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Now Loading... : Att designa för en mer positivt upplevd väntetid i en för smartphones ständigt omväxlande användarmiljöErlandsson, Hannes, Hansen, Jesper January 2020 (has links)
Under senare år har smartphones växt till att bli det mest populära sättet att besöka internet. I takt med detta har även väntande online blivit mer påverkat av externa faktorer kopplat till användarkontexten, exempelvis visuella och auditiva distraktioner. I studien utforskar vi nödvändiga designval vars syfte är att anpassa designen efter en allt mer varierande omgivning och påverkande distraktioner med avseende i en minskad upplevd väntetid för användaren. Vi utforskar och utvärderar olika sätt att designa med syftet att minska användarens upplevda väntetid och därmed bidra till en mer positiv helhetsupplevelse under smartphoneanvändandet. Studiens bidrag landar i tre designförslag till hur laddare kan designas för en bättre upplevd väntetid i en mobil användarkontext med externa distraktioner i åtanke. / The recent years have seen smartphone use grow to become the most popular way to access the web. With this, waiting online has also become increasingly affected by surrounding factors connected to context, for example through visual and auditory distractions. In the study, we explore necessary design-choices in order to adapt the design to the increasingly varied surroundings and distractions in a smartphone environment and to reduce the user(s) perceived waiting time. We explore and evaluate ways to design with the purpose to shorten the user(s) perceived waiting time and therefore lead to a more positive user experience during smartphone use. The study’s contribution results in three design suggestions for how loaders can be designed for a better perceived waiting time within a mobile user context with external distractions in mind. / <p>Tilldelad pris för bästa kandidatuppsats inom informatik vid Högskolan i Halmstad år 2020.</p>
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Digitala distraktioner : Metoder för minimering av negativ påverkan av digitala enheter på gymnasieelevernastime-on-task under självstudier i studieförberedande program. / Digital distractions : Methods to minimize the negative impact of digital devices on high-school students' time on task, during self-studies, in university-preparatory programs.Stefansson, Etienne January 2023 (has links)
Till följd av den enorma digitalisering av både samhälle och skolväsendet som skett sedan 90-talet är det allt större konkurrens om individens uppmärksamhet och impulskontroll. En till synes ökande trend i bristande koncentrationsförmåga uppmärksammas nu inom utbildnings-väsende och forskning. Arbetets syfte är att finna, utveckla, sammanställa och testa enkla studietekniska metoder som elever i studieförberedande program kan använda för att öka andelen produktiv tid vid självstudier, till den grad eleven själv önskar att uppnå. I första hand bör de studietekniska metoderna vara relativt lätta för eleverna att komma ihåg. I studiens första led undersöktes lärarnas uppfattning av vilka studietekniska metoder och lösningar som potentiellt har positiv inverkan på elevernas framgång och studieförmåga. De identifierade studieteknikerna; Pomodoro och Do Not Disturb-läge, lärdes därefter ut på gymnasiets teknik-, naturvetenskapliga- och International Baccalaureate-program, och elevernas uppfattning av dessa mättes kvantitativt och jämfördes med univariatanalys. Som resultat uppdagades och analyserades relativ elevnöjdhet med studieteknikerna. / As a result of the considerable digitization of society and school systems that has been occurring since the 90s, the competition for people’s attention and impulse control has become fierce. An apparently increasing trend in lackluster abilities to concentrate is now under observation in education and research. The purpose of this work is to find and test recognized study techniques for high-school students in university-preparatory programs. Techniques they are able to use during their times of self-study, to keep from getting distracted by their digital devices. The first section of this study investigates which study techniques teachers consider to have a potentially positive effect on student success. The identified study-techniques Pomodoro and Do Not Disturb-mode were subsequently taught in a high-school’s technology, natural science- and International Baccalaureate programs, and students’ appreciation of these underwent quantitative measurements using univariate analysis. Some student satisfaction with either study technique was found and analyzed.
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A study of methods to synchronize different sensors between two smartphones / En studie av metoder för att synkronisera olika sensorer mellan två mobiltelefonerAbdulnoor, John, Gawriyeh, Ramy January 2021 (has links)
Obtaining data simultaneously from different sensors located on different mobile devices can be useful for applications such as sports and medicine. In order for the data from the different sensors to be combined for analysis, the mobile devices need to be time synchronized first. This paper presents an application that can be used to calculate the difference between the internal clocks of two android devices using a combination of the Cristian and Marzullo algorithms. Different methods to connect the devices over Wi-Fi as well as the internet are tested to determine the optimal method for clock synchronization. The paper also validates the synchronization by testing different sensors on two identical android smartphones. The results show that clock synchronization between two mobile devices can be achieved with a round-trip time of 2 milliseconds or less using Wi-Fi Direct. Validation of the synchronization shows that a delay of 7 milliseconds or less can be achieved between two sensors of the same type on two identical android smartphones. It also shows that the least achievable delay between sensors of different types is 16 milliseconds. The conclusion is that once two android smartphones’ clocks are synchronized, only data from sensors of the same type can be combined, with the exception of the camera sensor. Further testing with more robust equipment is needed in order to eliminate human error which could possibly yield more desirable results. / Att erhålla data från olika sensorer som finns på olika mobila enheter kan vara användbart inom exempelvis sport och medicin. För att data från de olika sensorerna ska kunna kombineras för analys måste de mobila enheterna tidssynkroniseras först. Denna rapport presenterar en applikation som kan användas för att beräkna skillnaden mellan de interna klockorna på två Android enheter med en kombination av Cristian- och Marzullo -algoritmerna. Olika metoder för att ansluta enheterna via både Wi-Fi och internet testas för att bestämma den optimala metoden för tidssynkronisering. Rapporten validerar också synkroniseringen genom att testa olika sensorer på två identiska Android -smartphones. Resultaten visar att klocksynkronisering mellan två mobila enheter kan uppnås med en round-trip time på 2 millisekunder eller mindre med Wi-Fi Direct. Validering av synkroniseringen visar att en fördröjning på 7 millisekunder eller mindre kan uppnås mellan två sensorer av samma typ på två identiska Android -smartphones. Det visar också att den minst möjliga fördröjningen mellan sensorer av olika typer är 16 millisekunder. Slutsatsen är att när två Android smartphones är tidssynkroniserade kan endast data från sensorer av samma typ kombineras, med undantag för kamerasensorn. Ytterligare tester med mer robust utrustning behövs för att eliminera mänskliga fel vilket kan möjligen ge mer önskvärda resultat.
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Customer experience with smartphones : a university student perspectiveMupamhanga, Musiyiwa January 2016 (has links)
Dissertation submitted in fulfillment of the requirements for the Degree of Master Of Technology: Marketing, Durban University Of Technology, Durban, South Africa, 2016. / The classical view that an industry is a customer-satisfying process and not a goods-producing process is vital for all businesses to understand. Today the mobile industry have produced a smartphone which represents a dramatic departure from traditional computing platforms as they no longer represent a static notion of context, where changes are absent, small or predictable. Therefore, today’s industries need to begin the production process with customer’s needs and not with patents, raw materials, products or selling skills. With this view rather, an organisation can only create the environment and the circumstances in which the consumer could have an experience. Furthermore, an organisation cannot grant an experience to the consumer in isolation. In seeking to expand an understating of the above classical view, this study inquired into customer experience derived from owing and using the most decorated product of the era, that is, the smartphone.
The essence of this study aimed at investigating customer experience by studying smartphone usage from the students’ perspective. It studied the gap between students’ expectation and the subsequent experiences in order to determine satisfaction levels. Furthermore, cognitive dissonance was investigated to determine if there were any remorse feelings towards the smartphone. A descriptive study was employed with a quantitative inquiry and the survey used the convenience sampling method. A questionnaire was administered to students within the Durban University of Technology (DUT) fraternity. The Statistical Package for Social Science Software (SPSS) version 21 was used to analyse and to interpret the data.
The key findings of the study indicate that South African university students (DUT) have positive experiences with the smartphones. Albeit, the findings indicate positive experiences, minimal presence of cognitive dissonance is also depicted. The presence of dissonance highlights that an idea cannot have a single measure which is universally meaningful. Therefore, the study expose that every product will always be exposed to suggestions of change, no matter how it can be deemed smart. / M
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Problematiken kring smartphones : En studie om hur smartphoneberoendet påverkar människan i sociala sammanhangKarlsson, Alexandra, Georgsson, Tanja January 2016 (has links)
Användningen av informations- och kommunikationsteknik (IKT) ökar kraftigt och påverkar både samhället och människan. Smartphonen är en del av denna teknik och har påverkat människan samt samhället i ännu större utsträckning på grund av sin portabilitet. Denna påverkan är viktig att belysa då den innebär nya utmaningar som måste hanteras för att kunna bibehålla ett hållbart samhälle. Denna studie har undersökt hur smartphones påverkar människor i deras vardagliga liv med en djupare inblick i de sociala sammanhangen. Teorier inom IKT, smartphoneanvändning, samt beroende har legat till grund för det teoretiska ramverket medan observationer samt en enkätundersökning har legat till grund för empirin. Fokus har legat på unga vuxna och datan som samlats in har analyserats kvalitativt och sedan diskuterats utifrån teorin. Undersökningen visade på ett tydligt mönster gällande negativ inverkan på sociala konversationer. Det framgick tydligt att mycket fokus tillägnades smartphonen istället för konversationen i sig. Förutom en identifikation kring att de sociala sammanhangen påverkades negativt så gick det även att påvisa andra faktorer som påverkades. Det är tydligt att lagar har brutits, sömn påverkats och att individer har blivit överväldigade av information på grund av smartphonen. Sammanfattningsvis så är det viktigt att lyfta fram den psykiska påverkan som studien påvisar att smartphones haft på människor, så att medvetenheten gällande detta kan öka. / The use of information and communication technology (ICT) is evolving in a fast pace and effects both society and humans. Smartphones is a part of this technique and effects even more due to its portability. It is important to shed light on this effects as it poses new challenges which needs to be handle in order to maintain a sustainable society. This thesis has explored the growing problem of smartphones and how they affect the ordinary life of humans. Theories within ICT, smartphone usage and addiction were the foundation of the theoretical framework while observations and a questionnaire was used to collect the empirical data. The focus has been on young adults and the collected data were analyzed qualitatively and thereafter discussed on the theoretical framework as basis. The study showed a pattern regarding negative impact on social conversations due to the smartphone. It was clear that a lot of focus were dedicated to the smartphone instead of the conversation. Aside from that it was clear that laws been broken, sleep affected and that people have become overwhelmed by information due to the smartphone. In conclusion, it is important to highlight the psychological impact that the study shows that smartphones had on people, so that the awareness regarding this can increase.
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Smartphones and Face-to-Face Interactions: Extending Goffman to 21st Century ConversationIctech, Omar Bradley, II 16 May 2014 (has links)
The Smartphone is a technological innovation that has transformed for the better how billions of people live by enabling them to transcend time and space to remain socially connected to potentially millions of others despite being thousands of miles apart. Although smartphones help people connect from a distance, there has been much concern about how they affect face-to-face interactions. This study explored, drawing on Goffmanian concepts, how and why smartphones affect face-to-face encounters. The findings show there are three types of smartphone cross-talk: exclusive, semi-exclusive, and collaborative. With the addition of smartphone play and solo smartphone activity, interactants can engage in five different types of smartphone use during a social encounter. Smartphones can both disrupt and facilitate face-to-face encounters at any given time. A theory of cross-talk was created as an extension of Goffman’s work to help explain the phenomenon.
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Diseño y validación de un modelo de negocio basado en la metodología running lean para una guía de atractivos turísticos del departamento Lambayeque por medio de una aplicación para smartphoneDíaz Terrones, Keyla Lilibeth, Vilchez Avalo, Ivan Junior January 2017 (has links)
La presente tesis consiste en el diseño y validación de un modelo de negocio basado en la metodología Running Lean para una guía de atractivos turísticos del departamento Lambayeque por medio de una aplicación para Smartphone que se origina en la necesidad del turista, basada en la practicidad y accesibilidad de información sobre los diferentes atractivos turísticos de Lambayeque, como museos, museos de sitios, playas, sitios naturales, entre otros; y se comprobó que se hace presente cuando el turista no conoce la distancia ni cómo llegar al lugar, precio, tipo y ubicación de la movilidad, generando un gasto considerable de tiempo. Se propone diseñar un modelo de negocio siguiendo la metodología running Lean y validando por medio de entrevistas en sus tres respectivas fases: ajuste problema/solución, se plantearon e iteraron diversas preguntas para determinar el problema principal que tenían los turistas. Ajuste producto/ mercado, se puso a prueba el prototipo (demo) de la aplicación móvil y se definieron las fuentes de ingresos. La Escalabilidad, no se validó, el autor menciona que no es necesario en las primeras etapas de una startup y genera énfasis en encontrar una idea de negocio viable proponiendo tres motores de crecimiento para cuando el producto o servicio este en el mercado. Se incluyeron diversas sugerencias de los early adopters al agregar el estado del clima en tiempo real, compendio de movilidad a los lugares turísticos, entre otros, mostrando la información precisa, completa y dinámica sobre los principales problemas existentes, además de mejorar el modelo de negocio.
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Acompanhamento remoto para a terapia do espelho utilizando smartphone e realidade aumentada / Remote Assistance for Mirror Therapy using smartphone and augmented realityMagagnatto, Yuri Nehase Zuliani Goulart 12 April 2018 (has links)
Soluções computacionais desenvolvidas para dispositivos móveis são cada vez mais comuns. A popularização de aplicativos móveis possibilitou o desenvolvimento de soluções para diversas áreas de grande potencial, como a área da saúde, entre ela a Terapia Ocupacional. Entre essas soluções, trabalhos apresentaram diversos métodos computacionais para o apoio a Terapia do Espelho. A terapia do espelho é um método que consiste na execução de exercícios com um membro saudável refletido em um espelho de modo que a visualização auxilie na redução da dor e na reabilitação do membro afetado. Essa terapia tem apresentado resultados, entre outros, na reabilitação para indivíduos que reportam dor do membro fantasma ou em recuperação pós-Acidente Vascular Cerebral (AVC). A literatura apresenta soluções computacionais para, entre outros, permitir a visualização do membro saudável a partir de tecnologias de realidade aumentada e de dispositivos vestíveis. Essas soluções muitas vezes são de difícil acesso e economicamente inviáveis. Um trabalho anterior, realizado em colaboração com equipe multidisciplinar, resultou na definição de um modelo de acompanhamento remoto que emprega dispositivos móveis para permitir o monitoramento de pacientes em tratamento por meio da terapia do espelho. Uma das limitações encontradas naquele trabalho foi o fato do terapeuta não conseguir acompanhar de maneira automática se o paciente está executando a terapia de maneira correta. Explorando essas contribuições e limitações, este trabalho teve como objetivo propor um modelo que permita o acompanhamento remoto da terapia do espelho com apoio de recursos de realidade aumentada. Como apoio computacional ao modelo, foi desenvolvida a aplicação para smartphones TEIRA (Terapia do Espelho Interativa com Realidade Aumentada) que, utilizada em conjunto com a tecnologia Google Cardboard, permite a execução da terapia do espelho com realidade aumentada. Além disso, com a integração do sistema TEIRA com o sistema de planejamento de intervenções ESPIM (Experience Sampling and Programmed Intervention Method), foi possível proporcionar um método de acompanhamento remoto com coleta de dados e vídeo. Consulta a especialistas indica que a solução apresenta benefícios potenciais para o monitoramento do paciente durante o acompanhamento remoto, que ajudem o paciente a executar a terapia de maneira correta. / Computational solutions developed for mobile devices are increasingly common. The popularization of mobile applications enabled the development of solutions for several areas of great potential, such as the health area, including Occupational Therapy. Among these solutions, papers presented several computational methods to support Mirror Therapy. Mirror therapy is a method that involves performing exercises with a healthy limb reflected in a mirror so that visualization helps in reducing pain and in rehabilitating the affected limb. This therapy has shown results, among others, in rehabilitation for individuals who report phantom limb pain or in post-stroke recovery. The literature presents computational solutions to, among others, allow visualization of the healthy limb from technologies of augmented reality and wearable devices. These solutions are often difficult to access and economically unfeasible. Previous work, conducted in collaboration with a multidisciplinary team, resulted in the definition of a remote monitoring model that uses mobile devices to allow the monitoring of patients being treated by means of mirror therapy. One of the limitations found in this work was that the therapist was unable to automatically follow up if the patient was performing the therapy correctly. Exploring these contributions and limitations, this work aimed to propose a model that allows remote monitoring of mirror therapy with the support of augmented reality resources. As a computational support to the model, the application was developed for TEIRA (Interactive Mirror Therapy with Augmented Reality) which, used in conjunction with the Google Cardboard technology, allows the execution of mirror therapy with reality increased. In addition, with the integration of the TEIRA system with the ESPIM (Experience Sampling and Programmed Intervention Method) intervention system, it was possible to provide a remote monitoring method with data and video collection. Expert consultation indicates that the solution has potential benefits for patient monitoring during remote monitoring, which will help the patient perform the therapy correctly.
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Wear-IT:implications of mobile & wearable technologies to human attention and interruptibilityVisuri, A. (Aku) 17 May 2019 (has links)
Abstract
This thesis explores different ways of leveraging mobile sensing to understand how end users use and interact with their smart technologies, namely smartphones and smartwatches. These topics are extensively explored in other parallel research; however, numerous gaps still exist within the literature. The use of mobile sensing to collect quantified ground-truth information of device use in-the-wild is critical to collect unbiased experiences and usage traces.
This thesis covers three main themes: (a) the way our affect influences our smartphone use, and how our smartphone usage can also be analysed from our usage habits; (b) revealing quantified exploration of smartwatch usage traits, and how these relate to smartphone use, and (c) novel ways to mitigate interruptions during smartphone or smartwatch use. The thesis begins by explaining the related work and the overall theme of mobile sensing and how device usage influences attention; it then proceeds to elaborate on the contribution of each included article to the overall scope of the thesis. The thesis then concludes with a summary of how the presented articles tie together in a broader scope.
Considering the vast amount of research in this field by this thesis’ author as well as other researchers, this type of work can potentially improve the use of novel wearable technologies in the future. By the end of the thesis, the reader should have a broad understanding of what mobile sensing is, and how it can be applied to comprehensively uncover technology use as well as leveraging mobile sensing to enhance the use of technology. / Tiivistelmä
Tässä väitöskirjassa tarkastellaan erilaisia tapoja hyödyntää mobiilikäytön tunnistamista ymmärtääkseen, miten loppukäyttäjät käyttävät ja ovat vuorovaikutuksessa älykkäiden teknologioidensa, esimerkiksi älypuhelimien ja älykellojen kanssa. Näitä aiheita tutkitaan laajasti muissa rinnakkaisissa tutkimuksissa, mutta kirjallisuudessa on vielä lukuisia aukkoja. Matkaviestinnän käytöstä kerätään kvantitatiiviset tiedot, jotka koskevat laitteen käyttöä luonnossa. Tämän tiedon kerääminen on kriittistä jotta voidaan kerätä puolueettomia kokemuksia ja käyttöjälkiä.
Tässä työssä käsitellään kolmea pääteemaa; i) miten älypuhelinkäyttöömme vaikuttaa meidän mielialamme ja miten älypuhelinkäyttöämme voidaan analysoida käyttötapojen perusteella, ii) paljastaa älykellon käyttöominaisuuksien määrälliset tutkimukset ja miten nämä tulokset heijastuvat älypuhelimen käyttöön ja iii) uusia tapoja lieventää katkoksia älypuhelimen tai älykellon käytön aikana. Työ aloittaa selittämällä siihen liittyvää työtä ja mobiilin tunnistamisen yleistä teemaa ja sitä, miten laitteen käyttö vaikuttaa huomiokykyyn, ja jatkuu sitten yksityiskohtaisesti jokaisen mukana tulevan artikkelin osuuden yleiseen käsittelyyn.
Työssä päädytään yhteenvetoon siitä, miten esitetyt artikkelit sitovat yhteen laajemman kokonaisuuden ja ottavat huomioon tämän alan tekijän ja muiden tutkijoiden tämän alan tutkimukset, ja miten tällaista työtä voitaisiin mahdollisesti parantaa edelleen tulevaisuudessa käyttämällä uusia tekniikoita. Työn päätyttyä lukijalla on laaja käsitys siitä, mitä mobiili-tunnistaminen on ja miten sitä voidaan soveltaa sekä teknologian käytön kattavaan paljastamiseen että mobiilidatan tunnistuksen hyödyntämiseen teknologian käytön tehostamiseksi.
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Clash of Clans : an?lise do game design de um jogo gratuito, mas lucrativo para a economia de aten??oSilva, Rodrigo Portes Valente da 09 July 2015 (has links)
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Previous issue date: 2015-07-09 / This research aims to understand the characteristics of games that can be linked to the needs of the current economy of attention. As object of study, it was chosen one of the main products of the company Supercell, called Clash of Clans. The game is a free application, available in the online stores of Apple Store and Google Play, to be used in tablets and smartphones. Since 2012, the year it was released worldwide, occupies the top positions in profitability of the category, considering the digital mobile platforms.To achieve the objectives of this research, the evolution of the media was studied, from mass culture to the culture of convergence. Considering the mobile communication technologies, the values to capture and retain the attention of the public in excess of context information have been identified, but also a lot of dispersion. In this opportunity, the characteristics were observed of games, considered one of the most profitable cultural products in the age of cyberspace.For game analysis Clash of Clans, a game design model was used to assess the possible effects on management attention. The methodological aspects were identified samples of the study and the analysis of categories, using as data processing description of gameplay and images of the game. Finally, the results were presented that identified convergent features between games and the current context of communication that can behold the lucrative process to capture and retain the attention of their audiences. / Esta pesquisa tem o objetivo de compreender as caracter?sticas dos games que podem estar associadas ?s necessidades da atual economia de aten??o. Como objeto de estudo, foi escolhido um dos principais produtos da empresa finlandesa Supercell, chamado Clash of Clans. O jogo ? um aplicativo gratuito, disponibilizado nas lojas virtuais da Apple Store e Google Play, para ser usado em tablets e smartphones. Desde 2012, ano em que foi lan?ado mundialmente, ocupa as primeiras posi??es em rentabilidade da categoria, considerando as plataformas m?veis digitais.Para atingir os objetivos desta pesquisa, foi estudada a evolu??o dos meios de comunica??o, desde a cultura de massa at? a cultura da converg?ncia. Considerando as tecnologias m?veis de comunica??o, foram identificados os valores para captar e reter a aten??o dos p?blicos em um contexto de excesso de informa??o, mas tamb?m de muita dispers?o. Nesse ensejo, foram observadas as caracter?sticas dos games, considerados um dos produtos culturais mais rent?veis na era do ciberespa?o.Para a an?lise do game Clash of Clans, foi utilizado um modelo de game design para avaliar seus poss?veis efeitos no gerenciamento de aten??o. Nos aspectos metodol?gicos, foram identificadas as amostras do estudo e as categorias de an?lise, utilizando como tratamento de dados a descri??o do gameplay e das imagens do jogo. Por fim, foram apresentados os resultados obtidos, que identificaram caracter?sticas convergentes entre os games e o atual contexto da comunica??o, que podem tornar lucrativo o processo de captar e reter a aten??o dos seus p?blicos.
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