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Internal Health Locus of Control Predicts Willingness to Track Health Behaviors Online and with Smartphone AppsBennett, Brooke L. 09 May 2013 (has links)
No description available.
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Interventions for Childhood Obesity: Evaluating Technological Applications Targeting Physical Activity Level and DietDiPietro, Jessica 01 May 2014 (has links)
Overweight and obese children have increased risks for multiple preventable diseases and conditions which can impair their physiological health and significantly increases the overall cost of their healthcare. Free mobile applications and technology for weight loss, dietary tracking, and physical activity may be quite useful for monitoring nutritional intake and exercise to facilitate weight loss. If so, nurses are well positioned to recommend such tools as part of their efforts to prevent childhood obesity and help children and parents better manage childhood obesity when it is present. However, there are no guidelines that nurses can use to determine what applications or technologies are most beneficial to children and their parents. The purpose of this project is to develop such guidelines based on a review of the scientific literature published in the last 5 years. Articles regarding healthy-lifestyle promoting mobile applications and technological approaches to health and fitness interventions were identified by searching articles indexed by CINAHL, Psychinfo, Medline, ERIC, IEEE Xplore, and Academic Search Premier. Identified articles were assessed using Melnyk’s hierarchy of evidence and organized into tables so that implications for research and suggestions for practice could be made.
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Data-Driven Simulation Modeling of Construction and Infrastructure Operations Using Process Knowledge DiscoveryAkhavian, Reza 01 January 2015 (has links)
Within the architecture, engineering, and construction (AEC) domain, simulation modeling is mainly used to facilitate decision-making by enabling the assessment of different operational plans and resource arrangements, that are otherwise difficult (if not impossible), expensive, or time consuming to be evaluated in real world settings. The accuracy of such models directly affects their reliability to serve as a basis for important decisions such as project completion time estimation and resource allocation. Compared to other industries, this is particularly important in construction and infrastructure projects due to the high resource costs and the societal impacts of these projects. Discrete event simulation (DES) is a decision making tool that can benefit the process of design, control, and management of construction operations. Despite recent advancements, most DES models used in construction are created during the early planning and design stage when the lack of factual information from the project prohibits the use of realistic data in simulation modeling. The resulting models, therefore, are often built using rigid (subjective) assumptions and design parameters (e.g. precedence logic, activity durations). In all such cases and in the absence of an inclusive methodology to incorporate real field data as the project evolves, modelers rely on information from previous projects (a.k.a. secondary data), expert judgments, and subjective assumptions to generate simulations to predict future performance. These and similar shortcomings have to a large extent limited the use of traditional DES tools to preliminary studies and long-term planning of construction projects. In the realm of the business process management, process mining as a relatively new research domain seeks to automatically discover a process model by observing activity records and extracting information about processes. The research presented in this Ph.D. Dissertation was in part inspired by the prospect of construction process mining using sensory data collected from field agents. This enabled the extraction of operational knowledge necessary to generate and maintain the fidelity of simulation models. A preliminary study was conducted to demonstrate the feasibility and applicability of data-driven knowledge-based simulation modeling with focus on data collection using wireless sensor network (WSN) and rule-based taxonomy of activities. The resulting knowledge-based simulation models performed very well in properly predicting key performance measures of real construction systems. Next, a pervasive mobile data collection and mining technique was adopted and an activity recognition framework for construction equipment and worker tasks was developed. Data was collected using smartphone accelerometers and gyroscopes from construction entities to generate significant statistical time- and frequency-domain features. The extracted features served as the input of different types of machine learning algorithms that were applied to various construction activities. The trained predictive algorithms were then used to extract activity durations and calculate probability distributions to be fused into corresponding DES models. Results indicated that the generated data-driven knowledge-based simulation models outperform static models created based upon engineering assumptions and estimations with regard to compatibility of performance measure outputs to reality.
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Does Persuasive Technology Make Smartphones More Addictive? : An Empirical Study of Chinese University StudentsChen, Xiaowei January 2021 (has links)
With the development of computer hardware, computers with persuasion have become more powerful and influential than ever. The latest trends show that Persuasive Technology integrates with cutting-edge technologies, such as Natural Language Processing, Big Data, and Machine Learning algorithms. As persuasion is becoming increasingly intelligent and subtle, it is urgent to reflect on the dark sides of Persuasive Technology. The study aims to investigate one of Persuasive Technology's accusations, making smartphones more addictive to its users. The study uses questionnaires and in-depth interviews to examine the impact of persuasive technologies on young smartphone users. Questionnaires were distributed through a university forum, student group chats, and Tencent Survey Service. Ten interviewees were sampled randomly from the survey results. Eight interviewees shared their smartphone screen time for three consecutive weeks after the interview. Among the 183 participants, 84.70% (n=155) spend over (or equal to) four hours per day on their smartphone, 44.26% (n=81) indicate that smartphones negatively affect their studies or professional life. Ten interviewees evaluated that they could reduce screen time by 37% if they could avoid all persuasive functions. Five out of eight interviewees reduced their screen time by 16.72% three weeks after the interviews by voluntarily turning off some persuasive functions on their smartphones. This study provides empirical evidence to argue that persuasive technologies increase users' screen time and contribute to the addictive behaviours of young smartphone users. Some commonly used persuasive design principles could have negative long-term impacts on users. To sum up, the ethical problems that Human- computer interaction (HCI) designers face and users' neglected rights of acknowledgement were discussed. / Med utvecklingen av datorhårdvara har datorer med övertalning blivit mer kraftfulla och inflytelserika än någonsin. De senaste trenderna visar att Persuasive Technology integreras med banbrytande teknik, såsom Natural Language Processing, Big Data och Machine Learning-algoritmer. Eftersom övertalning blir alltmer intelligent och subtil, är det angeläget att reflektera över de mörka sidorna av övertygande teknik. Studien syftar till att undersöka en av övertygande teknologins anklagelser, vilket gör smartphones mer beroendeframkallande för sina användare. Studien använder frågeformulär och djupintervjuer för att undersöka effekterna av övertygande teknik på unga smartphone-användare. Frågeformulär distribuerades via ett universitetsforum, studentgruppchattar och Tencent Survey Service. Tio intervjuade slumpmässigt urval från undersökningsresultaten. Åtta intervjuade delade sin skärmtid för smarttelefonen i tre veckor i rad efter intervjun. Bland de 183 deltagarna spenderade 84,70% (n = 155) mer än (eller lika med) fyra timmar per dag på sin smartphone, 44,26% (n = 81) indikerar att smartphones påverkar deras studier eller yrkesliv negativt. Tio intervjuade utvärderade att de kunde minska skärmtiden med 37% om de kunde undvika alla övertygande funktioner. Fem av åtta intervjuade minskade skärmtiden med 16,72% tre veckor efter intervjuerna genom att frivilligt stänga av några övertygande funktioner på sina smartphones. Denna studie ger empiriska bevis för att hävda att övertygande teknik ökar användarnas skärmtid och bidrar till beroendeframkallande beteende hos unga smartphone-användare. Några vanliga övertygande designprinciper kan ha negativa långsiktiga effekter på användarna. Sammanfattningsvis diskuterades de etiska problemen som HCI-designare (Human-computer-interaktion) möter och användarnas försummade bekräftelserätt.
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The Sound Forest : Smartphoneenabled Modulation of Music Through Bodily Movements / The Sound Forest : Smartphone-aktiverad modulering av musik genom kroppsliga rörelserKumar, Rishabh January 2022 (has links)
There is a growing interest in designing for whole body interactions in the field of Human–Computer Interaction, where numerous researchers are using this knowledge for creating new age digital musical instruments, with the secondary focus on creating inclusive music creation mediums for all. The aim was to create a new interaction medium for Sound Forest, a digital musical instrument at Stockholm Museum of Performing Arts. In this report we have used an Android app to allow users to modulate sound created by the Sound Forest by their hand movements. The app was tested and evaluated by 9 individual users, where they were told to use the app and were asked to try to modulate the sound with their hands while holding the phone in their hand. They were asked to fill a Google Form that inquired about their experience and asked about their informal feedback regarding the process. The data was visualised and observed, where one can see the moderate success of the mappings and visual feedback provided by the app. Qualitative suggestions provided by the users were recorded for future development and evaluation. / Det finns ett växande intresse för att designa interaktioner av hela kroppen inom området människa–datorinteraktion, där många forskare använder denna kunskap för att skapa nya digitala musikinstrument, samt för att skapa inkluderande musikskapande medier lämpliga för alla. Syftet var att skapa ett nytt interaktionsmedium för Sound Forest, ett digitalt musikinstrument vid Stockholms Scenkonstmuseum. I den här rapporten har vi använt en Androidapp för att tillåta användare att modulera ljud som skapas av Sound Forest genom sina handrörelser. Appen testades och utvärderades av 9 individuella användare, där de blev tillsagda att använda appen och ombads att försöka modulera ljudet med händerna medan de höll telefonen i handen. De ombads att fylla i ett Google-formulär angående deras upplevelse samt deras informella feedback angående processen. Datan visualiserades och observerades, vilket visade framgången av kartläggningarna och den visuella feedback som kom från appen. Kvalitativa förslag från användarna registrerades för framtida utveckling och utvärdering.
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Recruitment and Baseline Characteristics of Participants in the “Sanadak” Trial: A Self-Help App for Syrian Refugees with Post-traumatic StressRöhr, Susanne, Jung, Franziska U., Renner, Anna, Plexnies, Anna, Hoffmann, Rahel, Dams, Judith, Grochtdreis, Thomas, König, Hans-Helmut, Kersting, Anette, Riedel-Heller, Steffi G. 19 April 2023 (has links)
Many Syrian refugees residing in Germany have been exposed to traumatizing events, while treatment options are scarce. Therefore, the self-help app “Sanadak” was developed to target post-traumatic stress in Syrian refugees. We aimed to inspect the recruitment and baseline characteristics of the participants in the trial, which is conducted to evaluate the app. Analyses were based on the recruitment sample (n = 170) and the trial sample (n = 133). Data were collected during structured face-to-face interviews in the Arabic language. Targeted outcomes included post-traumatic stress (primary; Post-traumatic Diagnostic Scale for DSM-5/PDS-5) and depressive symptoms, anxiety, resilience, among others (secondary). Recruited individuals were M = 32.8 (SD = 11.2, range = 18–65) years old; 38.8% were women. The average PDS-5 score was 23.6 (SD = 13.2) regarding trauma exposure, which was most frequently related to experiencing military- or combat-related events (32.9%). Moreover, 46.5% had major depression and 51.8% showed low resilience. Anxiety was present in 40.6% of the trial participants. Psychological distress was high in Syrian refugees residing in Germany, enrolled in a trial targeting post-traumatic stress. This underlines the need for intervention. Our results provide important figures on the mental health of a not well-studied population group in Germany.
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Leveraging Personal Internet-of-Things Technology To Facilitate User Identification in Digital Forensics InvestigationsShinelle Hutchinson (16642559) 07 August 2023 (has links)
<p>Despite the many security and privacy concerns associated with Internet-of-Things (IoT) devices, we continue to be barraged by new IoT devices every day. These devices have infiltrated almost every aspect of our lives, from government and corporations to our homes, and now, on and within our person, in the form of smartphones and wearables. These personal IoT devices can collect some of the most intimate pieces of data about their user. For instance, a smartwatch can record its wearer's heart rate, skin temperature, physical activity, and even GPS location data. At the same time, a smartphone has access to almost every piece of information related to its user, including text messages, social media activity, web browser history, and application-specific data. Due to the quantity and quality of data these personal IoT devices record, these devices have become critical sources of evidence during forensic investigations. However, there are instances in which digital forensic investigators need to make doubly sure that the data obtained from these smart devices, in fact, belong to the alleged owner of the smart device and not someone else. To that end, this dissertation provides the first look at using personal IoT device handling as a user identification technique with machine learning models to aid forensic investigations. The results indicated that this technique is capable of significantly differentiating device owners with performance metrics of .9621, .9618, and .9753, for accuracy, F1, and AUC, respectively, when using a smartwatch with statistical time-domain features. When considering the smartphone performance, the performance was only marginally acceptable with accuracy, F1, and AUC values of .8577, .8560, and .8891, respectively. The results also indicate that female users handled their devices notably differently from male users. This study thus lays the foundation for performing user identification during a forensic investigation to determine whether the smart device owner did, in fact, use the device at the time of the incident.</p>
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Framtagning av en mobilhållare för bilar / Development of a mobile phone holder for carsGöransson, Daniel, Haaga, Jerry January 2015 (has links)
Syftet med det här examensarbetet har varit att utveckla och utforma en mobilhållare för bilar. En mobilhållare kan ha många funktioner, och med dagens lag om att kommunikationsutrustning inte får störa vid framförande av fordon får den en extra viktig roll. Hållaren har utvecklats för att möjliggöra enkel användning genom en kombination av flera användarvänliga funktioner. Några exempel på funktioner är enkel montering och demontering av mobiltelefon, automatisk sammankoppling med bil samt trådlös laddning. Genom en strukturerad produktutvecklingsprocess, där beprövade metoder har använts för att identifiera krav, generera koncept och välja koncept, har ett antal koncept skapats som slutligen sållats ut till en slutlig vinnare. Exempel på använda metoder och verktyg är intervjuer och House of Quality för kravidentifiering, TRIZ Effects Database och Merlin för konceptgenerering samt Concept screening och Concept scoring för konceptval. Det valda konceptet har därefter genomgått nödvändigt konstruktionsarbete för att skapaCAD-modeller, utföra FE-analyser samt 3D-printa en prototyp. Det slutliga konceptet uppfyller kravet om enkel användning genom bland annat enkel enhands montering och demontering av mobiltelefon. Lösningen fungerar även med en stor variation av mobiltelefoner utan behov av att göra inställningar. Konceptet är utformat och förberett för att i framtida arbete integrera olika trådlösa tekniker såsom NFC och Qiladdning. Vidare arbete krävs bland annat gällande konstruktionens hållfasthet, materialval och uppfyllande av lagkrav. / The objective of this thesis has been to develop and design a mobile phone holder for cars. A mobile phone holder can fulfil many purposes, and with the legislation today stating that communication equipment should not interfere when driving a vehicle, this type of product becomes extra important. The holder has been developed to enable simple use through acombination of user friendly functions. A few examples of functions are; easy mounting and demounting of mobile phone, automatic connection to car and wireless charging. Through a structured product development process, where tested methods have been used to identify requirements, generate concepts and choosing concept, an amount of concepts have been created and finally narrowed down to one final winner. Examples of methods and tools that has been used is interviews and House of Quality for identifying requirements, TRIZ Effects Database and Merlin for generating concepts and finally Concept screening and Concept scoring for the selection. The chosen concept has thereafter gone through necessary construction work for creating CAD-models, performing FE-analysis and 3D-printing a prototype. The final concept meets the requirement of easy use through simple one-hand mounting and demounting of mobile phone. The solution also works with a wide variety of mobilephones without the need to make adjustments. The concept is designed and prepared for integrating techniques such as NFC and Qi-charging in future work. More work needs to be done regarding the constructions strength, choice of material and fulfilling of laws before proceeding any further.
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Context-Aware Malicious Code DetectionGu, Boxuan 19 December 2012 (has links)
No description available.
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<b>Smartphone habits and health: Testing Habit Theory to target perceived behavioral control within the Theory of Planned Behavior</b>Elizabeth Ann Labadorf (19166191) 18 July 2024 (has links)
<p dir="ltr">Behavior-change theories reliably explain behavior, but they often lack messaging recommendations to modify behavior. The Theory of Planned Behavior (TPB) could benefit from clear, replicable messaging strategies to target its constructs of attitudes, social norms, and perceived behavioral control (PBC) about a behavior (Ajzen, 1991). Habit Theory is commonly used for behavior-change interventions because it offers both behavior-change explanations and messaging (Orbell & Verplanken, 2020). Its habit strength measure has been used repeatedly to add explanatory power to the TPB model, and this study tests whether its messaging strategies can effectively pair with the TPB to affect PBC and instigate behavior change (Bamberg et al., 2003; Bayer & Campbell, 2012).</p><p dir="ltr">To test these strategies in the context of problematic smartphone use among college students, focus groups were conducted to select a target habit and to refine the messaging strategy and channel for a habit-focused intervention. These findings were used to create and conduct an intervention with a sorority at Purdue University, and a pre-test, post-test, delayed post-test survey design was used to analyze the effectiveness of the intervention. The intervention had positive effects on participants’ attitudes and intentions toward implementing the habit and to reduce smartphone use, improved their habit strength, and increased the number of times they put their smartphones out of sight while studying or doing homework. Additionally, the sticker cues given away during the intervention increased the effects of the intervention for those who affixed them to at least one of their devices. However, the intervention did not affect PBC or time spent on a smartphone. These findings emphasize the importance of continued research into how messaging strategies affect behavior and the constructs within the TPB.</p>
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