O objetivo da dissertação é efetuar uma primeira avaliação de uma técnica voltada para a geração de suítes de teste visando o teste de interfaces gráficas. Para tal,desenvolvemos e avaliamos a eficácia de uma ferramenta, chamada Easy, que utiliza casos de uso tabulares e máquina de estados para a geração automática da suíte de testes. Os casos de uso são descritos em linguagem natural restrita. A partir dessa descrição, a ferramenta constrói uma máquina de estado e, a seguir, a utiliza para gerar cenários. Por construção os cenários estarão em conformidade com os casos de uso. Cada cenário corresponde a um caso de teste. Os cenários são apresentados ao usuário em linguagem natural restrita, permitindo a visualização destes antes da geração dos scripts finais de testes. Os scripts gerados são destinados a uma ferramenta de execução automatizada voltada para o teste de interfaces gráficas. Neste trabalho, utilizou-se a ferramenta UI Automation, responsável pela execução de testes em aplicações destinadas ao iOS, sistema operacional de iPhone, iPad e iPod Touch. A eficácia do processo foi avaliada em uma aplicação real, disponível na loja virtual de aplicativos App Store. Além disso, foram realizados testes de IHC afim de avaliar a influência no custo da produção da suíte de teste. / [en] It is expected that the development of test suites from models can contribute substantially to reducing the human effort and to increase the effectiveness of the generated tests. Means for tests’ effectiveness (ideal) the percentage of existing defects found by these tests. Most of these techniques is based on state machines and mostly directed to testing the functionality. However, there is a need to be able to test highly interactive systems, such as smartphones and tablets, from a description of its human computer interface. The goal of the dissertation is to make a first evaluation of a technique aimed to generate test suites for test of human computer graphic interface. For this purpose was developed and evaluated its effectiveness, a tool called Easy, using use cases tabular and state machine for the automatic generation of the suite tests. The use cases are described in natural language restricted. From this description, the tool builds a state machine, and then uses this to generate scenarios. By construction scenarios will be in accordance with the use cases. Each scenario corresponds to a test case. The scenarios are presented to the user in natural language, allowing the visualization of them before the generation of the final scripts tests. The generated scripts are intended to a running automated tool geared to testing graphical interfaces. In this work, we used the UI Automation tool, responsible for running tests on applications for the iOS, operational system for iPhones, iPads and iPod touchs. The effectiveness of the procedure was evaluated in a real application, available in the online store applications App Store. In addition, HCI tests were performed in order to evaluate the influence on the cost of production of the test suite.
240

Caracterização, processos de produção e tendências do jornalismo em mobilidade: um estudo de caso do The New York Times / -

Camargo, Isadora Ortiz de 24 August 2015 (has links)
Esta dissertação identifica e analisa o panorama de transformação e (re)formatação do conteúdo jornalístico para dispositivos móveis, tablets e smartphones, além da gestão estratégica que impulsiona a incorporação da condição de mobilidade no jornalismo. A pesquisa foca a mobilidade como tendência estratégica para o jornalismo digital contemporâneo, discutindo uma proposição conceitual de \'jornalismo em mobilidade\'. Assim, a partir do estudo de caso da empresa jornalística norte-americana The New York Times (NYTimes), a pesquisa destaca as mudanças que impactam a produção de conteúdo jornalístico, identificando aspectos que constroem as versões móveis desta marca, referência em implementação de cultura digital. Com o estudo de caso, e um mapeamento das orientações estratégicas e metodológicas da empresa, objetiva-se discutir a mobilidade na rotina de produção da redação jornalística digital baseada na visão (explicativa) de cinco dos principais gestores da redação digital do NYTimes. Entre os desafios e oportunidades da marca (NYT) estão as métricas, o conhecimento da audiência e, portanto, personalização, otimização, customização e curadoria como pontos chaves da área digital. Como principal objetivo da pesquisa destaca-se o foco em uma produção jornalística de qualidade. E, por fim, a dissertação aborda o jornalismo em mobilidade como uma tendência (presente e futura) às redações, considerando que os aparatos tecnológicos móveis deixam de ser apenas ferramentas tecnológicas para se caracterizarem como plataformas midiáticas, a partir da segunda década dos anos 2000. / This Mater\'s thesis identifies and analyzes the panorama of change and (re) formatting of journalistic content for mobile devices, as well as strategic management that drives the incorporation of mobility in journalism. The research focuses on mobility like a strategic trend for contemporary digital journalism, discussing a conceptual proposition of \'journalism in mobility\'. From the study of the US newspaper company The New York Times (NYTimes), this master\'s thesis highlights changes the impact of content journalistic production content, identifying some aspects that build mobile versions of this brand, which is a reference of culture digital. With the case study and a mapping of strategic and methodological guidance of the company, it objective is to discuss mobility in routine production of digital journalism based on view (explanatory) of five of the top managers of digital writing the NYTimes. Among the challenges and opportunities of the NYT are metrics, knowledge of the audience and therefore customization, optimization, customization and curators as key points of the digital area. As the main objective of this research focus on stands out in a journalistic production quality. And finally, the dissertation deals with journalism on move as a trend (present and future) to newsrooms, considering that mobile technological devices are not merely technological tools, but are media platforms.

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