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Red Cross First Aid and Hazard Smartphone Apps: Understanding the process and contexts impacting ICTs for disaster preparednessJanuary 2019 (has links)
archives@tulane.edu / This study is a process evaluation-based case study of the Universal App Program (UAP), a global disaster preparedness smartphone application program developed and managed by the Global Disaster Preparedness Center (GDPC). The rise of disaster risks worldwide and the rapid parallel adoption of mobile technology have created opportunities to empower communities to prepare and respond more effectively to disasters. The deployment of ICTs in the humanitarian sphere requires focused research to best understand how these opportunities can be harnessed more effectively.
This study explores, describes, and analyzes the phases of design, delivery, and initial receipt of apps developed with the International Red Cross Red Crescent Movement. It study also explores and describes the strategies, implementation and outcomes of these processes, focusing on the perspectives of the various actors working with and on the apps throughout these processes and at each site. The goal is to understand how these apps are conceived and planned, what contextual factors are significant, and within what organizational and country context, and under what assumptions, how the apps are adapted for the needs and contexts of each country involved and its citizenry, and what challenges are faced, with emphasis on the design and delivery phases.
The study is both descriptive and prescriptive, utilizing methods of qualitative data collection, primarily in the form of questionnaires, interviews, and document reviews, with the support of some basic quantitative data analysis.
The primary findings of this study show that there is a great deal of fidelity between the GDPC’s design of the UAP and that the demand-driven, shared responsibility model of the program has been key to its sustainability. Program designers were successful in incorporating key aspects of ICT4D best practice into the components of the program. Contextual factors, in particular the UAP situated within the GDPC and aligning with the International Red Cross Red Crescent Movement has been a key underlying factor for program development and success, as it enabled GDPC to build on the experiences and apps of the British Red Cross and American Red Cross and uniquely connect and support national societies participating in the UAP. / 1 / Jessica Ports Robbins
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The hidden costs of mobile applications : a cross-layer analysis of energy and spectrum waste of mobile applicationsVallina-Rodriguez, Narseo January 2014 (has links)
No description available.
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Communication in a Technologically Mediated Hookup Culture: Experiences and Expectation Fulfillment of Mobile Dating and Hookup App UsersHelm, Brenna M. 20 September 2019 (has links)
No description available.
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DIET, EXERCISE, AND SMARTPHONES - A CONTENT ANALYSIS OF MOBILE HEALTH APPLICATIONS FOR WEIGHT LOSSSubramanian, Rajvee 01 August 2015 (has links) (PDF)
The recent proliferation and adoption of smartphones has resulted in the widespread use of mobile applications. Mobile applications, or apps, are small programs that are designed to run on smartphones and mobile devices for providing information on a wide range of topics addressing the varied needs of an individual. Health apps are one of the more popular categories of apps that are used extensively among people who are interested in health and fitness. Apps in this category focus on topics such as diet, nutrition, fitness, and weight loss. This study examined popular, free weight loss health applications available in Apple iTunes (iOS) and Google Play (Android) to identify their characteristics and adherence to national health guidelines. A total of 89 weight loss apps across both platforms were selected for the content analysis. Each app was coded to examine the general characteristics and the presence of features such as interactivity, adherence to evidence-informed practices and health guidelines, user engagement, and credibility of health information. Descriptive statistics such as frequencies and percentages were calculated once the coding was done. Perhaps the most important finding of the study was that no single app completely adhered to all the health guidelines or evidence-informed practices outlined by national health agencies. However, there were some apps that showed high levels of adherence in certain categories. The study further indicated that weight loss apps are designed more for people interested in physical fitness and training and less for people who are trying diet and nutrition to lose weight. A majority of the apps analyzed did not adhere to evidence-informed practices, did not follow the clinical 10-step guidelines for treatment of weight loss recommended by national health agencies, and failed to meet HON (Health on the Net) standards for credibility. E-mail was the preferred form of communication present in all the apps, and interactive features were under utilized by app developers. This study found that mobile app developers make minimal use of theory-driven components in their app design. The provision to track user progress was the most employed user engagement (66%), followed by facilitating goal setting (53%), and self-monitoring (51%). Of all the 89 apps analyzed, the study found only one app with health professional input, seriously highlighting the need for involvement of health professionals in app design and development. Weight loss through mobile apps has a lot of potential for growth in terms of incorporating interactive features, theory-driven content, evidence-informed practices, and credibility of health information. While there is much emphasis on improving the functionality and features of apps, it is also important that health professionals with an understanding and knowledge of national health guidelines need to be actively involved in developing apps that are tailored, appropriate, and relevant for those interested in losing weight. There needs to be more initiatives where app developers, health professionals and agencies, avid app users, nongovernmental organizations, and policy makers come together and help address some of the issues highlighted in this study.
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Taxi! Taxi!: The Impact of E-hailing Apps on the Singapore Taxi IndustrySoota, Shreya 01 January 2016 (has links)
Taxis are a popular mode of travel in Singapore because of their convenience and high levels of comfort. Despite having approximately 28,000 taxis, Singapore’s taxi system is under-optimized. As a result, e-hailing applications have transformed the way consumers select ride services. Such apps have provided a faster and more convenient service. In fact, both consumers and taxi drivers have reaped significant benefits from e-hailing services. In our study, we use average wait times and prices to understand the impact e-hailing applications have had on the Singapore taxi industry. We predict that such services would have negatively impacted the existing taxi dispatch system. We found e-hailing applications reduced the average wait time for passengers. Prices were the cheapest for Uber. Due to limitations in the study, we cannot conclude if these are statistically significant results.
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Optimalizace podnikových procesů za použití Google Apps v prostředí malé firmyPalánová, Lucie January 2012 (has links)
No description available.
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Plan de negocios para DepAppCastro Yáñez, Eduardo, Esquirva Rivas, Denhys Juniors, Sheen Ventocilla, María Luisa 08 1900 (has links)
Las necesidades de las personas son muy dinámicas y cambiantes; cada vez requieren de productos y/o servicios más integrales, personalizados y que satisfagan los requerimientos del cliente. Además, las personas tienen una vida cada vez más activa: hoy en día, por lo general, ambos padres de familia trabajan y realizan múltiples actividades, por lo que el tiempo que disponen para realizar y controlar los quehaceres domésticos diarios es reducido. Considerando los niveles de inseguridad y delincuencia que hay en Lima, donde hay robos en todas las zonas y en cualquier momento, la búsqueda de personal de limpieza seguro y confiable para hogares es una tarea bastante exigente; este personal extraño al hogar no solo debe realizar bien su trabajo, sino tener un buen comportamiento durante las horas que pasa en los distintos ambientes de la casa de su empleador. El mercado ofrece distintas opciones como agencias de empleo, que muchas veces no son seguras ni adecuadas ya que no han hecho una evaluación previa de los trabajadores que promueven; además de las referencias o recomendaciones que las persona pueden recibir de su entorno social. Como consecuencia de este análisis se ha identificado que existe la necesidad de un servicio de limpieza para hogares que sea más seguro, dinámico y que facilite a los potenciales clientes la seguridad de contar con personal de servicio seguro y eficiente para que realice estas labores domésticas en horarios flexibles, según las necesidades del cliente. Debido a ello se propone el desarrollo de un negocio en línea, por medio de una plataforma digital (aplicativo móvil), en donde el cliente pueda hacer el pedido y pago de un servicio cómodo, de fácil uso y acceso inmediato en cualquier momento y lugar; lo que permitirá el ahorro de tiempo y tener mayor seguridad de las personas que ingresan al hogar del cliente.
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Consumer opinions on branded mobile applicationsFurr, Laura Elaine 17 February 2011 (has links)
Advertising is moving from a more traditional, paid placement into a new digital and mobile era. Companies are trying to figure out how to reach consumers in new ways, and emerging technologies are assisting. Branded mobile applications are one way that companies are working to build brand image and advertise in an innovative way. In this research, twelve in-depth interviews were conducted to find out what consumers may want, look for, and expect from a branded mobile application. Secondary research was also conducted to find out how brands are leveraging these new technologies and what consumers can look for in the future of mobile advertising. After reading this paper, the reader will have further knowledge of what consumers are seeking in mobile branded applications and how to obtain and keep their attention with a mobile application. / text
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A PWA na gestão de informação : um exemplo de protótipo sobre a realidade aumentada /Bermejo, Ewerton da Silva January 2020 (has links)
Orientador: Célia Maria Retz Godoy dos Santos / Resumo: O objetivo deste estudo foi a construção de um protótipo e a realização de um teste de Progressive Web Apps (PWA) para gestão de informações sobre a “realidade aumentada”. O termo PWA é utilizado para nomear uma metodologia hibrida (web regulares e aplicativos móveis) de desenvolvimento de softwares, cuja principal funcionalidade é criar aplicativos híbridos que entreguem uma experiência semelhante aos apps nativos, sem precisar “baixar” o app e/ou se cadastrar no software. O método utilizado neste estudo se subdividiu em duas fases: inicialmente um levantamento exploratório sobre linguagens de programação e de código aberto, a fim de entender as possibilidades e técnicas da PWA; e posteriormente a construção propriamente dita do protótipo, que incluiu: pesquisa na web sobre o assunto “realidade aumentada” para compor o aplicativo, locação de servidor para publicação do produto; avalição do aplicativo via o método de Design-Research (DBR) qualitativo; aplicado a 5 profissionais que atuam no campo de mídia e tecnologia. A construção do protótipo foi efetivada, condizente com a metodologia proposta, atendeu a maioria dos requisitos de usabilidade e acessibilidade, indicando facilidade no acesso às informações, que foram agrupadas sobre o tema e disponibilizada via este app. Em que pese os aspectos positivos, detectou-se, por ainda estar em fase de implementação, a fraca interatividade e participação proativa dos usuários e a dificuldade de atualização e incorporação de outros c... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: The purpose of this study was to build a prototype and perform a Progressive Web Apps (PWA) test to manage information about “augmented reality”. The term PWA is used to name a hybrid methodology (regular web and mobile apps) for software development, whose main functionality is to create hybrid apps that deliver an experience similar to native apps, without having to “download” the app and / or register in the software. The method used in this study was divided into two phases: initially an exploratory survey on programming and open source languages, in order to understand the possibilities and techniques of PWA; and later the actual construction of the prototype, which included: web research on the subject “augmented reality” to compose the application, rental of a server to publish the product; evaluation of the application via the qualitative Design-Research (DBR) method; applied to 5 professionals working in the media and technology field. The construction of the prototype was carried out, consistent with the proposed methodology, it met most of the usability and accessibility requirements, indicating easy access to information, which were grouped on the topic and made available via this app. Despite the positive aspects, it was detected, because it is still in the implementation phase, the weak interactivity and proactive participation of users and the difficulty of updating and incorporating other content in a collaborative manner, which is believed to occur as far as ... (Complete abstract click electronic access below) / Mestre
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iPad apps: a vehicle to develop social skills in children with autismRuppenthal, Cory 18 April 2016 (has links)
This case study research was conducted to determine if three moderately priced iPad apps could assist children with autism in the area of social skill development. Five participants from Grades 6-12 were selected for this study. The researcher met with each participant three times. After being given a demonstration, each participant was observed using the apps and then asked questions relating to their experiences using them. The researcher and participants discussed the themes of the apps to determine whether the participant comprehended the social situations that were presented. The results of each case study varied based on the cognitive abilities of the participant. All participants had success with at least one app and indicated that they would continue using the apps in the future. More research is needed to determine the true potential of the iPad as a tool for children with autism to enhance their social skills. / May 2016
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