• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 158
  • 39
  • 34
  • 21
  • 16
  • 12
  • 5
  • 3
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • Tagged with
  • 335
  • 155
  • 58
  • 41
  • 40
  • 38
  • 38
  • 36
  • 35
  • 35
  • 34
  • 33
  • 31
  • 31
  • 30
  • 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.
41

Nostalgia and iPhone Camera Apps: An Ethnographic Visual Approach to iPhoneography

De Panbehchi, Maria L 01 January 2016 (has links)
The iPhone is the most popular smartphone and camera on social media. iPhoneography, the photography taken or edited with the iPhone, has set the trend of nostalgic photography on social media during the 2010s; thus, the iPhone, a high-tech camera, produces low-tech-looking images. This dissertation attempts to find out why iPhone photographers (iPhoneographers) take, edit, and share images that mimic photographs taken with analog photographic equipment. I argue that nostalgia allows iPhoneographers to use the iPhone as a creative tool and to belong to a community. Based on the arguments of Vilém Flusser—who suggested that photographers are more interested in the camera and the process of taking pictures than in the photographs produced—this work focuses first on the iPhone camera and the camera apps. (This work also considers the writings of Roland Barthes, Susan Sontag, and W. J. T. Mitchell, as they pertain to photography and iPhoneography.) It traces the beginning of the nostalgic photograph style to 2008, when the Apple App Store offered apps that behaved like toy cameras and rendered images similar to those produced by toy and Polaroid cameras. The Hipstamatic app set the trend in 2009, and Instagram made it mainstream. Nostalgia is more a source of inspiration and creativity than a source of melancholy and longing for the past. The iPhoneography community on Facebook tends to form small groups that share and curate specific topics, such as clouds, portraits, flowers, and images produced with Hipstamatic. A small survey of the iPhoneography community shows that the community considers iPhoneography an art.
42

Investigating how health apps influence college students’ health behavior

Kamanga, Ursula January 1900 (has links)
Master of Science / Department of Journalism and Mass Communications / Louise Benjamin / This study examined how health apps influence college students’ health behavior, because about 50 percent of college students do not comply with physical activity recommendations. Because mobile applications (apps) are popular among college students, they hold promise for promoting behavior change in physical activity. This research was conducted through an online questionnaire distributed to a randomized sample of 18-35 year-old Mid-Western university students. Questionnaire data were analyzed from 237 surveys using Pearson’s Product Moment correlation (r) and Pearson’s chi-square test (χ2). This study showed that college students generally perceived health apps to be useful with slightly over half of the participants using health apps (52.3 percent). Bivariate analysis indicated positive attitudes towards health apps and positive attitudes towards physical activity (p < .001). The amount of experience using health apps yielded a positive relationship with attitudes towards physical activity (p = .008). In addition, having strong beliefs towards physical activity indicated a positive correlation with engaging in physical activity (p < .001). This study provides valuable information regarding attitudes towards health apps and the intention to use health apps for physical activity. While health apps do not trigger an intention to do physical activity, having “belief strength” and positive attitudes towards physical activity increases the likelihood for engaging in physical activity. Health communication intervention strategies and health practitioners can use this information to educate individuals about the advantages for their health that can be associated with using health apps.
43

An Augmentative System with Facial and Emotion Recognition for Improving the Skills of Children with Autism Spectrum Disorders

Unknown Date (has links)
Autism spectrum disorders (ASDs) are one of the complex, pervasive, and multifactorial neurodevelopmental conditions which affect one in 68 children. Scientific research has proven the efficiency of using technologies to improve communication and social skills of autistic children. The use of technological devices, such as mobile applications and multimedia, increase the interest of autistic children to learn while playing games. This thesis presents the re-engineering, extension, and evolution of an existing prototype Windows-based mobile application called Ying to become an Android mobile application which is augmented with facial and emotion recognition. This mobile app complements different approaches of traditional therapy, such as Applied Behavior Analysis (ABA). Ying integrates different computer-assisted technologies, including speech recognition, audio and visual interaction, and mobile applications to enhance autistic children’s social behavior and verbal communication skills. An evaluation of the efficacy of using Ying has been conducted and its results are presented in the thesis. / Includes bibliography. / Thesis (M.S.)--Florida Atlantic University, 2018. / FAU Electronic Theses and Dissertations Collection
44

Techniques for Efficient and Effective Mobile Testing

Hu, Gang January 2018 (has links)
The booming mobile app market attracts a large number of developers. As a result, the competition is extremely tough. This fierce competition leads to high standards required for mobile apps, which mandates efficient and effective testing. Efficient testing requires little effort to use, while effective testing checks that the app under test behaves as expected. Manual testing is highly effective, but it is costly. Automatic testing should come to the rescue, but current automatic methods are either ineffective or inefficient. Methods using implicit specifications – for instance, “an app should not crash” for catching fail-stop errors – are ineffective because they cannot find semantic problems. Methods using explicit specifications such as test scripts are inefficient because they require huge developer effort to create and maintain specifications. In this thesis, we present our two approaches for solving these challenges. We first built the AppDoctor system which efficiently tests mobile apps. It quickly explores an app then slowly but accurately verifies the potential problems to identify bugs without introducing false positives. It uses dependencies discovered between actions to simplify its reports. Our second approach, implemented in the AppFlow system, leverages the ample opportunity of reusing test cases between apps to gain efficiency without losing effectiveness. It allows common UI elements to be used in test scripts then recognizes these UI elements in real apps using a machine learning approach. The system also allows tests to be specified in reusable pieces, and provides a system to synthesize complete test cases from these reusable pieces. It enables robust tests to be created and reused across apps in the same category. The combination of these two approaches enables a developer to quickly test an app on a great number of combinations of actions for fail-stop problems, and effortlessly and efficiently test the app on most common scenarios for semantic problems. This combination covers most of her test requirements and greatly reduces her burden in testing the app.
45

MÍDIAS DINÂMICAS EM BOOK APPs INFANTIS: a experiência do usuário infantil durante a prática de leitura / DYNAMIC MEDIA IN BOOK CHILD APPs: The user experience during reading practice

SANTOS, Daniella Carvalho Pereira dos 04 May 2017 (has links)
Submitted by Daniella Santos (daniella.santos@ufma.br) on 2017-06-22T15:15:09Z No. of bitstreams: 1 Daniella Carvalho.pdf: 4817997 bytes, checksum: cad6c2f2a8d190f5c8748e2eb93d4393 (MD5) / Made available in DSpace on 2017-06-22T15:15:09Z (GMT). No. of bitstreams: 1 Daniella Carvalho.pdf: 4817997 bytes, checksum: cad6c2f2a8d190f5c8748e2eb93d4393 (MD5) Previous issue date: 2017-05-04 / Research on the dynamic media of book apps and their effects on the children's user experience. The aim of this study was to analyze how the effects of the dynamic media of book apps affect the user experience during reading practice, based on the narrative immersion. The research was predominantly qualitative, characterizing itself as an exploratory, descriptive and explanatory research; to that end, rescued the state of the art in the subject in question in order to employ scientific support on the results obtained. Children of the 3rd year of elementary school in a public school in São Luís (MA) composed the universe of this research, which presents a non-probabilistic sampling, categorized as intentional or sampled by judgment, defined by saturation of information. They were used as instruments of data collection: interview, direct observation, video recording to record the information collected during the interaction test and the use of the loudspeaker technique, as well as application of the Likert scale satisfaction questionnaire. The research presents the results based on an interpretative analysis of the data, supported by the theoretical contribution referring to the aspects coming from the field of Design, especially the Design of Interaction. The analysis allowed us to infer that dynamic media affect the user experience during reading in a positive way, without harming the occurrence of narrative and playful immersion, complementing the sense of the narrative text in a digital environment. / Pesquisa acerca das mídias dinâmicas de book apps e seus efeitos sobre a experiência do usuário infantil. O estudo objetivou analisar como os efeitos das mídias dinâmicas de book apps afetam a experiência do usuário infantil durante a prática de leitura, tendo por base a imersão narrativa. A investigação teve caráter predominantemente qualitativo, caracterizando-se como uma pesquisa exploratória, descritiva e explicativa; para tanto, resgatou o estado da arte da temática em questão a fim de empregar respaldo científico sobre os resultados obtidos. Crianças do 3º ano do ensino fundamental de uma escola da rede pública municipal de ensino de São Luís (MA) compuseram o universo desta pesquisa, que apresenta uma amostragem não probabilística, categorizada como intencional ou amostragem por julgamento, definida por meio de saturação das informações. Foram adotados como instrumentos de coleta de dados: entrevista, observação direta, gravação em vídeo para registrar as informações levantadas durante o ensaio de interação e o uso da técnica do pensamento em voz alta, bem como aplicação do questionário de satisfação mediante escala Likert. A pesquisa apresenta os resultados com base em uma análise interpretativa dos dados, sustentada pelo aporte teórico referente aos aspectos provenientes do campo do Design, especialmente do Design de Interação. A análise permitiu inferir que as mídias dinâmicas afetam a experiência do usuário durante a leitura de forma positiva, sem prejudicar a ocorrência da imersão narrativa e lúdica, complementando o sentido do texto narrativo em ambiente digital.
46

Investigating Motivations for Using Dating Websites and Geosocial Apps

Aaron, Sean Calvin 01 July 2017 (has links)
Using the internet to meet dating partners is increasingly popular and may have ramifications that are not yet fully realized. Although many dating sites have been operating for years, new online dating platforms continue to draw millions of new users. By using a large sample of people who use online dating platforms (n=1,286) we identified similarities and differences in what motivates people to use geosocial apps and dating sites. Motivations previously considered in the literature were supported and brought together in a single theory driven confirmatory factor analysis for each type of dating platform. A motivation to seek amusement was a latent factor unique to geosocial app use. Implications for researchers, clinicians, and dating platform users and developers may include helping users be better matched to others who have similar motivations to improve the online dating experience.
47

Comparison of Early Literacy iPad Apps: Evaluation of Teachers' Perceptions

Evans, Julie McIntyre 01 August 2018 (has links)
A recent dramatic increase in the availability of early literacy applications (apps) for mobile devices has led teachers to incorporate them into their educational programs. This study explored teachers' perceptions and opinions regarding three early literacy apps: Endless Reader, Preschool Matching Game: Rhyming Words, and Hideout: Early Reading. The study consisted of 15 preschool teachers who interacted with each app and answered questions regarding their opinions about the apps and the use of digital devices in the classroom in general. Teacher responses were analyzed and categorized based on common topics that emerged from the data set. The results of the study imply that teachers prefer apps that include sound pedagogical principles as well as game-like features to keep students engaged in learning. Future research should explore the processes and guidelines teachers use when selecting apps for classroom use as well as investigating what students actually understand from early literacy apps and other apps used in the classroom.
48

Comparison of Early Literacy iPad Applications: Children's Engagement

Lyman, Shawnii 01 April 2017 (has links)
The presence of digital mobile applications (apps) designed to promote early literacy skills has surged in the last few years. This study explored children's affect and engagement as they interacted with three apps: Endless Reader, Hideout: Early Reader, and Preschool Matching Game: Rhyming Words. The study consisted of 12 children, age 4 to 5, who interacted in pairs with each of the apps while their classroom teacher facilitated the experience. The researchers examined videos and transcripts of the children's actions and nonverbal expressions as they encountered the apps. Transcripts included verbal and nonverbal information with codes assigned to represent child behaviors. Descriptive analysis of the data led to characterizing behaviors children exhibited in light of the different apps' design features and with respect to group dynamics. The researchers found that all three apps had relatively equal proportions of positive and negative child behaviors. However, the types of behaviors varied according to the demands and constraints of each app. The researchers also observed differences in child behavior depending on the dynamics that occurred as children interacted with each other and with their teacher. The results of the study imply that parents and teachers seeking to choose quality apps must consider a variety of factors, including the type of child engagement that the app tends to elicit and the instructional value of the content. Future research should explore the extent to which different types of positive and negative behaviors are related to design and pedagogical features of apps in order to aid parents and teachers in choosing apps that are engaging as well as instructionally sound.
49

Online Dating Profiles of Rejection Sensitive and Introverted Individuals: Comparison Based on Rejection Explicitness

Godlee-Campbell, Georgia 01 January 2019 (has links)
Prior research has found a connection between dispositional factors such as rejection sensitivity and introversion and online dating behaviors including likelihood of use (Blackhart et al., 2014) and experience of use (Finkel et al., 2012; Whitty, 2008). The present study expands upon prior research to examine the relationship between these dispositional factors, and the impact of the possibility of explicit rejection on self-disclosure in participant-created dating app profiles. Adults between the ages of 18 and 60 will be introduced to an online dating app manipulated to contain either high or low potential for obvious rejection. Participants will then be asked to create a personal online profile. Participant perceptions of their own self-disclosure in the self-created profile as well as their disposition (introversion and rejection sensitivity) will be measured. It is hypothesized that rejection sensitive individuals as well as those rating lower in extraversion will report higher levels of self-disclosure in a non-explicit rejection dating app setting in comparison to an explicit rejection setting. The present research has implications for the field’s understanding of the experience of online dating app use for individuals as related to varying dispositional factors.
50

Consumer behaviour in Apple's App Store

Ayalew, Romel January 2011 (has links)
Mobile applications stores such as Apple’s App Store and Google’s Android Market revolutionized the distribution of applications for mobile devices. However, with thousands of application submissions, limited testing resources and the lack of an effective filtering mechanism, application stores suffer from information overload and a risk of releasing poor quality applications that could create confusion to consumers and may seriously affect the App store markets. Thus concern has been raised whether applications have been developed according to the need and interest of consumers. Therefore, the purpose of this study was mainly to identify and get insight into the main factors that mobile application consumer takes into consideration when purchasing mobile applications from the desktop iTunes App Store and the mobile App Store on the iOS devices: iPhone, iPad and iPod Touch. In this study both qualitative and quantitative case study approach was used. Accordingly twelve participants were selected from Stockholm and Uppsala area and their behaviour in the Apple’s App Store from the desktop iTunes and the mobile App Store on iOS devices was observed and recorded. Additionally questionnaires were administered to all participants in order to gather the necessary information. Consumers on the App Store behave differently depending on the unit they are using. This is because applications on the App Store are presented differently in the desktop iTunes App Store and the mobile App Store on the iOS devices. The study shows that young consumers with lower income purchase apps more frequently than the consumers with higher income. It also shows that consumers often consider the description, the screenshots, and the ratings when they are interested in buying applications. Furthermore consumers take a look more on ratings in the list on the iPhone and iPad App Store because the ratings are not shown in the list on the iTunes App Store. Similarly consumers tend to read the customer reviews more on the iTunes and iPad App Store as the customer reviews on the iPhone App Store is displayed in another page. Consumers were found to be more attracted by visual elements that they are already familiarized with, apps with famous logos and known fonts and styles but also to coherent and descriptive app names and strong colors (i.e. red, green, yellow, black and blue, respectively). The majority of the participants found the iTunes App Store messy and cumbersome to use. They preferred using the iPad App Store because they found it to be a good mixture of both iTunes and iPhone App Store but also because it has more options to consider. Although consumers behave differently depending on the unit they are using, the visual element of the apps, prior knowledge of consumers about the name of the apps, ratings, easy accessibility of screenshots and customer reviews of the apps were found to be the main factors to be considered by consumers when they visit app stores for purchase. Thus application developers and digital magazine publishers should consider these consumer behaviours in order to influence more downloads and successfully sell apps on the app stores.

Page generated in 1.68 seconds