22,311 research outputs found

    An Investigation into Mobile Based Approach for Healthcare Activities, Occupational Therapy System

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    This research is to design and optimize the high quality of mobile apps, especially for iOS. The objective of this research is to develop a mobile system for Occupational therapy specialists to access and retrieval information. The investigation identifies the key points of using mobile-D agile methodology in mobile application development. It considers current applications within a different platform. It achieves new apps (OTS) for the health care activities

    Design Guidelines for Sensor-based Mobile Learning Applications

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    We present five design guidelines that we have developed from issues identified during our usability evaluations in a sensor-based citizen inquiry project. These have been compiled from existing literature, and after receiving feedback on use of the mobile application from participants through forum comments and survey responses, statistical analysis of the sensor measurements, and the researchers' observation and reflection. These guidelines aim to assist Technology-enhanced Learning (TEL) researchers and teachers who develop, modify or use mobile apps for their projects and lessons

    Survey of End-to-End Mobile Network Measurement Testbeds, Tools, and Services

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    Mobile (cellular) networks enable innovation, but can also stifle it and lead to user frustration when network performance falls below expectations. As mobile networks become the predominant method of Internet access, developer, research, network operator, and regulatory communities have taken an increased interest in measuring end-to-end mobile network performance to, among other goals, minimize negative impact on application responsiveness. In this survey we examine current approaches to end-to-end mobile network performance measurement, diagnosis, and application prototyping. We compare available tools and their shortcomings with respect to the needs of researchers, developers, regulators, and the public. We intend for this survey to provide a comprehensive view of currently active efforts and some auspicious directions for future work in mobile network measurement and mobile application performance evaluation.Comment: Submitted to IEEE Communications Surveys and Tutorials. arXiv does not format the URL references correctly. For a correctly formatted version of this paper go to http://www.cs.montana.edu/mwittie/publications/Goel14Survey.pd

    Why Do People Adopt, or Reject, Smartphone Password Managers?

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    People use weak passwords for a variety of reasons, the most prescient of these being memory load and inconvenience. The motivation to choose weak passwords is even more compelling on Smartphones because entering complex passwords is particularly time consuming and arduous on small devices. Many of the memory- and inconvenience-related issues can be ameliorated by using a password manager app. Such an app can generate, remember and automatically supply passwords to websites and other apps on the phone. Given this potential, it is unfortunate that these applications have not enjoyed widespread adoption. We carried out a study to find out why this was so, to investigate factors that impeded or encouraged password manager adoption. We found that a number of factors mediated during all three phases of adoption: searching, deciding and trialling. The study’s findings will help us to market these tools more effectively in order to encourage future adoption of password managers

    Legitimacy and the cognitive sources of international institutional change: The case of regional parliamentarization

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    How and under what conditions does legitimacy affect processes of international institutional change? This article specifies and evaluates three causal mechanisms by which variation in legitimacy induces institutional change in international organizations (IOs) and argues that an important, yet hitherto neglected, source of legitimacy-based change is cognitive in nature. Using survival analysis, we evaluate these mechanisms with a novel dataset on the establishment of parliamentary institutions in thirty-six regional organizations between 1950 and 2010. We find that the empowerment of supranational secretariats, engagement with the European Union, and parliamentarization in an organization's neighborhood increase the likelihood of regional parliamentarization. This suggests that legitimacy judgments that draw on cognitive referents provide an important source of international institutional change. We illustrate the underlying cognitive emulation mechanism with a case study of parliamentarization in the Association of Southeast Asian Nations

    App-based feedback on safety to novice drivers: learning and monetary incentives

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    An over-proportionally large number of car crashes is caused by novice drivers. In a field experiment, we investigated whether and how car drivers who had recently obtained their driving license reacted to app-based feedback on their safety-relevant driving behavior (speeding, phone usage, cornering, acceleration and braking). Participants went through a pre-measurement phase during which they did not receive app-based feedback but driving behavior was recorded, a treatment phase during which they received app-based feedback, and a post-measurement phase during which they did not receive app-based feedback but driving behavior was recorded. Before the start of the treatment phase, we randomly assigned participants to two possible treatment groups. In addition to receiving app-based feedback, the participants of one group received monetary incentives to improve their safety-relevant driving behavior, while the participants of the other group did not. At the beginning and at the end of experiment, each participant had to fill out a questionnaire to elicit socio-economic and attitudinal information. We conducted regression analyses to identify socio-economic, attitudinal, and driving-behavior-related variables that explain safety-relevant driving behavior during the pre-measurement phase and the self-chosen intensity of app usage during the treatment phase. For the main objective of our study, we applied regression analyses to identify those variables that explain the potential effect of providing app-based feedback during the treatment phase on safety-relevant driving behavior. Last, we applied statistical tests of differences to identify self-selection and attrition biases in our field experiment. For a sample of 130 novice Austrian drivers, we found moderate improvements in safety-relevant driving skills due to app-based feedback. The improvements were more pronounced under the treatment with monetary incentives, and for participants choosing higher feedback intensities. Moreover, drivers who drove relatively safer before receiving app-based feedback used the app more intensely and, ceteris paribus, higher app use intensity led to improvements in safety-related driving skills. Last, we provide empirical evidence for both self-selection and attrition biases

    Presence and rehabilitation: toward second-generation virtual reality applications in neuropsychology

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    Virtual Reality (VR) offers a blend of attractive attributes for rehabilitation. The most exploited is its ability to create a 3D simulation of reality that can be explored by patients under the supervision of a therapist. In fact, VR can be defined as an advanced communication interface based on interactive 3D visualization, able to collect and integrate different inputs and data sets in a single real-like experience. However, "treatment is not just fixing what is broken; it is nurturing what is best" (Seligman & Csikszentmihalyi). For rehabilitators, this statement supports the growing interest in the influence of positive psychological state on objective health care outcomes. This paper introduces a bio-cultural theory of presence linking the state of optimal experience defined as "flow" to a virtual reality experience. This suggests the possibility of using VR for a new breed of rehabilitative applications focused on a strategy defined as transformation of flow. In this view, VR can be used to trigger a broad empowerment process within the flow experience induced by a high sense of presence. The link between its experiential and simulative capabilities may transform VR into the ultimate rehabilitative device. Nevertheless, further research is required to explore more in depth the link between cognitive processes, motor activities, presence and flow

    Hikester - the event management application

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    Today social networks and services are one of the most important part of our everyday life. Most of the daily activities, such as communicating with friends, reading news or dating is usually done using social networks. However, there are activities for which social networks do not yet provide adequate support. This paper focuses on event management and introduces "Hikester". The main objective of this service is to provide users with the possibility to create any event they desire and to invite other users. "Hikester" supports the creation and management of events like attendance of football matches, quest rooms, shared train rides or visit of museums in foreign countries. Here we discuss the project architecture as well as the detailed implementation of the system components: the recommender system, the spam recognition service and the parameters optimizer

    Development of an evidence-based medicine mobile application for the use in medical education

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    BACKGROUND: Evidence-based medicine (EBM) is a methodology that is being incorporated into more medical school curricula. Boston University School of Medicine was one of early adopters of Evidence Based Medicine in the United States. A growing concern in the medical community was that the complexities of applying EBM might be lost when students enter into their clinical rotations, thus there is a need for development of a tool to help reinforce the EBM principles. METHODS: The research team in collaboration with the designers of the Finding Information Framework, a custom-made EBM finding information tool, worked to develop a mobile application to help reinforce the framework for medical students. The app was designed with both Apple and PC operating systems in mind. Key features that were identified from current literature to provide the most user-friendly mobile application. Thus, the research team specifically utilized iOS and Android platforms as both platforms have a centralized app store, possess the highest volume of medical apps available, and are most widely used in the United States by medical students. RESULTS: The Finding Information Framework was a custom-made tool developed to guide new users of EBM, and help them to apply the principles in practice. The mobile application served an added convenience by allowing easy access and fast utilization of the EBM tools. The app was designed on an Android platform first due to its open-source OS and ease in app development to new programmers. Initially, the user-friendly web-based tool, App Inventor (AI), powered by Massachusetts Institute of Technology was evaluated to program the pilot Android app. Using both the AI Component Designer and the Block Editor, several problems were encountered in AI, such as the simplicity of the program and the lack of freedom in design. This moved the project to create the app natively and with a collaborative effort with the BU's Global App Initiative club. Initially, a wireframe was built using Balsamiq. Subsequently, the Android app was built using Android SDK and the iOS app was built in XCode with Objective C; both platforms had design sections prepared in Sketch, Adobe Photoshop and Illustrator. The last and final step was to obtain Boston University branding privileges for the app. CONCLUSION: The research team identified necessary features based on research to build a user-friendly, professional mobile application of an information mastery framework that can be used off-line. The app is called FIF as it is the title of the information mastery tool designed by BUSM EBM-VIG. With a clear mobile interface, it will be beneficial to the learning and training of medical students in EBM
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