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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.
141

Diseño de experiencia de usuario en la museografía interactiva. Metodología proyectual para aplicaciones móviles de museos y espacios expositivos

Sanchis Gandía, Álvaro 06 November 2017 (has links)
The important technification of the developed societies has also impacted the contemporary museography. The arrival of the smartphones introduced cultural consumption patterns that felt utterly new. These affected, inevitably, the conception of the digital assets specifically developed for the exhibition spaces. The use of technology in cultural environments has become a general trend and myriad institutions have resorted to them to complement their funds and contents. This investigation will thoroughly elaborate on the factors that determine the quality of those smartphone applications published by museums. For that aim, an analysis of the evolution of the media in recent years will be presented in order to have an ample idea of the current situation of this field of study. Subsequently, a change in the conceptualization of the approach and in the design of these questions will be proposed, and the visitor will become the process vertebral axis. Hence, both the design discipline from the user experience and its implementation in the museum field will be meticulously analyzed., and their validity will be verified through their exhibition environment. Lastly, a specific methodology based on these design principles will be implemented, where the development of smartphone applications and the exhibition practice will be linked. The purpose of this methodology will be to organize the necessary phases of a project with these features, determine the main aspects that will guarantee the quality of the final outcome and, ultimately, be useful in the implementation of meaningful digital experiences for museums. / La importante tecnificación de las sociedades desarrolladas ha tenido su reflejo dentro de la museografía contemporánea. La llegada de los dispositivos móviles inteligentes planteó modos de consumo cultural completamente nuevos, afectando inevitablemente a la producción de activos digitales desarrollados por y para espacios expositivos. La utilización de la tecnología en entornos culturales se ha convertido en una tendencia generalizada, a la que recurren infinidad de instituciones para complementar sus fondos y contenidos. En esta investigación profundizaremos en los factores que determinan la calidad de las aplicaciones móviles publicadas por museos. Para ello, analizaremos la evolución del medio en los últimos años para obtener una visión amplia de la situación actual de este ámbito de estudio. Posteriormente, propondremos un cambio de enfoque en la conceptualización y diseño de estas propuestas, estableciendo al visitante como eje vertebrador de todo el proceso. Por este motivo, analizaremos en profundidad la disciplina del diseño de la experiencia de usuario y su implementación en el ámbito museístico, comprobando a través de sus fundamentos su validez en el entorno expositivo. Finalmente, desarrollaremos una metodología específica basada en estos principios de diseño, donde se relacione la producción de aplicaciones móviles con la práctica expositiva. Esta tendrá como objetivo organizar las fases necesarias en un proyecto de estas características, determinar los principales aspectos que asegurarán la calidad del resultado final y, en definitiva, ser de utilidad en el desarrollo de experiencias digitales significantes para espacios museísticos. / La important tecnificació de les societats desenvolupades s'ha vist reflectida dins de la museografia contemporània. L'aplegada dels dispositius mòbils intel·ligents plantejà mitjans de consum cultural completament nous, afectant inevitablement a la producció d'actius digitals desenvolupats per i per a espais expositius. La utilització de la tecnologia en entorns culturals s'ha convertit en una tendència generalitzada, emprada per infinitat d'institucions per a complementar els seus fons i continguts. A aquesta investigació profunditzarem en els factors que determinen la qualitat de les aplicacions mòbils publicades per museus. Per a aconseguir-ho, analitzarem l'evolució del mitjà en els últims anys, per a obtenir una visió amplia de la situació actual d'aquest àmbit d'estudi. Posteriorment, proposarem un canvi d'enfocament en la conceptualització i disseny d'aquestes propostes, establint al visitant com a eix vertebrador de tot el procés. Per aquest motiu, analitzarem en profunditat la disciplina del disseny de l'experiència d'usuari i la seva implementació a l'àmbit museístic, comprovant a través dels seus fonaments la seva validesa a l'entorn expositiu. Finalment, desenvoluparem una metodologia específica basada en aquests principis de disseny, on es relacioni la producció d'aplicacions mòbils amb la pràctica expositiva. Aquesta tindrà com a objectiu organitzar les fases necessàries a un projecte d'aquestes característiques, determinar els principals aspectes que garantiran la qualitat del resultat final i, en definitiva, ser d'utilitat al desenvolupament d'experiències digitals significants per a espais museístics. / Sanchis Gandía, Á. (2017). Diseño de experiencia de usuario en la museografía interactiva. Metodología proyectual para aplicaciones móviles de museos y espacios expositivos [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/90583 / TESIS
142

Kvalitetssäkra hälsoapplikationer : Vilka upplevda förväntningar och krav finns? / Quality-assurance of health apps : What are the perceived expectations and requirements?

Provender Jonasson, Felicia January 2021 (has links)
Bakgrund: Antalet hälsoapplikationer växer för varje dag och det finns ett behov av att säkerställa kvaliteten på dessa, för att skapa riktlinjer för utvecklare, stödja användarna och tydliggöra vad vårdgivare kan rekommendera till sina patienter. Syfte: Syftet med detta arbete var att undersöka synen på kvalitetsmärkningar och krav som kan ställas på hälsoapplikationer ur kvalitets- och säkerhetsaspekt, med perspektiv utifrån myndigheter och appleverantörer, vårdsektor och app-användare. Material och metod: Studien har använt sig av en kvalitativ forskningsmetod med semistrukturerade intervjuer, där totalt sjutton intervjuer genomförts med representanter från tre olika myndigheter, SIS, app-leverantörer, vårdpersonal och app-användare. Alla intervjuer transkriberades ordagrant, bearbetades med hjälp av kodning, kategorisering och analys för att se mönster, likheter och variationer. Slutligen delades detta in i teman som presenterar dessa mönster i resultatet. Resultat: Alla parter är positivt inställda till en kvalitetsmärkning på hälsoapplikationer, även om kännedomen kring det pågående standard-arbetet varierade hos de tillfrågade. Det finns en förväntan både hos användare och inom vården om en ökad användning av hälsoapplikationer i framtiden och möjligheten att dela hälsodata. Vårdpersonalen är restriktiva till vad de vågar rekommendera för hälsoappar idag, men hoppas och tror att en märkning kan förändra det. De anser att säkerhet, integritet och kvalitet är viktigt, men likväl design, användarupplevelse och spelifiering. Myndigheterna och leverantörerna upplever en låg kontroll kring att ställa krav själva eller ha mandat till förändring inom området. Slutsats: Samtliga yrkesroller är enade om att det är en politisk fråga och att juridiska trösklar behöver ses över när det gäller krav, främja nya digitala lösningar och innovation inom friskvård och sjukvård. En ny standard upplevs vara i rätt riktning och inkludera det mesta som önskats, men frågan består i var ansvaret kommer ligga över att den följs, hur respektive parter ska förhålla sig till den, andra krav och kvarhållande ”föråldrade” lagstiftningar. En genomgående röd tråd är uppmaningen om tydlighet och önskan om ökad politisk drivkraft inom området.
143

Rozšířená realita: Historické verze budovy / Augmented Reality: Historical Versions of a Building

Medvec, Juraj January 2019 (has links)
This thesis is focused on Augementied reality in mobile applications. The aim of the thesis is to create mobile application that provides its users with the view of the past of selected buildings. At the beginning of the thesis, the reader is presented with various methods and technologies for working with augmented reality. Based on the theorie obtained in first chapters, a mobile application was designed and implemented. The final mobile application allows its users to view historical buildings.
144

Influencia de las estrategias de online branding en la creación de brand equity para aplicaciones móviles de servicios en jóvenes millennials de 20 a 30 años de lima metropolitana / Influence of online branding strategies in the creation of brand equity for mobile applications of services in young millennials from 20 to 30 years of Lima

Pérez Diaz, Carla Noelia 27 December 2019 (has links)
Esta investigación examina las diversas estrategias de branding online y su efecto en la construcción de valor o Brand equity en los jóvenes millenials de 20 a 30 años en Lima metropolitana, respecto a las aplicaciones móviles de servicios como Rappi y Glovo. Este tema se desarrolla a través de las diversas teorías y comentarios de autores que tienen especialidad en el desarrollo de imagen e identidad para las marcas, así como especialistas que entienden la manera en cómo el público se puede ver influenciado por este tipo de herramienta. Analizando el caso especifico de Rappi y Glovo en Perú, se ha logrado entender la influencia y repercusión de sus estrategias de branding online en el público objetivo definido. Este estudio explora los cinco niveles del brand equity (brand awareness, brand associations, valor percibido, imagen de marca y lealtad de marca) a través del modelo de WPP del Meaninfull Diferrent Framework (MDF) que nos permite entender la saliencia, diferencia y signficiancia de las marcas en un mercado de manera más simple y eficaz. También, apoyándonos en el modelo tradicional del Brand equity podemos entender el nivel en el cual se ubican en este modelo del valor de marca. El alcance de cada nivel de este modelo de análisis ha dependido del impacto y relevancia de los esfuerzos comunicacionales, respecto al branding, en fan pages, aplicaciones móviles de las marca, o las diversas estrategias aplicadas por las empresas para poder ser relevantes para el público. / This research examines the various online branding strategies and their effect on the construction of value or Brand equity in young millennials from 20 to 30 years old in metropolitan Lima, regarding mobile applications of services such as Rappi and Glovo. This theme is developed through the various theories and comments of authors who specialize in the development of image and identity for brands, as well as specialists who understand the way in which the public can be influenced by this type of tool. Analyzing the specific case of Rappi and Glovo in Peru, it has been possible to understand the influence and impact of their online branding strategies on the defined target audience. This study explores the five levels of brand equity (brand awareness, brand associations, perceived value, brand image and brand loyalty) through the WPP model of the Meaninfull Diferrent Framework (MDF) that allows us to understand the salience, difference and significance of brands in a market more simply and effectively. Also, based on the traditional Brand equity model, we can understand the level at which they are located in this brand value model. The scope of each level of this analysis model has depended on the impact and relevance of communication efforts, regarding branding, fan pages, mobile applications of the brand, or the various strategies applied by companies to be relevant to the public. / Trabajo de investigación
145

Technology adoption at the workplace : Optimal office utilization in the context of sustainability

Himmel, Nik January 2020 (has links)
Nowadays, sustainability in general and energy-efficiency in specific have become very populardue to environmental issues which can be directly traced back to a wasteful lifestyle of currentgenerations. Therefore, the European Commission specified European Union-wide targets andpolicy objectives in order to achieve a cut in greenhouse gas emissions from 1990 levels by atleast 40% and at least 32,5% improvement in energy-efficiency until 2030 with an option toupward the values by 2023.The literature review of this study showed that former research mainly chose an overallperspective about systems which support people and organizations in living more sustainablywithout covering a specific topic and without elaborating on a concept for a specific use-case.Most of the studies examined technology in regard to a piece of hardware which is integratedinto an existing environment (e.g. household), where no continuous interaction of its users isnecessary. Furthermore, none of it addressed how an organization, along (and in tightcooperation) with its members, can become more sustainably by implementing a technology—where technology refers to an app (software)—which enables employees to live moresustainably at the workplace.In order to tangle the identified gap, the author of this study created a concept of an app whichcan optimize a utilization of office spaces. The aim of this app is to group colleagues togetherin offices according to their project, team or previous seating habits in order to avoidunnecessary heating, air-conditioning and lighting of unused rooms (e.g. pool offices,conference rooms). As an organization should not just create a guideline to which everyemployee must stick to, this study elaborates on possible prompts and constraints (e.g.employees which have concerns about privacy). To achieve that, a web-based survey wasconducted in Germany in order to evaluate the hypotheses emerged from the literature review.From this aim, the research question ‘Which elements prompt and constrain employees to adoptan app that addresses optimal office utilization?’ emerged.Notwithstanding the thoroughly conducted literature review and the emerged hypotheses, noneof the stated hypotheses could have been confirmed and verified.
146

Regularized Greedy Gradient Q-Learning with Mobile Health Applications

Lu, Xiaoqi January 2021 (has links)
Recent advance in health and technology has made mobile apps a viable approach to delivering behavioral interventions in areas including physical activity encouragement, smoking cessation, substance abuse prevention, and mental health management. Due to the chronic nature of most of the disorders and heterogeneity among mobile users, delivery of the interventions needs to be sequential and tailored to individual needs. We operationalize the sequential decision making via a policy that takes a mobile user's past usage pattern and health status as input and outputs an app/intervention recommendation with the goal of optimizing the cumulative rewards of interest in an indefinite horizon setting. There is a plethora of reinforcement learning methods on the development of optimal policies in this case. However, the vast majority of the literature focuses on studying the convergence of the algorithms with infinite amount of data in computer science domain. Their performances in health applications with limited amount of data and high noise are yet to be explored. Technically the nature of sequential decision making results in an objective function that is non-smooth (not even a Lipschitz) and non-convex in the model parameters. This poses theoretical challenges to the characterization of the asymptotic properties of the optimizer of the objective function, as well as computational challenges for optimization. This problem is especially exacerbated with the presence of high dimensional data in mobile health applications. In this dissertation we propose a regularized greedy gradient Q-learning (RGGQ) method to tackle this estimation problem. The optimal policy is estimated via an algorithm which synthesizes the PGM and the GGQ algorithms in the presence of an L₁ regularization, and its asymptotic properties are established. The theoretical framework initiated in this work can be applied to tackle other non-smooth high dimensional problems in reinforcement learning.
147

"Using the bad for something good" : Exploring the possible paradox of meditation apps in light of digital stress

Rose, Johanna January 2020 (has links)
This study investigates meditation apps from a user perspective. While focusing on the user, interviews with psychologists and an auto-ethnographic study of three different meditation apps were used to inform the research, enrich the findings and create an as wholesome as possible picture. The research aims to explore user’s motivations and experiences as well as the possible paradox of meditation through a smartphone in light of digital stress. Taking a user-centered approach, the theories informing this work include the Instrumental Theory of Technology; Theories of the self, including Foucault’s Practices of Selfhood and Lipton’s self-tracking practices; Existential Media Theory; and theories of the public and the private including the Publicization of the Private. This study shows that high achieving young adults use meditation apps as a convenient, accessible and cost-effective tool for self-improvement. However, users mainly see the apps as a stepping block and have the goal to eventually establish a meditation practice without using the phone. While users think that it would be better to meditate without an app, their meditation app allows them to fit the meditation practice into the context of their busy everyday life.
148

A process for managing benefits of mobile enterprise applications in the insurance industry

Knoesen, Henri 16 May 2019 (has links)
Mobile enterprise applications (MEAs) are found in increasing numbers in organisations as smart-devices become an everyday necessity amongst employees and customers. Large amounts are invested in these applications, so it is important to see the value in improved business processes and the consequential improvement in business performance. Realising the benefits from their use is important to obtain the value from these investments. Yet, benefits management (BM) is poorly implemented in companies and a first step to improve this situation is to improve the visibility of the benefits that can be achieved by using MEAs. Hence the primary question asked in this study is “How can MEA benefits be successfully realised?” The strategy used to answer the question was action research in a single organisation using three MEAs in two different action research cycles. The study was conducted in a short-term insurance company in the Western Cape of South Africa with an established IT and project capability. Globally, the short-term insurance industry is under a significant threat from disruption by market entrants who don’t have to navigate legacy systems and who are more agile with their product offerings. Traditional insurers are looking for innovative solutions to transform the way in which insurance is sold and serviced. A BM process, which was modified from the literature, was refined through action cycles in three MEA projects to improve benefits realisation. The result showed that for MEA projects, which are not very large investments relative to other IT projects, a lighter, less cumbersome process was more practical and acceptable in the organisation. The creation of a benefits and risks template, during the action cycles, helped the organisation to build stronger business cases for MEA projects and also allowed for more comprehensive benefit identification, measurement and tracking, ultimately realising business performance improvements. The study also used a survey amongst 88 brokers and assessors to determine the factors which influence their adoption of these MEAs. The most significant factors influencing user adoption were the company’s willingness to fund the smart-devices, the ease of use of the MEA, job relevance and location dependence. A limitation of this study is that the organisation has a particular approach to project funding whereby the importance of BM is weighed against the cost of the project, hence BM is more important for very expensive projects. While the model prescribed in this study was sufficient in this context, it may not be suitable for organisations that are more conscientious about BM. This model would need to be tested in other contexts for transferability. A further limitation was the duration of time available for conducting this study because this was a PhD research project. Further action cycles might have refined the process further. The findings from this study are relevant to researchers and to organisations wanting to deploy MEAs. The BM process defined in this study can be used in MEA projects as a process to manage the identified benefits and ensure that they are realised. The benefits template can be used as a first step in the BM process to build the business case and the risks template can be used to identify potential problems that could hinder benefits realisation and can used to put mitigating actions in place to prevent problems to benefits realisation. The identification of factors influencing adoption of MEA can help organisations focus on these factors to ensure that their MEAs are used and they thereby derive benefits. The theoretical contributions of this study are a process model for the BM body of knowledge and a model explaining the factors influencing symbolic adoption of MEA. The identification and description of benefits and risks extends the body of knowledge for mobile applications research. These specific issues in the context of MEAs in the short-term insurance industry are understudied.
149

Can we play our way to a more circular fashion world? : A quantitative study about the impact of gamification on consumer attitudes and intentions to use C2C apps

Arnesson, Amanda, Westman, Sofia January 2022 (has links)
As new styles rapidly replace the old and garments are discarded, fast fashion and clothing consumption contribute to a serious and negative environmental impact. Previous research and fast fashion’s negative sustainability consequences all imply that a change is required. Peoples’ desire “to fit in” and the resulting clothing consumption has to find its solution, and second hand consumption is suggested as a viable answer. But, to buy pre-loved garments has been considered inconvenient, time-demanding and unappealing. These attitudes towards a more sustainable consumption behavior therefore becomes a barrier to a circular fashion economy. Consequently, companies are trying to develop and offer new services that could improve the situation. One of these marketplaces are Consumer to Consumer (C2C) apps, which connect sellers and buyers of second hand items through their user accounts, meaning that the company behind the service is not involved in the transaction other than as the supplier of the software.       Previous research suggests that people's intentions towards pursuing a desired consumer behavior is positively encouraged by gamification elements. Despite this, C2C apps on the Swedish market do not use these features to promote second hand consumption. Within gamification, there are a myriad of elements and tools to choose from, where three of the most commonly used gamification elements to improve attitudes are points, badges and leaderboards, also known as the PBL triad. The Theory of Planned Behavior (TPB) states that attitude towards the behavior, together with subjective norm and perceived behavior control are the components that affect an intention to engage in a behavior, which predicts whether individuals will actually perform the behavior. Based on these considerations, this thesis identified a research gap in how gamification can affect Swedish consumers’ attitude towards using C2C apps gamified with points, badges and leaderboards. We examine how this attitude, subjective norms and perceived behavioral control, influence their intentions to use these apps. This formulates the studies research questions “ How are Swedish consumers’ attitudes towards using a C2C app affected by the gamification elements points, badges and leaderboards? and How are Swedish consumers’ intentions to use a gamified app to make wardrobe updates affected by their attitudes towards it, subjective norms and perceived behavioral control?”  To examine this issue we developed a survey to collect information about Swedish consumers’ attitudes and potential behavioral intentions to use a gamified C2C app.  The data analysis proves that all three elements in the PBL triad are able to positively affect consumer attitudes. Also, the behavioral predictions stated by the TPB were supported by all three components; consumers' expectations regarding subjective norms and behavioral control, with attitude towards the behavior being the strongest predictor.
150

A Review of Fitness Tracker Game Elements and a Novel Game Approach for the Design Space

Neupane, Aatish 02 April 2021 (has links)
Physical activities like walking have proven health benefits. People are adopting fitness trackers to track physical activity, but they often stop using them after a relatively short time. Many apps and games exist in the app markets that use gamification to tackle this problem of motivation. In this thesis, we examined these existing gamified fitness tracker apps from app markets and looked at the usage of different game elements within these apps. We conducted a systematic review of existing fitness Tracker Apps from Google Play Store and Apple App Store and used a mixed-method approach to identify apps, categorize them by different game elements used and found gaps in the design space using basic statistics, group clustering algorithms, and network analysis using NodeXL. We also developed a mobile game that combines step tracker data, a compelling narrative, and a strategic resource management mechanic with social cooperative-collaborative gameplay to encourage users to keep using fitness trackers and exercise more. It utilizes game elements and mechanics that haven't been explored by previous research or games as validated by our results from the systematic review of gamified fitness tracker apps.

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