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L’expérience photographique de la ville dans l’ère des Smartphones : être et agir dans un espace-temps hybride.Bursztyn, Gabriel 12 December 2016 (has links)
Cette thèse a comme objectif l’élaboration d’une analyse critique du smartphone dans une perspective phénoménologique et la conception d’une approche du dispositif qui réussisse à contempler un autre éventail de potentiels que ceux signalés dans la critique. Dans un premier moment, nous définissons ce qu’est un smartphone à travers l’analyse des impacts de sa présence dans la vie des utilisateurs, en établissant un être-dans-le-monde avec smartphone. Nous argumentons que la présence des smartphones dans le monde engendre une série de conséquences que nous présentons comme des tendances majeures. Nous élaborons ensuite une conception d’approche à travers la description d’une situation-type, qui se traduit par le complexe individu/smartphone en transit dans la ville, ou le complexe utilisateur/promeneur. Nous décrivons une utilisation du smartphone dans un contexte donné (la ville) et à travers une possibilité fonctionnelle (la photographie) dans le but de démontrer qu’à travers l’utilisation d’une fonction basique du dispositif, il est possible d’accéder à un jeu urbain d’errance photographique qui offre au joueur une série d’éléments pour contrarier les tendances majeures établies auparavant. À l’instar du photographe décrit par Vilém Flusser qui joue contre son appareil pour essayer d’épuiser les possibilités de son programme, notre utilisateur/promeneur joue contre son smartphone en vue de révéler ces vocations cachées dans les entre-lignes des codes, ces vocations poétiques.L’étude théorique-conceptuelle est complémentée par deux instruments de vérification empirique, un qualitatif et un quantitatif. / This thesis aims to elaborate a critical analysis of smartphones in a phenomenological perspective and to conceive an approach of the device that contemplates another scope of potentials than those established in the critique. First, we define what is a smartphone trough the analysis of the impacts of its presence in its user’s life, by establishing a being-in-the-world with smartphone. We argue that the presence of smartphones in the world generates a series of consequences that we present as major tendencies. We then elaborate a conception of approach trough the description of a situation-type, composed by the complex individual/smartphone in transit in the city, or the complex user/walker. We describe an usage of the smartphone in a given context (the city) and trough a functional possibility (photography) with objective of demonstrating that trough a basic function of the device, it is possible to access an urban game of photographical wandering that offers to its player a series of elements that allow the major tendencies previously established to be contradicted. Like the photographer described by Vilém Flusser who plays against its apparatus in order to exhaust the possibilities of its program, our user/walker caught in the photographic game plays against its smartphone so to reveal the vocations hidden in the between lines of codes, the poetic vocations. Two instruments of empirical verification complement the conceptual study. An experience with a group of students allowed us to elaborate a qualitative analysis and the application of an online survey provided us with the necessary data for a quantitative study.
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Digital lösning för fysisk aktivitetEkholm, Ida, Fransson, Fredrik January 2018 (has links)
Abstract The purpose of this Bachelor thesis has been to find a way to increase physical activity through the digitization of hiking trails. With information on interesting places around the hiking trail, we hope that this will enable people to get out on the hiking trails. Both to exercise but also to learn a little more about places in their vicinity. Through walking interviews, we have gathered data about the user's thoughts and ideas about the hiking trails. As well as studying UX design and HCI to see patterns of the user that can be applied in the product, to make our design more appealing and more user friendly. In our process, we have used Wireframe to get a common and visual image to work for. After that, we have worked with Extreme programming to work together and create the code for the design. Our result has grown into a demo application that is open to more features and other fields of use if desired. At the end of this work, new thoughts and ideas have also been brought to life, how the demo app could be used in other areas, such as in the archipelago and for educational purposes for children. Keywords Smartphone application, walking trails, points of interests, movement, hiking. / Abstrakt Detta kandidatarbetets syfte har varit att finna ett sätt att öka den fysiska aktiviteten genom digitalisering av vandringsleder. Med hjälp av information om intressanta platser runt om vandringsleden, hoppas vi att detta förmår folk att ta sig ut på vandringslederna. Både för att motionera men också för att lära sig lite mer om platser i sin närmiljö. Vi har genom promenadintervjuer samlat data om användarens tankar och ideér gällande vandringslederna. Samt studerat UX design och HCI för att kunna se mönster hos användaren som går att applicera i produkten, för att göra vår design mer tilltalande och mera användarvänlig. I vår process har vi använt oss av Wireframe för att få en gemensam och visuell bild att jobba efter. Därefter har vi jobbat med Extreme programming för att tillsammans arbeta fram koden till gestaltningen. Vårt resultat har vuxit fram till en demo-applikation som är öppen för fler funktioner och användningsområden om så önskas. I slutet av detta arbetet har även nya tankar och ideér väckts till liv, om hur demo-appen skulle kunna användas inom andra områden såsom i skärgården och i lärosyfte för barn. Nyckelord Mobilapplikation, Vandringsleder, Intressepunkter, Rörelse, Vandring.
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The Relationship between Smartphone Addiction and Interaction Anxiousness among College Students in SwedenWu, Yuhao January 2018 (has links)
The development of smartphones packed with applications has brought great convenience to, and improved the quality of, people’s daily lives, but it has also changed people’s behavior. People spend more and more time on mobile phones every day, leaving them distracted, affecting their sleep quality, and thereby giving rise to the concept of smartphone addiction. As a major group of smartphone users, college students have also experienced situations in which the use of mobile phones has decreased their learning efficiency as they try to escape from academic pressure. This article presents quantitative research on college students in Halmstad and aims to explore the connection between smartphone addiction and interaction anxiousness. Data was collected from a sample of 123 smartphone-using college students using an incidental sampling method; questionnaires provided a scale to rate smartphone addiction and interaction anxiousness. Statistical Product and Service Solutions (SPSS) 23 was used to analyse descriptive statistics, Pearson correlation, independent-sample t-test, and regression and so on. According to the results, smartphone addiction is not common among college students. The overall status of college students’ interaction anxiousness is close to a moderate level. Levels of interaction anxiousness varied significantly depending upon gender, subject and grade. There is a significant positive correlation between smartphone addiction and interaction anxiousness. Interaction anxiousness has a certain predictive effect on smartphone addiction.
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Building resistance to brand switching during disruptions in a competitive market : an identity theory perspectiveAppiah, Dominic January 2018 (has links)
The impact of identity on brand loyalty has taken precedence as an area of focus in recent marketing research. This has taken place in an era defined by technological revolution, which has created market disruptions and there are implications for customer–brand relationships. Nonetheless, the extant literature on brand loyalty does not extensively acknowledge the impact of socio-psychological attributes but rather functional utility maximisation. The brand loyalty literature has the notion that the perceived value of a brand is conceptualised and operationalised as a functional utilitarian value. Knowledge that illuminates how firms can reposition themselves to sustain brand loyalty when disruptions occur in today’s complex and globalised business environment is explored in this study, through empirical investigation into the phenomenon of brand switching behaviour among consumers in a specific competitive market, namely, the Smartphone Industry. The current study explores how resistance could be built from an identity theory perspective. As highlighted above, much emphasis has historically been placed on the functional utility of products at the expense of social meanings. Given the relative paucity of literature on identity and brand loyalty, this study adopts a grounded theory methodology based on a survey and a series of in-depth interviews across Ghana and the UK to access consumers’ insights and experiences of specific brands in the Smartphone industry. Interviews were recorded, transcribed and coded, utilising the three-stage process of analysing data; specifically, open, axial and selective coding. This study is the first to combine brand loyalty literature, identity theory and grounded theory to study the behaviour of brand switching in the Smartphone Industry. This study identified a gap in knowledge in the brand loyalty literature, as it focuses only on how brands perform under normal market conditions. Hence, this study provided consideration for market disruptions in the Smartphone industry. Empirical data from Smartphone users confirmed in this study that underlining factors which are non-utilitarian factors such as socio-psychological benefits, motivate consumers to continue buying the brands they buy. The study also established that the sustainability of brand loyalty could be accomplished from an identity theory perspective by adapting and advancing a customer–brand identification (CBI) model, to examine the phenomenon of brand switching in the Smartphone industry at a more matured and competitive stage.
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Smartphone Application for m-health and environmental monitoring systemsJanuary 2012 (has links)
abstract: Windows based mobile application for m-health and environmental monitoring sensor devices were developed and tested. With the number of smartphone users exponentially increasing, the applications developed for m-health and environmental monitoring devices are easy to reach the general public, if the applications are simple, user-friendly and personalized. The sensing device uses Bluetooth to communicate with the smartphone, providing mobility to the user. Since the device is small and hand-held, the user can put his smartphone in his pocket, connected to the device in his hand and can move anywhere with it. The data processing performed in the applications is verified against standard off the shelf software, the results of the tests are discussed in this document. The user-interface is very simple and doesn't require many inputs from the user other than during the initial setting when they have to enter their personal information for the records. The m-health application can be used by doctors as well as by patients. The response of the application is very quick and hence the patients need not wait for a long time to see the results. The environmental monitoring device has a real-time plot displayed on the screen of the smartphone showing concentrations of total volatile organic compounds and airborne particle count in the environment at the location of the device. The programming was done with Microsoft Visual Studio and was written on VB.NET platform. On the applications, the smartphone receives data as raw binary bytes from the device via Bluetooth and this data is processed to obtain the final result. The final result is the concentration of Nitric Oxide in ppb in the Asthma Analyzer device. In the environmental monitoring device, the final result is the concentration of total Volatile Organic Compounds and the count of airborne Particles. / Dissertation/Thesis / M.S. Electrical Engineering 2012
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Do you even care? : A quantitative study on personalized smartphone advertisements and privacy concernsWallgren, Joel, Nordmark, Nicklas January 2018 (has links)
Purpose: The purpose of this paper is to explain how privacy concerns impact the relationship between personalization and the factors of advertising value on smartphone advertising. Design/methodology/approach: A explanatory research design with a quantitative approach was conducted, utilizing an online questionnaire with a total of 103 respondents. Conclusion: The result indicates that privacy concerns only moderates the relationship between personalization and entertainment. It was also shown that privacy concerns had a direct impact on irritation Research limitations: The result is not generalizable as a non-probability sample was used, and only respondents between the 18-35 answered the questionnaire. Originality/value: A new perspective of how the moderation of privacy concerns impacts the relationship between personalization and the factors of advertising value. Keywords: Smartphone advertising, advertising value, informativeness, entertainment, irritation, credibility, incentives, privacy concerns. Paper type: Research paper
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Internet Safety for Children : Stranger danger, misbehaviour and problems when onlineFergus, Seamus January 2018 (has links)
The Internet has evolved and continues to evolve rapidly and as adults we understand the need to be careful with various issues including our privacy, scams, bullying and as adults we stumble across unwanted material that might be considered inappropriate. Children also need to be protected and this thesis will research what children do when they are online, and what protection is currently given to children. The research will also include input from teachers and parents and find out what experiences they have and what they are doing to protect children. The thesis will involve software testing to evaluate how effective parental control software is, and possibilities of it being hacked. This research will concentrate on smartphones, and in particular the Android operating system, the reason is that Android phones can be purchased cheaper than an iPhone, and therefore are more likely to be used by a child. A developer’s version of Android can also be configured to run it in a virtual machine running on a PC which makes various testing possible. The thesis will also involve reviewing other organisation’s research and findings and how it compares to my own research. The thesis will give advice on how to move forward in relation to keeping children safe online.
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An authoring tool for generalised scenario creation for SignSupportDuma, Lindokuhle Sifso January 2016 (has links)
Magister Scientiae - MSc (Computer Science) / This thesis describes the development cycles of an authoring tool that generalises scenario
creation for SignSupport. SignSupport is a mobile communication tool for Deaf people that
currently runs on an Android smartphone. The authoring tool is computer-based software
that helps a domain expert, with little or no programming skills, design and populate a
limited domain conversation scenario between a Deaf person and a hearing person, e.g., when
a Deaf patient collects medication at a hospital pharmacy or when a Deaf learner is taking
a computer literacy course. SignSupport provides instructions to the Deaf person in signed
language videos on a mobile device. The authoring tool enables the creation and population
of such scenarios on a computer for subsequent 'playback' on a mobile device. The output
of this authoring tool is an XML script, alongside a repository of media les that can be
used to render the SignSupport mobile app on any platform. Our concern was to iteratively
develop the user interface for the authoring tool, focusing on the domain experts who create
the overall
flow and content for a given scenario. We had four development iterations, where
the rst three were evaluated for usability; for both pharmacy and ICDL course scenarios
with purposive sampling. The fourth iteration focused on using the authoring tool to design
an ICDL practise mobile app, recording the necessary SASL videos and using an XML
parser to render the designs XML script into an Android app. The research conducted
herein leveraged multiple approaches to content authoring and generalisation; and further
that software generalisation can improve accessibility and a ordability for the ultimate end
users. The thesis concludes with a summary of recommendations and lessons learnt.
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En jämförelsestudie av verktyg för utveckling av plattformsoberoende applikationer för mobila enheter / A comparative study of tools for developing platform-independent applications for mobile devicesPersson, Peter January 2018 (has links)
Företag och privatpersoner som har för avsikt att utveckla plattformsoberoende applikationer har idag tillgång till ett stort utbud av utvecklingsmiljöer och verktyg. Denna uppsats avser att underlätta beslutet i val av verktyg genom att testa flera verktyg för att sedan rekommendera ett av dem. Författaren erhöll en lista över elva stycken verktyg, som genomgick en urvalsprocess, och därefter enutvärderingsprocess för att ta fram de fem verktyg som presterade bäst. En demoapplikation skapades för dessa fem verktyg, som sedan utvärderades enligt följande kriterier: cyklomatisk komplexitet, antal rader kod, antal installationssteg, samt applikationens storlek på enheten. De fem verktyg som presterade bäst efter urvalsprocessen och utvärderingsprocessen var följande: Cordova, Ionic, Meteor, React Native, och Xamarin. Det verktyg som fick högst poäng var React Native, som därför rekommenderas för utveckling av plattformsoberoende applikationer för mobila enheter.
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Kvinnors upplevelser av delaktighet, information och tillgänglighet efter digital fysioterapi via en interaktiv app : en webbaserad enkätstudie / Women's perceptions of participation, information and availability after telerehabilitation delivered by an interactive application for smartphones. : a web based surveyGottlind, Louise January 2018 (has links)
Sammanfattning Syftet med denna studie var att undersöka kvinnors upplevelser efter digital fysioterapi via en interaktiv app (FT-app) vid smärta i rörelseapparaten. Frågeställningar: I vilken utsträckning upplever kvinnor som har fått digital fysioterapeutisk rådgivning via en interaktiv app delaktighet, information och tillgänglighet? Finns det någon skillnad i ovanstående mellan de som besökt primärvård 2016 (Nationell Patientenkät NPE) och de som fått digital fysioterapi i FT-app? Bakgrund: eHälsa har ökat allt mer i popularitet och digital teknik har potential till att öka tillgängligheten på vårdens tjänster och det finns ett behov av att utvärdera dessa tjänster. Psykologisk digital behandling används idag vid smärta i rörelseapparaten. Ett pilotprojekt (FT-app) pågick under 2014–2017 där kvinnor fick digital fysioterapi vid smärta i rörelseapparaten via en interaktiv app med funktioner som chatt med svar inom 24 timmar på vardagar, aktivitetsdagbok, filmade övningar och möjlighet för patienten att ladda upp filmer. Behandlingen baserades på beteendemedicinska teorier och varade minst 12 veckor. Kvinnorna screenades för röda och gula flaggor innan start, hade inga akuta eller nya besvär och fick avsluta tjänsten då smärtan minskat. Metod: En webbenkät med 37 frågor skickades ut till kvinnor (n=139) som fått digital fysioterapi i FT-app. En Linkertskala användes för skattning 1-4 och 1-5. Enkäten skickades ut 1–24 månader efter avslut i FT-app. Svaren jämfördes med relevanta frågor från NPE och kvinnors upplevelse av primärvård 2016. Svarsfrekvens i de respektive enkäterna jämfördes med hjälp av z-test. Resultat: Svarsfrekvensen var 52,5%. På frågorna som rörde delaktighet var en stor majoritet positiva (63,5–94,5%), de upplevde att en snabb svarstid hjälpte dem att vara delaktiga och ta ansvar för behandlingsplanen. De upplevde och att skriftlig information i FT-app fungerade väl för de instruktioner och den information de behövde (85–94% positiva svar). Även den upplevda tillgängligheten skattades högt (59–96% positiva svar). Mest positivt upplevde man att man kan anpassa vården efter sin egen vardag. I jämförelse med NPE föll FT-app ut bättre när det gällde upplevelsen av delaktighet och tillgänglighet. Slutsats: De kvinnor som svarat på denna enkät uppger att de i högre utsträckning upplevde tillgänglighet och känsla av delaktighet via FT-app jämfört med NPE 2016. Resultaten kan ej generaliseras då svarsfrekvensen var låg och eftersom enkäten ej var validerad eller reliabilitetstestad. Studien föreslår mer forskning för att utvärdera upplevelser av digital vård och fysioterapi samt för att identifiera när och för vilka patienter eller symptom som digital vård kan vara ett alternativ till traditionell vård med fysiska besök. / Abstract The aim was to explore women’s perceptions of web-based physiotherapy for musculoskeletal pain treatment delivered through an interactive application for smartphones. Questions: To what extent do women have a positive experience of participation, information and availability after web-based physiotherapy through an interactive app? Is there a difference in a-c between women who had visited primary care 2016 (NPE) and the ones who had received physiotherapeutic treatment trough the app (FT-app)? Background: The popularity of eHealth is growing both among health care innovators and media. eHealth may increase the access of health services and the evaluation of new services is important. Internet based psychological treatment for musculoskeletal pain is an alternative to traditional treatment in Sweden. A pilot with web-based physiotherapeutic treatment delivered through an interactive app (FT-app) was tested 2014-2017 for treatment in women with musculoskeletal pain. The app included a chat where the physiotherapist answered questions within 24 hours (mon-fri), an activity diary, videos of the exercises and uploaded movies from the patient doing the exercise. The treatment was based on behavioral medicine and lasted for at least 12 weeks. The women were screened for red and yellow flags before start and had no acute pain. Method: A web-based survey with 37 questions was emailed to the women (n=139) 1-24 months after finishing the treatment in FT-app. A Likert scale was used for rating the answer 1-4 and 1-5. The results were compared to results from women’s perceptions of primary health care in Sweden 2016 (NPE). The response rate in both samples were analyzed with a z-test. Results: 52,5 % answered the survey. The majority answered positively to the claim that getting answer and feedback within 24 hours made compliance to treatment plan easier (92,3%) and helped them accomplish the prescribed exercises and activity (94,5%). The written dialogue was effective for remembering the advices (93,2%) and the FT-app made it possible for the women to adjust the treatment to their everyday living (95,9%). There were significant differences between NPE and FT-app regarding explanation of the treatment (p=0,0045) information of warning signals (p=0,0002) and ways of contact (p=0,0045). Conclusion: This study shows that the FT-app women experienced a significant greater participation and access to the service compared to the primary care women in some claims. The response rate was not big enough to generalize the results to the population and the survey was not tested for validity or reliability. This study suggests more research in this field to investigate perceptions of internet-based treatment and to identify when telerehabilitation is suitable as an alternative to traditional health care.
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