13,178 research outputs found

    Toward an mHealth Intervention for Smoking Cessation

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    The prevalence of tobacco dependence in the United States (US) remains alarming. Invariably, smoke-related health problems are the leading preventable causes of death in the US. Research has shown that a culturally tailored cessation counseling program can help reduce smoking and other tobacco usage. In this paper, we present a mobile health (mHealth) solution that leverages the Short Message Service (SMS) or text messaging feature of mobile devices to motivate behavior change among tobacco users. Our approach implements the Theory of Planned Behavior (TPB) and a phase-based framework. We make contributions to improving previous mHealth intervention approaches by delivering personalized and evidence-based motivational SMS messages to participants. Our proposed solution implements machine learning algorithms that take the participant\u27s demographic profile and previous smoking behavior into account. We discuss our preliminary evaluation of the system against a couple of pseudo-scenarios and our observation of the system\u27s performance

    Development of a Coding Instrument to Assess the Quality and Content of Anti-Tobacco Video Games

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    Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development of a coding instrument to measure the quality, use of theory, and health communication strategies of tobacco cessation and prevention electronic games. Using previous research and expert review, a content analysis coding instrument measuring 67 characteristics was developed with three overarching categories: type and quality of games, theory and approach, and type and format of messages. Two trained coders applied the instrument to 88 games on four platforms (personal computer, Nintendo DS, iPhone, and Android phone) to field test the instrument. Cohen's kappa for each item ranged from 0.66 to 1.00, with an average kappa value of 0.97. Future research can adapt this coding instrument to games addressing other health issues. In addition, the instrument questions can serve as a useful guide for evidence-based game development.Food and Drug Administration (FDA) Center for Tobacco ProductsNational Cancer Institute (NCI) Office of Communication and EducationCommunication Studie

    An Examination of Fit and the Use of Mobile Devices for Performing Tasks

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    This research seeks to better understand an individual’s use of mobile devices and the matching fit between type of mobile device and activity. As mobile devices swiftly progress and alter individuals’ ways of interacting with technology, a more comprehensive understanding of how tasks are impacted may help ensure appropriate device selection. The ability for more targeted device selection may increase use and help mobile device users and designers avoid the pitfalls of pre-existing, traditional technology. Building on identified antecedents of success from the DeLone & McLean Information Systems Success Model and focusing on the measurement of hedonic and utilitarian tasks and Goodhue & Thompson’s Task-Technology Fit Model, the study was applied against four defined categories of mobile devices. The primary study used a survey to test a research model which examines task-technology fit in the context of mobile devices. A secondary feasibility study employed neurophysiological tools with a focused experiment to explore the impact of the technology and the nature of the task on fit. At present, this is one of the first studies that attempts to manipulate both task and technology in a study of fit yielding results for practitioner and researcher alike. Specifically, researchers will gain additional insight into users’ engagement with smartphones, tablets and mini-tablets for hedonic and utilitarian tasks. For practitioners, this study hopes to inform them of the types of tasks users are performing regularly and types of devices are being used. This work may assist in forming future device technical designs and specifications

    Informal Tools in Formal Contexts: Development of a Model to Assess the Acceptance of Mobile Technologies among Teachers

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    ABSTRACT Traditionally, mobile learning has been more strongly developed within the field of informal education. However, in the past few years there has been a growing interest for the integration of these technologies in the formal education field. Among the key elements needed to successfully achieve this integration process is the acceptance of mobile technologies by the teaching body. In this paper we propose to identify the determining constructs that explain the teachers' intention of using mobile technologies. To this end we have designed a research model based on the Technology Acceptance Model (TAM), expanded with constructs from other theories. The resulting model was subjected to a content validation process performed by a committee of experts. Lastly, we selected nine constructs for the development of the research model and we formulated 13 hypotheses that describe the relationships among them. Further studies on the research model to extend its validity and reliability are suggested

    A QoE adaptive management system for high definition video streaming over wireless networks

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    [EN] The development of the smart devices had led to demanding high-quality streaming videos over wireless communications. In Multimedia technology, the Ultra-High Definition (UHD) video quality has an important role due to the smart devices that are capable of capturing and processing high-quality video content. Since delivery of the high-quality video stream over the wireless networks adds challenges to the end-users, the network behaviors 'factors such as delay of arriving packets, delay variation between packets, and packet loss, are impacted on the Quality of Experience (QoE). Moreover, the characteristics of the video and the devices are other impacts, which influenced by the QoE. In this research work, the influence of the involved parameters is studied based on characteristics of the video, wireless channel capacity, and receivers' aspects, which collapse the QoE. Then, the impact of the aforementioned parameters on both subjective and objective QoE is studied. A smart algorithm for video stream services is proposed to optimize assessing and managing the QoE of clients (end-users). The proposed algorithm includes two approaches: first, using the machine-learning model to predict QoE. Second, according to the QoE prediction, the algorithm manages the video quality of the end-users by offering better video quality. As a result, the proposed algorithm which based on the least absolute shrinkage and selection operator (LASSO) regression is outperformed previously proposed methods for predicting and managing QoE of streaming video over wireless networks.This work has been partially supported by the "Ministerio de Economia y Competitividad" in the "Programa Estatal de Fomento de la Investigacion Cientifica y Tecnica de Excelencia, Subprograma Estatal de Generacion de Conocimiento" with in the Project under Grant TIN2017-84802-C2-1-P. This study has been partially done in the computer science departments at the (University of Sulaimani and Halabja).Taha, M.; Canovas, A.; Lloret, J.; Ali, A. (2021). A QoE adaptive management system for high definition video streaming over wireless networks. Telecommunication Systems. 77(1):63-81. https://doi.org/10.1007/s11235-020-00741-2638177

    A model for digital literacy enhancement through technology adoption in resource-constrained environments

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    The ubiquitous and pervasive nature of Information and Communication Technologies (ICT) fosters societies driven by knowledge rather than traditional capital and labour through the simplified socio-economic participation. No longer are individuals impacted by spatial and environmental conditions when conducting personal, community and even national obligations and duties. However, the effective use of ICT is governed by personal, interpersonal and environmental factors. Nowhere else is this impact more evident than in rural areas. Rural areas are plagued by a number of challenges which affect ICT use. Some of these challenges relate to the scarcity of income, education and infrastructure. A holistic investigation on the challenges experienced by rural areas was necessary. Based on the outcome of the investigation, rural areas were classified as resource-constrained environments. The study then set out to explore concepts that highlight the opportunities offered by ICT in rural areas and those that mitigate challenges posed by these environments on ICT use. The theoretical grounding of the concepts identified in the study firstly set out to understand and explain general ICT use, then extended this ICT use to rural areas. A conceptual model explaining challenges posed by resource constraints inherent in rural areas on ICT use was incepted. This conceptual model was empirically investigated for evaluation and validation purposes resulting in the final model of the study. The final model of the study facilitated the process of understanding and explaining the effective use of ICT in rural areas based on the inherent resource constraints in these environments. By mitigating the factors affecting ICT use in rural areas, the impact of effective ICT use can potentially be extended to resource-constrained environments, including rural areas.School of ComputingM. Sc. (Computing

    Online Learning Acceptance Model of Indonesian Students During the COVID-19 Pandemic

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    This study examines the application of the Technological Acceptance Model (TAM) concept proposed by Davis et al. (1989) to be adopted in online learning in higher education during the Covid-19 pandemic. The quantitative method with purposive sampling method was applied in this study to answer the research question. The online survey was used as a method of data collection. The result of this study contributes to the body of knowledge and gives some practical recommendations for this research. Keywords: attitude toward use, behavior intention, perceived usefulness, perceived ease of use

    Drivers of teachers' intentions to use mobile applications to teach science

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    Using mobile applications in science education has proven to be effective as it adds multiple benefits including learning gains, motivation to learn, and collaborative learning. However, some teachers are reluctant to use this technology for reasons derived from different factors. Hence, it is important to identify what factors affect teachers' intentions to use mobile applications, in order to take actions aiming to encourage them to use this technology in their classes. Accordingly, this study proposes a model to predict science teachers' intentions to use mobile applications in the teaching process. Our model merges the Technology Acceptance Model, the Flow Theory, and the Theory of Planned Behavior. It includes 11 hypotheses that were tested with 1203 pre-service and in-service science teachers from different cities in Turkey. Additionally, the study investigates the mediating role of attitude and perceived usefulness on teachers' intentions to use mobile apps. Further, it examines the moderating role of the sample type on teachers' behavioral intentions. The results indicate that all 11 hypotheses were significant to explain teachers' intentions to use mobile applications. Finally, the study raises theoretical and practical implications to guide stakeholders to undertake actions to enrich educational settings through the use of mobile applications

    Towards a Decomposed Expectation Confirmation Model of IT Continuance: The Role of Usability

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    We propose a decomposed expectation confirmation model of IT continuance by 1) decomposing user expectation and confirmation into two dimensions of usefulness and usability, 2) conceptualizing the role of usability in IT continuance research, and 3) exploring changes in user perceptions of usability and usefulness over time and their impacts on user satisfaction and continuance intention. We tested the proposed research model using longitudinal data that we collected in two points in time six months apart from 125 users of the LinkedIn professional social networking site (pSNS). The results show that 1) perceived usability, usability confirmation, perceived usefulness, and usefulness confirmation determined user satisfaction with pSNS and 2) perceived usability along with satisfaction predicted continuance intention, whereas perceived usefulness had no effect. This study contributes IT continuance research by 1) proposing and empirically validating a decomposed model of IT continuance and 2) by bringing in usability as a core construct of interest for IT continuance research
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