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Fenomenologi och smartphones i klassrummetToll, Felix January 2020 (has links)
I föreliggande litteraturöversikt behandlas bakomliggande fenomen till oreflekterat samt problematiskt smartphonebruk hos elever. Syftet med litteraturöversikten är att undersöka bakomliggande fenomen ur ett fenomenologiskt perspektiv och att synliggöra potentialen för ett fenomenologiskt förhållningssätt i bildundervisning. Forskningsfrågorna är: Vilka fenomen kan vara bakomliggande då eleven uppvisar svårighet till att lägga ifrån sig smartphonen under lektionstid? samt Hur skulle ett fenomenologiskt förhållningssätt kunna användas i bildundervisning?. Resultatet av litteraturöversikten redogör för de tre fenomenen fear of missing out, nomophobia och online identitet och hur dessa kopplas till den komplexa användningen av smartphones med effekter vilka kan påverka individens fysiska och mental hälsa. Vidare presenterar studien förslag till hur dessa fenomen kan hanteras inom en skolkontext samt förslag till inkludering av ett fenomenologiskt förhållningssätt i bildundervisning. Förslaget till fenomenologiskt förhållningssätt i bildundervisning är utvecklat från de metoder som använts i de undersökningar som granskats och bygger på en semistrukturerad uppgift där livsvärlden undersöks med hjälp av metaforer.
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Persuasive Design: Enable Bystanders to Get Access to the Nearest AED When OHCAs HappenChen, 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.
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En kvalitativ studie om vilka mjukvaruproblem som leder till en förkortad livslängd för mobiltelefonerArréhn Ågren, Oscar, Nymansson, Olof January 2019 (has links)
Idag äger en stor del av befolkningen en mobiltelefon. Dessa tillverkas, konsumeras och slängs i stor utsträckning och konsumtionsmönstret visar på en kort livslängd för mobiltelefoner. Tillverkningen leder till farliga utsläpp, och uttjänta mobiltelefoner tas inte alltid om hand på bästa sätt. Detta tär på både miljö och natur, vilket var motiveringen till att utföra denna studie. Målet med studien var att identifiera vilka kategorier av mjukvaruproblem som leder till att mobiltelefoner ersätts. Dessutom undersöks mjukvarans roll till att mobiltelefoner ersätts i relation till sociala faktorer och hårdvarurelaterade problem. Detta gjordes genom en kvalitativ intervjustudie med ett varierat urval på tjugo personer. Identifierade kategorier som lett till ersättning av mobiltelefon är: Skada på hårdvara, Batteri, Prestanda, Annan mobiltelefon, Erbjudande, Slutade uppdateras, och Lagringsutrymme. Kategorier för mjukvarurelaterade problem som identifierats är: Prestanda, Användarvänlighet, Energiförbrukning, Bugg, Påtvingad funktionalitet, Otillgänglig funktionalitet, och Mjukvarustorlek. För framtida forskning föreslås kvantitativa studier för validering av vårt resultat för ett större, representativt, urval. / Today, a large part of the population owns a mobile phone. These are manufactured, consumed and disposed to a large extent, and the consumption pattern shows a short lifetime for mobile phones. Manufacturing leads to dangerous emissions, and the disposal of mobile phones are not always taken care of in the best way, which causes harm to the environment and nature. Seeing how this is a big problem is the reason to why this study has been carried out. The aim of the study was to identify the categories of software problems that are behind the replacement of mobile phones. In addition, the software’s role in the replacement of mobile phones in relation to social factors and hardware problems was investigated. This was done through a qualitative interview study with a varied selection of twenty people. Identified categories that led to mobile phone replacement are: Hardware damage, Battery, Performance, Other mobile phone, Offer, Discontinued updates, and Storage space. Identified categories for software-related issues include: Performance, User-friendliness, Energy consumption, Bug, Enforced functionality, Inaccessible functionality, and Software size. For future research we suggest quantitative studies for validating our results using a larger, representative sample of respondents.
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Human Centered Approach for Reducing Household Food Waste by Tracking Fridge Inventory and the Use of Mobile ApplicationLaska, Marcel, Radenkovic, Marko January 2020 (has links)
Increasing amounts of food waste is becoming a problem in developed countries. This research project is about how to reduce food waste by tracking fridge inventory and the best-before date of fridge stored food by a smartphone application. Food waste occurs in several different ways. It can be found in the household, retail stores and in the catering and events sector. Food waste can also be classified as avoidable waste, possibly avoidable waste and unavoidable waste. This project focuses on the household sector and the use of a mobile application to track fridge inventory and best-before date. The purpose of the application is to try to reduce household food waste. There is previous research about reducing household food waste using mobile applications and they all take different approaches. This study focuses on building upon these previous approaches together with data gathered from our own questionnaire with Sweden as primary focus. The combined data results in our own mobile application solution that has been tested by users in Swedish households. The study’s research question is addressed by the use of the application during a period of one-week observation. Our data collection consists of the participants being interviewed at the end of the observation period. The interviews gathered information related to whether the users successfully reduced food wastage in their households.
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Skalman - Prototypen för dem med minnessvårigheterAhlgren, Janni January 2019 (has links)
Den här studien undersöker hur och om det med hjälp av Benyons PACT-analys samt Gong ochTarasewichs 15 olika designprinciper, speciellt utformade till mobiler, kan utföra en hel processfrån konceptualisering och idé till en slutgiltig interaktiv app-prototyp som i den här studienkommer att benämnas som Skalman. Målgruppen och de tilltänkta användarna för Skalman ärpersoner med minnessvårigheter, till exempel personer diagnostiserade med Alzheimers. Syftetmed användandet av Skalman är att få fram ett hjälpmedel för målgruppen för att underlätta ochorganisera vardagen när minnet inte räcker till. PACT-analysen bygger på att användarna sätts ifokus för att hitta deras behov för ett hjälpmedel samt att en analysering av fyra olika områden,People, Activities, Context och Technologies görs. Därför kommer grunden av datainsamlingenför detta in från tre olika kvalitativa gruppintervjuer. De två första gruppintervjuernainkluderade två personer i varje grupp, en person med minnessvårigheter samt en anhörig tilldenna. Den sista gruppintervjun gjordes med Alzheimers Sverige för att samla in ytterligareinformation för att öka förståelsen för sjukdomen och dess svårigheter. Resultatet från PACTanalysenanvändes för att kunna bygga upp Skalmanprototypen tillsammans med de 15 olikadesignprinciperna. En LO-FI prototyp testades på respondenterna i gruppintervjuerna för attkunna utvärdera och kunna förbättra prototypen till det slutgiltiga resultatet i form av eninteraktiv HI-FI prototyp av Skalman. / The prototype for people with memory impairmentsThis study aims to examine how and if it is possible to use Benyons PACT-analysis togetherwith Gong and Tarasewichs 15 design principles, to make the process from an idea into a finalinteractive prototype. The prototype is named Skalman. This study focuses on people withmemory impairments, specifically those people diagnosed with Alzheimer’s disease. The aimwith the PACT-analysis was to analyse the target group through four different subjects, People,Activities, Context and Technologies and to use that to find the needs for Skalman that in theend will help the users to manage and organize their daily lives. Three group interviews weremade to collect data from the selected target group for the PACT-analysis. Two groupinterviews included a person with memory impairments/Alzheimer’s disease and one relative ofthis person to help and support throughout the interview. Thereafter an interview was made withthe chancellors of Alzheimer’s Sweden to gather additional information and to increase theunderstanding of the disease and its difficulties. The result of the analysis was then used,together with the design principles to develop a LO-FI prototype and was then tested on thetarget group in order to evaluate the prototype and to improve it to the final result of a HI-FIprototype of Skalman.
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How can machine learning help identify cheating behaviours in physical activity-based mobile applications?Kock, Elina, Sarwari, Yamma January 2020 (has links)
Den här studien undersöker möjligheten att använda sig utav Human Activity Recognition (HAR) i ett mobilspel, Bamblup, som använder sig utav fysiska rörelser för att upptäcka om en spelare fuskar eller om denne verkligen utför den verkliga aktiviteten. Sensordata från en accelerometer och ett gyroskop i en iPhone 7 användes för att samla data från olika människor som utförde ett antal aktiviteter utav intresse. Aktiviteterna som är utav intresse är hopp, knäböj, stampa och deras fuskmotsvarigheter, fuskhopp, fuskknäböj och fuskstampa. En sekventiell modell skapades med hjälp av det öppna programvarubiblioteket, TensorFlow. Feature Selection gjordes i programmet WEKA (Waikato Environment for Knowledge Analysis), för att välja ut attributen som var mest relevanta för klassificeringen. Dessa attribut användes för att träna modellen i TensorFlow, vilken gav en klassificeringsprecision på 66%. Fuskaktiviteterna klassificerades relativt bra, och det gjorde även stampaktiviteten. Hopp och knäböj hade lägst klassificeringsprecision med 21.43% respektive 28.57%. Dessutom testades Random Forest klassificeraren i WEKA på vårt dataset med 10-delad korsvalidering, vilket gav en klassifieringsnoggranhet på 90.47%. Våra resultat tyder på att maskininlärning är en stark kandidat för att hjälpa till att identifiera fuskbeteenden inom fysisk aktivitetsbaserade mobilspel. / This study investigates the possibility to use machine learning for Human Activity Recognition (HAR) in Bamblup, a physical activity-based game for smartphones, in order to detect whether a player is cheating or is indeed performing the required activity. Sensor data from an accelerometer and a gyroscope from an iPhone 7 was used to gather data from various people performing a set of activities. The activities of interest are jumping, squatting, stomping, and their cheating counterparts, fake jumping, fake squatting, and fake stomping. A Sequential model was created using the free open-source library TensorFlow. Feature Selection was performed using the program WEKA (Waikato Environment for Knowledge Analysis), to select the attributes which provided the most information gain. These attributes were subsequently used to train the model in TensorFlow, which gave a classification accuracy of 66%. The fake activities were classified relatively well, and so was the stomping activity. Jumping and squatting had the lowest accuracy of 21.43% and 28.57% respectively. Additionally, the Random Forest classifier in WEKA was tested on the dataset using 10-fold cross validation, providing a classification accuracy of 90.47%. Our findings imply that machine learning is a strong candidate for aiding in the detection of cheating behaviours in mobile physical activity-based games.
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Perceptions of an EBP Module Mobile Application by New Graduate NursesCarlson, Kristin Wilson 01 January 2018 (has links)
Evidence-based practice (EBP) is a key driver of care and advancements within nursing. It is essential to emphasize EBP early in a nurse's career to promote inquisitive minds and enthusiasm for seeking evidence. The purpose of this project was to implement an EBP mobile app into a nurse residency program (NRP) to improve the process of providing EBP information and resources to new graduate nurses. The intent of the project was to leverage mobile technology to engage new graduate nurses in evidence-based practice. Roger's diffusion of innovation framework guided the project. The target audience for the project was 16 new graduate RNs participating in a health system's NRP who attend the EBP module and were required to complete an EBP project. The EBP module was provided during a classroom lecture and the mobile application was downloaded. After using the EBP module, all attendees were sent an electronic survey with open-ended questions related to the mobile application. Responses were reviewed to identify patterns. Survey responses reflected that a 50% did not utilize the mobile application. However, those that did use the mobile application (50%) found it useful and had a positive perception of the mobile application. Continued use of the mobile application and promotion of the mobile application for new graduate nurses may help with their own personal development of an EBP project. Ultimately, allowing nurses to effectively integrate nursing research into practice and impact patient care quality. This project impacted social change by empowering new nurses with knowledge and information related to evidence based practice and allowed for increased information to be accessible to a large audience of new graduate nurses.
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Påverka din skärmtid : En studie om hur en display i gråskala kan påverka användandet av sociala medier på smarttelefoner / Affect your screen time : A study of how a display in greyscale can affect the use of social media on smartphonesLundqvist, Jesper, Ljungblad, Victor January 2019 (has links)
This study aims to examine how greyscale affects the screen time on smartphones and in what way it influences the user experience on the social media applications Facebook and Instagram. The use of social media applications is constantly increasing which has resulted in negative effects like difficulties with concentration and attention among individuals. Color can be used to make objects salient and draw attention to it. Color can also be used to affect the user experience through aesthetic aspects and the feelings that are connected to the interface. How greyscale affects the screen time on social media was investigated through a quantitative experiment that measured the screen time of the participants. The experiment was followed by an interview with the purpose to examine the participants’ user experience of the interface in greyscale with focus on aesthetic, emotional and functional aspects. The results show that color has importance for the way users are using social media, how long they tend to use the applications and that the screen time is reduced significantly when social media are used on a smartphone in greyscale. Further, the results also indicate that the user experience is affected by the absence of color. Aesthetic and emotional factors were the most affected by the change to greyscale. Functional factors were also affected by the removal of the colors on the interface, but not to the same extent, as the participants already knew how to use the applications.
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A Theoretically Informed mHealth Intervention to Improve Medication Adherence by Adults with Chronic Conditions: Technology Acceptance Model-Based Smartphone Medication Reminder App Training SessionPark, Daniel Youngjoon 10 1900 (has links)
Indiana University-Purdue University Indianapolis (IUPUI) / Medication nonadherence among middle-aged to older adults with chronic conditions often stems from forgetting to take or fill medications as prescribed. A pilot study indicated the feasibility of technology acceptance model (TAM)-based smartphone medication reminder app (SMRA) training as a way to promote their app use and medication adherence. This dissertation assesses the viability and effect size of the modified TAM-based SMRA training in promoting app use and medication adherence, as well as its delivery design in preparation for a larger efficacy study. A two-group pretest-posttest design was employed. Twenty-nine adults aged over 40 years and taking medications for chronic condition management were recruited from Midwestern university and community sites. The training group (n = 15) received the modified TAM-based SMRA training; whereas the non-training group (n = 14) self-navigated app features. The training group reported significantly higher levels of perceived usefulness, perceived ease of use, positive subjective norm, and intention to use the app. In addition, the training group reported a higher proportion of active app use than the non-training group. Modified TAM-based SMRA training was not viable in increasing the levels of medication adherence variables. Effect sizes suggested at least 52 participants as a sample size for a larger efficacy study. Participants suggested that training could be improved by scheduling separate group training for iPhone and Android phone users, providing a live online training option, providing small group training with peer helper, tailoring training length to participant preference, and working with family members and healthcare providers as co-trainees and co-trainers.
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Rozšířená realita pro platformu Android / Augmented Reality for Android PlatformLžičař, Radek January 2009 (has links)
This thesis deals with Google Android platform, augmented reality and the ARToolKit library. An application demonstrating augmented reality for Google Android was designed and implemented in this thesis.
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