13,824 research outputs found

    Playing in a virtual bedroom: youth leisure in the Facebook generation

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    The rapidly changing uses of online social networking sites (SNS) have led to moral panics, most notably framed in terms of 'stranger danger'. However, the risks to young people from access to un-mediated content available via SNS, and most particularly to user-generated content is not generally seen as being dangerous. However, adults would not generally consider many of the activities engaged in via SNS as safe were they conducted in the real world. This paper explores the ways in which young people use SNS to mediate complex issues of social identity in a virtual environment

    Technology to support young people 16 to 18 years of age who are not in employment, education or training (NEET): a local authority landscape review - final report

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    Becta landscape review: Technologies used by local authorities to support young people who are not in education, employment or trainin

    Three-dimensional context-aware tailoring of information

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2010 EmeraldPurpose – The purpose of this paper is to explore the notion of context in ubiquitous computing. Personal Information Managers exploit the ubiquitous paradigm in mobile computing to integrate services and programs for business and leisure. Recognising that every situation is constituted by information and events, context will vary depending on the situation in which users find themselves. The paper aims to show the viability of tailoring contextual information to provide users with timely and relevant information. Design/methodology/approach – A survey was conducted after testing on a group of real world users. The test group used the application for approximately half a day each and performed a number of tasks. Findings – The results from the survey show the viability of tailoring contextual information to provide users with timely and relevant information. Among the questions in the questionnaire the users were asked to state whether or not they would like to use this application in their daily life. Statistically significant results indicate that the users found value in using the application. Originality/value – This work is a new exploration and implementation of context by integrating three dimensions of context: social information, activity information, and geographical position

    Future wireless applications for a networked city: services for visitors and residents

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    Future wireless networks will offer near-ubiquitous high-bandwidth communications to mobile users. In addition, the accurate position of users will be known, either through network services or via additional sensing devices such as GPS. These characteristics of future mobile environments will enable the development of location-aware and, more generally, context-sensitive applications. In an attempt to explore the system, application, and user issues associated with the development and deployment of such applications, we began to develop the Lancaster GUIDE system in early 1997, finishing the first phase of the project in 1999. In its entirety, GUIDE comprises a citywide wireless network based on 802.11, a context-sensitive tour guide application with, crucially, significant content, and a set of supporting distributed systems services. Uniquely in the field, GUIDE has been evaluated using members of the general public, and we have gained significant experience in the design of usable context-sensitive applications. We focus on the applications and supporting infrastructure that will form part of GUIDE II, the successor to the GUIDE system. These developments are designed to expand GUIDE outside the tour guide domain, and to provide applications and services for residents of the city of Lancaster, offering a vision of the future mobile environments that will emerge once ubiquitous high-bandwidth coverage is available in most cities

    Networked Families

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    Presents survey results on the use of the Internet and ownership of cell phones and computers, by household type. Examines how technology ownership affects the frequency, form, purpose, and quality of communications among family members and friends

    Waiting Room Health Promotion for Older Adults in Rural Primary Care

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    Background: Advances in health care technology have lead to adults living longer than in previous decades. Longer life expectancy in combination with the aging of the Baby Boomer generation is predicted to result in rapid and exponential growth among the older adult population. Adults in the U.S. over the age of 65 have on average five or more chronic illnesses, many of which are often poorly managed. Older adults who experience chronic diseases often report decreased quality of life, limitations in functional ability, loss of independence, and periods of decline and increasing disability. Health promotion efforts can help in delaying the onset of disability and preventing rapid decline associated with many chronic conditions. Purpose: The purpose of this project was to assess the effectiveness of the implementation of a brief waiting room health promotion activity that informs older adults about the benefits of walking, such as reducing the risk of chronic disease, improving mood, and maintaining weight, physical and cognitive function. This project took place at a federally qualified health center in Plainfield, Vermont. Methods: The target population for this educational intervention included patients, as well as family members and visitors to the primary care practice who were age 55 and older. All age-eligible participants were encouraged to participate regardless of health status or the presence of comorbid health conditions. The activity comprised of participants viewing a brief audiovisual educational activity explaining the health benefits of walking, supplemented with paper materials to support the health messages; the intervention was then followed by completion of a brief paper survey evaluation. Results: During the two-month period the health promotion activity was available, 56 individuals participated and completed the survey. Of the 56 participants, 87% indicated they either “strongly agreed” or “agreed” that watching the video increased knowledge about health-related benefits of walking. In total, approximately 73% of participants who participated in this health promotion activity agreed that they paid attention to educational materials in the waiting room setting. Approximately 57% of participants shared a health related goal that they created as a result of the health promotion activity. Conclusion: This project has suggested that implementation of waiting room health promotion activities, specifically for older adults, is a simple and cost-effective way to promote good health practices and provide patients with in-depth health care information that may not be addressed during the health care visit. Activities in the waiting room can help to supplement information provided during the clinical encounter, leaving patients more satisfied with their visits, and promoting positive behavior change
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