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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.
1

Designing video call spaces with and for adults with learning disabilities : A remote participatory design approach

Maus, Benjamin January 2021 (has links)
Video calls have received growing attention since the beginning of the COVID 19 pandemic, accompanied by technological innovations, such as spatial audio or AI for simulating eye contact. The increased use of video calls in personal and professional environments poses opportunities for evaluating and shaping this technology by going beyond the notion of a single user and including people with different cognitive abilities. This study proposes a remote participatory design process with people with learning disabilities (LD), aiming to investigate considerations for the design of video call platforms. In cooperation with NetzStecker, the Office for Inclusive Media Education based in Münster, Germany, a four-stage research through design process is conducted with a group of adults with LD, including online workshops and mobile device-based diary studies. Perceptions and experiences are explored through the lens of phenomenology and lead to a set of design recommendations around the themes of spatiality and communication. Methodological conclusions discuss the challenges of using the medium of study as the principal medium of research and indicate a potential for proximity chats as design spaces.
2

Faktorer som påverkar distriktssköterskan och sjuksköterskans upplevelse av att använda videosamtal för kommunikation och informationsöverföring med patienter inom primärvården : en kvalitativ intervjustudie / Factors affecting district nurse and nurses experience using video call for communication and information transfer with patients within primary health care : a qualitative interview study

Alfredsson, Malin, Berntsson, Elin January 2020 (has links)
Bakgrund: Det sker världen över en snabb utveckling av elektronisk hälsa.  Målsättningen med digitalisering och elektronisk hälsa är att underlätta för människor att uppnå god och jämlik hälsa. Distriktssköterskor och sjuksköterskor behöver inneha kunskap och medverka vid utvecklingen av elektronisk hälsa och dess verktyg.  Syfte: Syftet med studien var att belysa faktorer som påverkar distriktssköterskor och sjuksköterskors upplevelse av att använda videosamtal för kommunikation och informationsöverföring med patienter inom primärvården. Metod: Studien genomfördes med kvalitativ design med induktiv ansats. Semistrukturerade intervjuer genomfördes med sju distriktssköterskor och tre sjuksköterskor inom primärvården i Sydöstra Sverige. Datamaterialet analyserades med en kvalitativ innehållsanalys.   Resultat: Analysen resulterade i tre kategorier och sju subkategorier. De tre kategorierna var: Kunskap och resurser, alla deltagare upplevde att teknik var en faktor som påverkade upplevelsen. Både tekniska svårigheter och utvecklingen av teknik påverkade videosamtalet. Videosamtal visade sig kunna vara tidsbesparande. Medverkan och interaktion, videomöten med flera aktörer upplevde flertalet deltagare som opersonliga och riskerade exkludera patienten. Videosamtalets kapacitet, deltagarna gjorde en bedömning i vilka situationer det var lämpligt med videosamtal. Slutsats: Videosamtal är ett bra komplement till telefonsamtal, ger god service och är oftast tidsbesparande men kan sällan ses som ersättning till fysiska besök. Teknik kan vara både en hindrande och underlättande faktor vid kommunikationen och informationsöverföring med patienter. Videosamtal med flera aktörer under en vårdplanering där patienten har hög ålder eller nedsatta sinnesfunktioner är inte lämpligt för patienten enligt distriktssköterskor och sjuksköterskors upplevelse. / Background: There is a worldwide rapid development of electronic health. The goal of digitalization and electronic health is to make it easier for people to achieve good and equal health. District nurses need to have knowledge and participate in the development of electronic health and its tools. Aim: The purpose of the study was to shed light on factors that affect district nurses and nurses' experience of using video calls for communication and information transfer with patients in primary health care. Method: The study was conducted with a qualitative design with an inductive approach. Semi-structured interviews were conducted with seven district nurses and three nurses in primary health care in southeastern Sweden. The data material was analyzed with a qualitative content analysis. Results: The analysis resulted in three categories and seven subcategories. The three categories were: Knowledge and resources, all participants felt that technology was a factor that influenced the experience. Both technical difficulties and the development of technology affected the video call. Video calls proved to be time-saving. Participation and interaction, video meetings with several actors experienced the majority of participants as impersonal and risk of exclusion of the patient. Video call capacity, participants made an assessment in which situations video calls were appropriate. Conclusion: Video calls are a good complement to telephone calls, provide good service and are usually time-saving but can rarely be seen as compensation for physical visits. Technology can be both a hindering and facilitating factor in communication and information transfer with patients. Video conversations with several actors during a care planning where the patient is elderly or has impaired sensory functions is not suitable for the patient according to district nurses and nurses' experience.
3

App de Entretenimiento Interactivo - LOUD

Charpentier Fajardo, Vivian Isabel, Diaz Encalada, Valeria Eloisa, Muñoz Alen, Andrea Lucia, Shinzato Higa, Diana Alexandra, Torres Cruz, Gabriel Omar 30 November 2020 (has links)
El presente trabajo de investigación muestra un modelo de negocio innovador y escalable, el cual consiste en una aplicación móvil de entretenimiento interactivo a través de videollamadas denominada LOUD App. Esta app posee funcionalidades diferentes a las aplicaciones convencionales que existen en el mercado, ya que cuenta con opciones como karaoke, música compartida, juegos en línea y conciertos en vivo que buscan entretener al público objetivo. El segmento de clientes al que se dirige está compuesto por personas pertenecientes al NSE A, B y C, entre los 20 y 39 años que residan en Lima y posean celulares con conexión a internet. Esta idea de negocio nació en la época de pandemia por la COVID-19 debido a que se detectó un problema referido a las limitadas opciones de entretenimiento interactivo online. Este modelo de negocio ha sido validado en el mercado gracias a experimentos como Mockups, entrevistas, concierge de todas las funcionalidades de la app, entre otros. Asimismo, se ha elaborado la planificación y desarrollo de diversos aspectos como ventas, recursos humanos, operaciones, marketing, financiero y responsabilidad social empresarial que son requeridos para poner en marcha un negocio. En este sentido, a través de la elaboración de este proyecto, se ha podido comprobar que LOUD es un modelo de negocio rentable y que posee una ventaja competitiva diferenciadora en el mercado. / This research work shows an innovative and scalable business model, which consists of a mobile application for interactive entertainment through video calls called LOUD App. This app has different functionalities than conventional applications that exist in the market, since it has with options such as karaoke, shared music, online games and live concerts that seek to entertain the target audience. The customer segment it is aimed at is made up of people belonging to NSE A, B and C, between 20 and 39 years old who reside in Lima and have cell phones with internet connection. This business idea was born at the time of the COVID-19 pandemic because a problem was detected regarding the limited options for interactive online entertainment. This business model has been validated in the market thanks to experiments such as mockups, interviews, concierge of all the functionalities of the app, among others. Likewise, the planning and development of various aspects such as sales, human resources, operations, marketing, financial and corporate social responsibility that are required to start a business have been prepared. In this sense, through the elaboration of this project, it has been possible to verify that LOUD is a profitable business model and that it has a differentiating competitive advantage in the market. / Trabajo de investigación

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