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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.
481

The Constitutionality of Warrantless Cell Phone Searches: Incident to Arrest

Brown, Kylie 01 December 2014 (has links)
As technology has developed, Americans have come to carry their most private information around with them in their pockets in digital form on their cell phones. A cell phone has immense storage capacity and can contain a wide variety of communicative information about its owner. In the past, there had been a disagreement among the lower courts as to whether police officers could search the contents of an arrestee's cell phone when making an arrest. The United States Supreme Court settled this disagreement in Riley v. California; in that case, the Court held that the warrantless search of a cell phone incident to arrest violated the Fourth Amendment to the United States Constitution. This thesis discusses case law that preceded the United States Supreme Court case Riley v. California, that decision, and possible ramifications of that decision.
482

Characteristics and quality of physical activity apps which provide feedback on user affect. A systematic review and evaluation of public and academic apps

Lamming, Laura January 2019 (has links)
Despite its benefits to both physical and mental health, physical activity levels worldwide remain low and new solutions for behaviour change must be sought. Smartphone apps are extremely popular and prevalent across the population, however their quality is still questionable. Physical activity produces an acute ‘feel good’ effect and intervention designers should consider the role that affect (mood) plays in uptake and maintenance of behaviours. It is timely to examine the use of affect as a motivator for physical activity, using new tools that allow real-time capture of both affect and physical activity (smartphones). The existence, characteristics and quality of physical activity apps that provide feedback on affect were explored in this thesis A mixed methods approach, comprising a systematic review (study 1) and a systematic evaluation (study 2) was taken. Data collection methods included both quantitative and qualitative assessments, using pre-existing and fit-for purpose tools. Twenty-two physical activity apps that provided feedback on affect were identified. Apps often failed to target groups most at risk of poor physical activity levels. Feedback on affect was performed in a variety of ways. Quality of apps, based on 13 criteria, was mixed. Recommendations are made for researchers, app developers and funders, including the need for development of high quality physical activity apps incorporating and emphasising affective benefits, consideration of archiving processes for developed apps once development ceases, and collaboration between researchers, developers and users when designing apps.
483

Automatic Battery Interface-based Energy Modeling for Wireless Interface on Smartphones

Ye, Chang 19 May 2015 (has links)
No description available.
484

Hardware encryption of AES algorithm on Android platform

Joshi, Yogesh 08 October 2012 (has links)
No description available.
485

Design of a low-cost wireless NIRS system withembedded Linux and a smartphone interface

Dias, Diogo Da Silva January 2015 (has links)
No description available.
486

A Smartphone Application for the Treatment of Generalized Anxiety Disorder

Schwob, Jeremy T. 17 May 2016 (has links)
No description available.
487

Smartphone-based Optical Sensing

Yang, Zhenyu 23 May 2016 (has links)
No description available.
488

Nitrogen in the Environment: Blue Copper Proteins Involved in Ammonia Oxidation and A Novel Smartphone-based Strategy for Colorimetric Water Quality Measurements

Otten, Michael P. 02 August 2016 (has links)
No description available.
489

A Mixed Methods Investigation of Athletes' Smartphone Usage and Its Impact on Sport Experiences and Key Psychosocial Variables

DesClouds, Poppy 20 July 2022 (has links)
Smartphones are omnipresent and indispensable in today’s society. Research in psychology and education points to both helpful and detrimental implications of smartphone usage for performance and well-being. Competitive and high-performance athletes represent a subsection of a demographic deeply intrenched in smartphone usage, yet few studies have shed light on the impact of smartphones usage in athletes’ lives. The overarching aim of this research was to advance knowledge on athletes’ use of smartphones. The mixed methods research program, with sequential pacing and qualitative priority, was informed by a critical realist paradigm. Data were collected through focus groups, remote tracking and surveys, and individual interviews with competitive and high-performance athletes. The research culminated in four distinct but related studies and four articles. The purpose of Study 1 was to qualitatively investigate varsity athletes’ lived experiences with smartphones. Five focus groups were conducted with a sample of 21 varsity athletes (9 men, 12 women) representing nine different sports (i.e., track and field, basketball, rowing, fencing, Nordic ski, rugby, swimming, lacrosse, and soccer). The inductive and reflexive thematic analysis led to the creation of three main themes. The first theme pertained to general usage experiences (i.e., characteristics of usage, awareness and nature of usage, restrictions of usage), revealing that social media is a focal point of athletes’ usage. The other two themes concerned athletes’ concurrent experiences of negative (i.e., stress, distraction, disengagement) and positive (i.e., self-regulation, social connectedness) smartphone usage. The majority of varsity athletes (81%) self-identified as moderate or heavy smartphone users, and relied on their devices throughout the day for communication and self-management. Findings suggest that smartphone usage exists along a continuum of negative/unhelpful to positive/helpful usage rather than as distinct “good” or “bad” usage. Usage is complex and often paradoxical for sport preparation, performance, recovery, and well-being. The purpose of Study 2 was to develop and pilot test a novel research application designed to examine, in an ecologically valid way, the prevalence and features of smartphone usage among a sample of athletes, in tandem with a selection of psychosocial variables. An interdisciplinary research team was formed to create the mobile research application and measure its tracking ability and accuracy to inform Study 3. The smartphone usage of five (n = 5) studentathletes was tracked in real-time over a 15-day period. Participants also completed a mobile self-report survey on psychosocial variables deemed important to athletes’ performance and wellbeing (i.e., mindfulness, mental health, and self-regulation). Results of the pilot study demonstrated a sizable range in total hours of smartphone usage, with an average of 31.1 hours per week, predominantly for social media. Real-time smartphone usage averages surpassed athletes’ self-reported time spent studying (20h per week) and training for sport (11.4h per week). All participants reported moderate-to-high self-regulation capacity, mindfulness, and mental health. The pilot study provided proof of feasibility for a longitudinal study using the research application and methods. It afforded the opportunity to make technical adjustments based on participant feedback, enhance usability and ecological validity, and subject the data to preliminary algorithms to extract detailed information from a large data pool. Building on Study 2, the purpose of Study 3 was to investigate the prevalence and features of competitive student-athletes’ smartphone usage and psychosocial outcomes using a longitudinal in vivo design. Over the course of one year, student-athletes’ smartphone usage was automatically tracked via the mobile app they installed on their phone and they also completed a self-report survey through the app on a monthly basis to assess self-regulation, mindfulness, mental health, stress, loneliness, and perfectionistic self-presentation. Although 20 participants volunteered to complete the study, only 10 participants consistently completed the survey and were retained in the final dataset. Descriptive analyses showed that the student-athletes used their smartphones for an average of 24.15 hours per week, predominantly for social media, and they formed two distinct user groups (i.e., heavy and light usage). Psychosocial profiles revealed they had moderate-to-high psychosocial functioning and highly nuanced changes in psychosocial outcomes and usage over time. There were no significant relationships between amount of smartphone usage and psychosocial outcomes, except for one positive relationship between usage and mental health in the winter. Findings support a new wave of literature deemphasizing a simple negative relationship between smartphone usage and psychosocial outcomes, and encourage further study of individual characteristics, such as purpose of usage. This study illustrates that although it is resource intensive, it is feasible to leverage the smartphone as an in vivo research tool to collect complex, ecologically valid usage data in tandem with psychosocial self-reports. It lays a foundation for larger-scale studies to assess the impact of athletes’ usage on their psychosocial functioning. The purpose of Study 4 was to qualitatively examine the self-regulatory processes, conditions, and outcomes related to the smartphone usage of competitive and high-performance athletes, and to postulate a model to inform research and applied practice in this area. Guided by the results of the previous studies showing prevalent social media usage among athletes, Study 4 also furthered explored athletes’ use of social media. Twenty-four (n = 24) competitive and highperformance athletes from eight different sports participated in individual, in-depth interviews. A directed content analysis, informed by the models of self-regulated learning and self-regulatory strength, was performed to analyze the data. While many themes aligned with components of both or either self-regulation models, new themes were generated. To account for all the data and explain athletes’ smartphone usage in and around the sport setting, the “Self-regulation and Smartphone Usage Model” (SSUM) was created. The SSUM includes five broad components: (a) self-regulation capacity, (b) self-regulation processes, (c) conditions (i.e., context of usage, type of usage, awareness of usage, autonomy of usage, and concurrence of usage), (d) outcomes, and (e) self-regulation competencies. Findings support a paradoxical relationship between smartphone usage and self-regulation. On the one hand, athletes use their smartphones to engage and master helpful self-regulation processes and on the other, they face increased self-regulatory demands because of their smartphones—particularly social media—which can lead to self-regulatory depletion. Overall, the current research sheds light on a new facet of competitive athletes’ livesthe smartphone. It underscores a deeply individualized, nuanced relationship between athletes and their phones, regardless of age, sex, type of sport, or competitive level. These devices can both inhibit and facilitate self-regulation and influence performance and well-being. Regardless of the purpose of usage, smartphones must be effectively managed. Thus, athletes must develop self-regulatory competencies specifically for this tool. This research shows the value of tracking real-time usage of phones and provides a conceptual map for working with athletes to leverage the benefits of smartphone technology.
490

Att skapa en digital turistguide med hjälp av spelelement

Larsson, Emelie January 2017 (has links)
Mobiltelefoner har idag utvecklats till smarta datorer som kan ge ett brett utbud av information och tjänster som kan nås närsomhelst och överallt. Många menar att den ökade närvaron av mobila enheter kommer att påverka sättet hur folk tänker och beter sig, även när vi är ute och reser. På grund av den snabba utvecklingen har även spelandet blivit mer rörligt, och genom mobiltelefonerna flyttas den virtuella världen ut i den verkliga världen. Att tillämpa spelmoment i en annars inte spelrelaterad kontext kallas spelifiering, och metoden används huvudsakligen för att uppmuntra till motivation, nöje och engagemang. Designprocessen i det här arbetet handlar därför om hur man på bästa sätt tillämpar spelmoment i en turismkontext med syfte att bidra till en bättre och roligare upplevelse, och för att uppmuntra turister till att interagera med sin omgivning och för att lära sig mer om resmålet. Arbetet berör således ämnena turism, spel, spelifiering, och vad som motiverar till dessa.

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