328 research outputs found
Development of a mobile wellness application for back pain patients using persuasive technology
The objective of this report is to conduct preliminary investigation & gathering
of user requirements, design the system in accordance to selected software development
methodology and develop a mobile wellness application for back pain patients using
persuasive technology. The system is aimed to address the issue of low back pain, a
medical problem largely affecting the society through the use of technology, specifically
mobile technology and persuasive technology in guiding patients on back care using
their smartphones. In the literature reviews, the domain of low back pain was researched
and the existing implementations of persuasive technology and mobile wellness were
reviewed. This vital information was then collectively analyzed in designing the
application using the methodology chosen. A general structure of the application is then
formed based on the data collected
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Mobile gaming: Industry challenges and policy implications
Mobile games are a prime example of a successful mobile application and demonstrate the increasing range of platforms for the media and entertainment industries. Against this convergent background, this paper introduces the basic features of the mobile gaming market and its industrial ecosystem together with its main actors and activities. The focus of the paper lies in the challenges ahead for the evolution of mobile applications into a potentially dominant game platform and the possible disruptions along this road. The deep personal relationships between users and their mobile devices are considered to further explore the link between mobile games, players’ strategies and pending techno-economic developments. The paper concludes with a brief discussion of some policy options to assist with the development of this domain
User requirements for the development of smartphone self-reporting applications in healthcare
Two case studies of the development of Smartphone self-reporting mHealth applications are described: a wellness diary for asthma management combined with Bluetooth pulse oximeter and manual peak flow measurements; and a questionnaire for ecological assessment of distress during fertility treat-ment. Results are presented of user experiences with the self-reporting applica-tion and the capture of physiological measurements in the case of the asthma diary project and the findings from a phone audit at an early stage of design in the case of the in vitro fertilisation (IVF) study. Issues raised by ethics commit-tees are also discussed. It is concluded that the optimal adoption of Smartphone self-reporting applications will require a good appreciation of user and ethics panel requirements at an early stage in their development, so that the correct de-sign choices can be made
Developing mHealth Apps with researchers: multi-stakeholder design considerations
The authors have been involved with developing a number of mHealth smartphone Apps for use in health or wellness research in collaboration with researchers, clinicians and patient groups for clinical areas including Sickle Cell Disease, Attention Deficit Hyperactivity Disorder, asthma and infertility treatment. In these types of applications, end-users self-report their symptoms and quality of life or conduct psychometric tests. Physiological data may also be captured using sensors that are internal or external to the device.
Following a discussion of the multiple stakeholders that are typically involved in small scale research projects involving end-user data collection, four Apps are used as case studies to explore the issue of non-functional requirements
The Next Paradigm Shift in the Mobile Ecosystem: Mobile Social Computing and the Increasing Relevance of Users
Social computing has become the paradigm for the increasingly relevant role of users in the Internet world. In this paper, it is argued that mobile social computing will eventually cause an even bigger impact in the mobile ecosystem. We are already at the beginning of the "transference" of a significant part of Internet social computing usage to the mobile domain, where users are no longer passive consumers of content andapplications, but co-creators and even innovators of them. However, mobile social computing will go one step further in the contribution to the development of the mobile ecosystem, since it will put the many situations of users' daily activities at the centre stage. To prove this case, this paper gathers available data and evidence on the patterns of mobile social computing usage and discusses user innovation and user empowerment in the framework of the current mobile ecosystem.Mobile social computing, user innovation, mobile ecosystem.
Design and Implementation of a Mobile Exergaming Platform
This paper describes the design, implementation, and initial testing of a
reusable platform for the creation of pervasive games with geo-localization
services. We concentrate on role-playing games built by combining several types
of simpler mini-games having three major components: Quests; Collectables; and
Non-player characters (NPC). Quests encourage players to be active in their
physical environment and take part in collaborative play; Collectables provide
motivation; and NPCs enable player-friendly interaction with the platform. Each
of these elements poses different technical requirements, which were met by
implementing the gaming platform using the inTrack pervasive middle-ware being
developed by our group. Several sample games were implemented and tested within
the urban environment of Kyoto, Japan, using gaming clients running on mobile
phones from NTT DoCoMo, Japan's largest mobile provider.Comment: 8 pages, 3 figures, International Conference on Intelligent
Technologies for Interactive Entertainment, INTETAIN 200
The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification
The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ
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