• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 19
  • 3
  • 2
  • 1
  • Tagged with
  • 29
  • 29
  • 7
  • 7
  • 5
  • 5
  • 5
  • 4
  • 3
  • 3
  • 3
  • 3
  • 3
  • 3
  • 3
  • 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.
11

Persuasive Design: Enable Bystanders to Get Access to the Nearest AED When OHCAs Happen

Chen, Yiran January 2020 (has links)
Out-of-hospital cardiac arrest (OHCA) has become a leading cause of death in Sweden, while the useful tool external defibrillator (AED), which enables the heart to restart to beat, is not fully used. Prior studies have worked out various solutions to promote the use of AEDs. However, those studies only delved into the situation in certain areas but barely fit the conditions in Sweden. In addition, few of the studies explored the cause of low use of AEDs from the perspective of users. This work investigated the drawbacks in the current situation in Sweden and users’ thoughts towards using AEDs. As a result, this thesis presented a persuasive design, a group of embedded functions in Google Maps. The main effects of the design are: 1. Endowing bystanders with knowledge of where AEDs are located and how to manage the device 2. Facilitating the process of seeking and retrieving the devices and creating a channel for bystanders to sought help. The prototype was further evaluated through Heuristic Evaluation. The study results showed the design successfully made a persuasive impact on bystanders to change their attitudes by offering instruction for them to seek and control AEDs. The design also remedied deficiencies in the current situation of using AEDs in Sweden. Lastly, the study concluded persuasive design can play a role to facilitate the use of AEDs, thus improving the survival rate of OHCAs.
12

Feasibility and Marketing Channels of a Smartphone Application that Brings Nondestructive Techniques to Job Sites

Han, Songyi 08 December 2017 (has links)
This work conducted market research on the use of smartphones and smartphone applications in the forest products industry and academia. This research also attempted to project how likely the industry would be to use an app that measures stiffness of wood. After the review of scholarly literature and existing apps, data was collected via an online survey. Participants were individuals who work with wood or wood-based products. Out of 1,221 invitations, 311 were returned at the response rate of 27.2 percent. Data was analyzed using SPSS statistics. Nearly all of the respondents (95.7%) had smartphones, and over half of them were iOS users (52.3%). More respondents had paid apps experiences (45.2%) than in-app purchases (28.5%). Regarding responses’ perceptions toward the app, the respondents expressed that the app could be useful, and were interested in the app. Millennials showed a higher interest level in the app than other generations.
13

Augmented Reality Smartphone Applications as a Tool to Raise Awareness of Circular Economy

Lönn, Caroline January 2019 (has links)
Environmental problems are increasingly jeopardizing the earth's life-support systems. By shifting from a take-make-dispose industrial model to a circular one, resources will last longer, and the environmental impact will be significantly lower. People’s choices, behaviours and lifestyles will play a vital role in achieving sustainable development. A way to influence this is to use an educational tool that is accessible, interesting and fun. By superimposing computer generated objects to the real world, Augmented Reality (AR) adds a layer of interactivity and engagement. As there are 3 billion active smartphone users worldwide, an AR smartphone application is also very accessible. This thesis investigates how marker-based AR can be used as a means to educate a user in circular economy. This was done by using research through design and applied research to create a design for a prototype which worked as a proof of concept. The prototype was evaluated through a heuristic evaluation. Data was gathered through a form and semi-structured interviews. The data was analysed using the framework method and box plots. The prototype used marker-based AR and was built using the game engine Unity with the Vuforia SDK. The results indicated that an AR application could be a good tool to use in combination with other sources of information such as seminars. / Miljöproblem äventyrar i allt större utsträckning jordens livsstödssystem. Genom att byta från en ta-skapa-kasta industriell modell till en cirkulär, kommer resurserna att räcka längre och miljöpåverkan blir betydligt lägre. Människors val, beteenden och livsstil kommer att spela en viktig roll för att uppnå en hållbar utveckling. Ett sätt att påverka detta är att använda ett pedagogiskt verktyg som är lättillgängligt, intressant och roligt. Genom att lägga till ett lager av virtuella objekt i den verkliga världen, tillför Augmented Reality (AR), interaktivitet och engagemang. Eftersom det finns 3 miljarder aktiva smarttelefonanvändare över hela världen, är en AR-smarttelefonapplikation också lättillgänglig. Denna avhandling undersöker hur markörbaserad AR kan användas för att utbilda en användare i cirkulär ekonomi. Detta gjordes genom att använda forskning genom design och tillämpad forskning för att designa en prototyp för konceptvalidering. Prototypen utvärderades genom en heuristisk utvärdering. Data samlades in genom ett formulär och halvstrukturerade intervjuer samt analyserades med hjälp av ramverks metoden och lådagram. Prototypen använde markörbaserad AR och byggdes med hjälp av spelmotorn Unity med Vuforia SDK. Resultaten visade att en AR-applikation skulle kunna vara ett bra verktyg att använda i kombination med andra informationskällor, som till exempel seminarier.
14

A Smartphone Application for the Treatment of Generalized Anxiety Disorder

Schwob, Jeremy T. 17 May 2016 (has links)
No description available.
15

Simply Cooking - an interaction design project for children aged 8-12

Houlberg-Laursen, Maria January 2013 (has links)
The skill of cooking a meal from start to end is becoming a stressful every day activity in many homes in Denmark. Less and less parents focus on including their children in preparing dinner because they see it as a time-consuming activity that the child would rather be left out of. In this paper we examine the importance of teaching children how to cook from a young age as well as we investigate in why it can seem like such a big task for them to actually get started with cooking. The study focuses on how to develop an interactive tablet and smartphone application that provides children with an explorative platform for them to develop their cooking skills on. The detailed process of developing a simple tablet/smartphone application is explored in order to arrive at an understand of the challenges children face when cooking, how we encourage them to cook and how we facilitate them with the best possible options for this. By doing several explorative workshops and studying previous research about how children learn, understand and explore their creativity, we arrive at an understanding of the challenges, limits and benefits there would be with an application like this.
16

Tracking the incivility footprint : an experience-sampling smartphone application measuring workplace incivility

Connolly, Catherine Mary January 2017 (has links)
On an everyday basis, employees may be subjected to low intensity negative behaviours from those they work with. Uncivil behaviours may cumulatively add up over time to have detrimental effects on employees’ wellbeing and commitment to stay with their organisation. Since most of the research has been cross-sectional, capturing a snapshot in time, knowledge regarding the day-to-day effects of experiencing workplace incivility is limited The broad aim of the present research was to develop a new data collection tool in the form of a digital diary Smartphone app, to explore these day-to-day effects, measuring face-to-face and online workplace incivility. Three studies were conducted to develop and test the app. The first pilot study sought to test the proposed measures for use in the app. In particular, the commonly used Workplace Incivility Scale (WIS) was adapted to apply to online as well as face-to-face interactions. Statistical analysis of this pilot confirmed that both the face-to-face and online versions of the WIS were reliable and valid, and determined that experiencing workplace incivility via both modes was significantly associated with emotional exhaustion, and intentions to quit. On the basis of the first pilot, the app was developed and its feasibility tested in a second pilot focusing on the usability of the new app, which resulted in minor design changes being implemented prior to the final launch. The main research study sought to validate the new app and test a series of hypotheses about the day-to-day effects of workplace incivility. Participants completed an initial web-based survey and were then instructed to complete the questions on the app for one month. Multilevel analyses revealed that employees experienced higher levels of emotional exhaustion, and intention to quit on days when they were exposed to face-to-face or online incivility. The amount of incivility that participants experience on a day-to-day basis (Level 1) predicts emotional exhaustion, and intention to quit on a daily basis, and the average amount of incivility (Level 2) that participants experience also predicts their emotional exhaustion, and intention to quit when not considering other factors. Anger and fear were found to mediate the relationship between both forms of incivility and intention to quit. For the rumination-mediated models, the relationship between both forms of workplace incivility and emotional exhaustion is significantly mediated by rumination. Theoretically, this research contributes by providing insight into workplace incivility and its effects on a daily basis. Methodologically, this research advances the field by providing a new reliable and valid repeated measures data collection tool that other researchers may share to overcome and build upon the limitations inherent in cross-sectional studies.
17

Lokalisering och visualisering av område : En smartphone-applikation för en ökad trygghetskänsla / Localization and Visualization of an Area : A Smartphone Application for an Increased Sense of Security

Alfredsson, Anders, Larsson, Gustav January 2016 (has links)
Rapporten handlar om olika metoder för att lokalisera smartphones och skapandet av en Androidapplikation. Applikationen skulle visualisera Campusområdet vid Örebro universitet för att öka medvetenheten och säkerhetskänslan för personer som är där kvällar och nätter. Implementationen av systemet beskrivs tillsammans med de problem som uppstod, samt dess lösningar. / The report is about different methods of localizing smartphones and the creation of an Android application. The application should visualize the Campus for Örebro university to raise awareness and the sense of security for people who are there at night. The implementation of the system is described along with the problems during development, and how they were solved.
18

Do Privacy Concerns Matter in Adoption of Location-based Smartphone Applications for Entertainment Purposes : A Study Among University Students in Sweden

Blagodárný, David January 2017 (has links)
Adoption of location-based services (LBS) was for a long time below expectations, and most of the studies attribute it to privacy concerns of users. However, many new LBS applications are currently among the most downloaded application for smartphones, particularly entertainment applications. Therefore, this research aims to find out whether privacy concerns still matter to users and to explore the role of the privacy in the adoption of LBS entertaining applications. The adopted methodology is qualitative research and data are collected through interviews and additional information from the smartphones ofparticipants. Ten individuals among university students at Linnaeus University in Sweden are selected for this research, and this sample choice is per their experience with two selected LBS entertaining applications, Pokémon Go and Tinder. As a result, six themes have been recognized to answer the research questions. Low privacy concerns about location information, especially in entertainment applications with negligible effect on adoption have been identified. However, author of this research suggests, that developers of LBS entertaining applications should care for retaining their credibility because it can have an impact on the adoption of their LBS services.
19

Redeveloping a mixing system in a biomedical device to improve system control and increase its intelligence and effectiveness : Redeveloping a mixing mechanism using ESP32, TMC5130, Bluetooth and CAN-bus

Bahtiti, Aref January 2023 (has links)
Biogas is a renewable energy source produced by decomposing organic matter in the absence of oxygen. Without oxygen, organic matter is broken down in this process, producing a mixture of gases that may be used for a variety of tasks, such as heating, cooking, and producing power. In contrast to conventional fossil fuels, biogas is economical and sustainable. Additionally, it may be produced from waste products like animal manure and agricultural wastes, which has considerable economic advantages. Due to its capacity to lower greenhouse gas emissions and solve climate change challenges, biogas has grown in popularity. To find the most effective source of biogas, scientists are constantly studying different types of bacteria and organic waste. The biologists can receive assistance from technicians to expedite the development of this field. Assistance can be provided by enhancing the laboratory equipment to make them more intelligent, user-friendly, and productive, which is the focus of this research endeavour. This study's state-of-the-art is an Automatic Methane Potential Test System currently utilised in laboratories and available for purchase. This project aims to redesign the blending mechanism of the Automatic Methane Potential Test System. The system is designed to operate independently using CAN communication and an edge device (a smartphone) that connects to the system via Bluetooth. The application for smartphones is designed to communicate with a master controller using Bluetooth Classic to send and receive data. Which, in turn, uses CAN-bus to interact with 18 bioreactors remotely. The TMC5130 stepper motor controller is utilised in this project, offering cutting-edge characteristics that meet the project's needs. The system's components have each been individually tested on a prototype. The result is encouraging and shows that, with modest adjustments, the conceptual design might one day successfully replace the current system.
20

A study to assess the feasibility of using a novel digital animation to increase physical activity levels in asylum seeking communities

Montague, Jane, Haith-Cooper, Melanie 02 October 2021 (has links)
Yes / The mental health benefits of physical activity and exercise are well-documented and asylum seekers who may have poor mental health could benefit from undertaking recommended levels of physical activity or exercise. Digital mobile applications are increasingly seen as feasible to precipitate behaviour change and could be a means to encourage asylum seekers to increase their levels of physical activity and exercise. This paper reports on a study that aimed to assess the feasibility of asylum seekers using the digital animation as a tool to change behaviour and increase their physical activity and exercise levels. A feasibility study underpinned by the principles of the COM-B behaviour change model was undertaken in West Yorkshire, UK, in 2019. Thirty participants were purposively recruited and interviewed. Peer interpreters were used as necessary. Deductive thematic analysis was undertaken to analyse the data. Overall, participants were positive about the feasibility of asylum seekers using the application as a behaviour change intervention. All expressed the view that it was easy to follow and would motivate them to increase their physical activity levels. Participants identified facilitators to this as the simplicity of the key messages, the cultural neutrality of the graphics and the availability of the mobile application in different languages. Identified barriers related to the dialect and accents in the translations and the over-simplicity of the application. This study has identified that a targeted digital animation intervention could help asylum seekers change their behaviour and hence improve their health and well-being. In designing such interventions, however, researchers must strongly consider co-design from an early stage as this is an important way to ensure that the development of an intervention is fit for purpose for different groups. / University of Bradford Research Development Fund

Page generated in 0.1092 seconds