27,100 research outputs found
Investigating the extent to which children use mobile phone application stores
This paper reports the results of a short survey aimed at examining the extent to which children use mobile phone application stores. Aspects investigated included whether children used application stores on their own or parentsâ devices, how children use application stores and whether they think app stores could be improved. The key contribution of this paper is the provision of evidence that children are prolific users of smart phone application stores, children are using both their parents phones and their own phones to access app stores and over half the children who download games do so at a rate of 1-2 per week. The paper also looks at how children choose the games they do on the app store and their view on how easy it is to find their chosen game. Over half the children who download games do so either having played the game before or on the recommendation of a friend. The findings raise issues about the design of app store interfaces / information architectures and whether or not children should be considered in the design of future app store interfaces
The phone as a tool for combining online and offline social activity â teenagersâ phone access to an online community
We have analyzed two months of log data and 100 surveys on the phone use of a Swedish online community for teenagers to investigate the mobile use of an established online service. This shows that the phone use mostly takes place during times of the day when teenagers have social time and the use is not influenced by the availability of a computer. The phone makes the community access more private compared to the computer, but teens do share the use when they want to. The cell phone bridges the online and offline social communities and allows teens to participate in both at the same time. The online community is not only a place for social activity online, it is also a social activity offline that is carried out face-to-face with friends. The cell phone thus was a tool for the teens to combine their participation in the online and the offline world
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The sustainable clothing market: pragmatic strategies for UK fashion retailers
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Poor choices: the limits of competitive markets in the provision of essential services to low-income consumers
A major study of the problems faced by the poor in the market for seven essential services in the UK - energy, food, housing, water, telecoms, transport, and financial services. Together these represent 60% of spending by the poorest 30% of households
Enhancing users\u27 experiences with mobile app stores: What do users see? What should they see?
Using mobile applications is one of the daily habits for most smartphone users. In order to select applications, individuals need to explore the apps stores. Appsâ exploration is disturbed by the way of illustrating the applicationsâ information. This dissertation consists of three studies that aimed to: 1) Investigate the usersâ experience with the appsâ stores; 2) Collect the usersâ needs and requirements in order to have a better experience with the interface of appsâ stores; 3) Propose and evaluate a new interface design for the appsâ stores. Different types of data collection methods were administered while proceeding with the phases of this dissertation.
The first study was an exploratory study, which administered an online survey, where we had102 respondents. The second study, aimed to collect the design requirements, and we interviewed 16 individuals. The third study was the interface evaluation, where we also had 35 participants. Our results showed multiple factors that affect usersâ experience while discovering applications on the appsâ store. Our findings suggested that the current interface design of appsâ stores needs revisions to help users to be aware of appsâ emerging features and issues. Moreover, we found that visual cues that illustrate appsâ information would be more effective to help users perceive specific information about apps. Furthermore, visual indicators would enhance usersâ knowledge regarding some of the appsâ concerns. At the end of this research, we evaluated a proposed interface design that integrates the previous design recommendations. The evaluation results illustrated positive outputs in terms of usersâ satisfaction and task-completion rate. The findings indicated that participants were delighted to experience the new way of interaction with the interface of appsâ store. We anticipate that usersâ experience and their awareness towards the apps issue would be improved if appsâ stores considered adopting the proposed design concept
Location-based technologies for learning
Emerging technologies for learning report - Article exploring location based technologies and their potential for educatio
Behavioural Evidence Analysis Applied to Digital Forensics: An Empirical Analysis of Child Pornography Cases using P2P Networks
The utility of Behavioural Evidence Analysis (BEA) has gained attention in the field of Digital Forensics in recent years. It has been recognized that, along with technical examination of digital evidence, it is important to learn as much as possible about the individuals behind an offence, the victim(s) and the dynamics of a crime. This can assist the investigator in producing a more accurate and complete reconstruction of the crime, in interpreting associated digital evidence, and with the description of investigative findings. Despite these potential benefits, the literature shows limited use of BEA for the investigation of cases of the possession and dissemination of Sexually Exploitative Imagery of Children (SEIC). This paper represents a step towards filling this gap. It reports on the forensic analysis of 15 SEIC cases involving P2P filesharing networks, obtained from the Dubai Police. Results confirmed the predicted benefits and indicate that BEA can assist digital forensic practitioners and prosecutors
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A study on the relationship between E-CRM features and e-loyalty: The case in UK
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.E-CRM emerges from the Internet and web technology to facilitate the implementation of CRM; it focuses on Internet or web-based interaction between companies and their customers. In particular, E-CRM enables companies to provide appropriate services and products to satisfy the customers and enhance customer loyalty. Furthermore, E-CRM features are vital for managing customer relationships online. They are generally referred to as concrete website functionality or tools and they are required for customising, personalising and interacting with the customer. Without E-CRM features, CRM could not be realised on the Internet. In fact, in the literature, there appears to be an absence of theoretical models for E-CRM implementation in general, and E-CRM features in particular. Furthermore, there is a lack of studies focusing on identification of the importance and categorisation of E-CRM features within
different stages of transaction cycle. Consequently, this dissertation attempts to fill the information gap based on empirical data derived from survey. The aim of this dissertation was to examine the relationship between E-CRM features and ELoyalty at the different stages of transaction cycle (pre-purchase, at-purchase, and postpurchase)
on mobile phone companies websites in UK.
The results from this study show that the use of E-CRM in building consumer relationships affects online consumer satisfaction and loyalty. The efficiency of E-CRM program determine the level of which online features, such as search capabilities, security/privacy, payment
methods, and online customer support would be implemented on mobile companiesâ websites.
This research contributes to knowledge in several ways. Most importantly, it illustrates the roles of E-CRM features in enhancing online consumer loyalty at different stages of purchase cycle leading to long-term consumer relationships. In particular, this research highlights the critical features of E-CRM program, which mobile phone companiesâ websites in UK should in vest in their consumer loyalty strategies
Privacy in Gaming
Video game platforms and business models are increasingly built on collection, use, and sharing of personal information for purposes of both functionality and revenue. This paper examines privacy issues and explores data practices, technical specifications, and policy statements of the most popular games and gaming platforms to provide an overview of the current privacy legal landscape for mobile gaming, console gaming, and virtual reality devices. The research observes how modern gaming aligns with information privacy notions and norms and how data practices and technologies specific to gaming may affect users and, in particular, child gamers.
After objectively selecting and analyzing major players in gaming, the research notes the many different ways that game companies collect data from users, including through cameras, sensors, microphones, and other hardware, through platform features for social interaction and user-generated content, and by means of tracking technologies like cookies and beacons. The paper also notes how location and biometric data are collected routinely through game platforms and explores issues specific to mobile gaming and pairing with smartphones and other external hardware devices.
The paper concludes that transparency as to gaming companiesâ data practices could be much improved, especially regarding sharing with third party affiliates. In addition, the research considers how childrenâs privacy may be particularly affected while gaming, determining that special attention should be paid to user control mechanisms and privacy settings within games and platforms, that social media and other interactive features create unique privacy and safety concerns for children which require gamer and parent education, and that privacy policy language is often incongruent with age ratings advertised to children and parents. To contribute additional research value and resources, the paper attaches a comprehensive set of appendices, on which the research conclusions are in part based, detailing the technical specifications and privacy policy statements of popular games and gaming platforms for mobile gaming, console gaming, and virtual reality devices
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