375 research outputs found

    The Most Popular Smartphone Apps for Weight Loss: A Quality Assessment

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    Background: Advancements in mobile phone technology have led to the development of smartphones with the capability to run apps. The availability of a plethora of health- and fitness-related smartphone apps has the potential, both on a clinical and public health level, to facilitate healthy behavior change and weight management. However, current top-rated apps in this area have not been extensively evaluated in terms of scientific quality and behavioral theory evidence base. Objective: The purpose of this study was to evaluate the quality of the most popular dietary weight-loss smartphone apps on the commercial market using comprehensive quality assessment criteria, and to quantify the behavior change techniques (BCTs) incorporated. Methods: The top 200-rated Health & Fitness category apps from the free and paid sections of Google Play and iTunes App Store in Australia (n=800) were screened in August 2014. To be included in further analysis, an app had to focus on weight management, include a facility to record diet intake (self-monitoring), and be in English. One researcher downloaded and used the eligible apps thoroughly for 5 days and assessed the apps against quality assessment criteria which included the following domains: accountability, scientific coverage and content accuracy of information relevant to weight management, technology-enhanced features, usability, and incorporation of BCTs. For inter-rater reliability purposes, a second assessor provided ratings on 30% of the apps. The accuracy of app energy intake calculations was further investigated by comparison with results from a 3-day weighed food record (WFR). Results: Across the eligible apps reviewed (n=28), only 1 app (4%) received full marks for accountability. Overall, apps included an average of 5.1 (SD 2.3) out of 14 technology-enhanced features, and received a mean score of 13.5 (SD 3.7) out of 20 for usability. The majority of apps provided estimated energy requirements (24/28, 86%) and used a food database to calculate energy intake (21/28, 75%). When compared against the WFR, the mean absolute energy difference of apps which featured energy intake calculations (23/28, 82%) was 127 kJ (95% CI -45 to 299). An average of 6.3 (SD 3.7) of 26 BCTs were included. Conclusions: Overall, the most popular commercial apps for weight management are suboptimal in quality, given the inadequate scientific coverage and accuracy of weight-related information, and the relative absence of BCTs across the apps reviewed. With the limited regulatory oversight around the quality of these types of apps, this evaluation provides clinicians and consumers an informed view of the highest-quality apps in the current popular app pool appropriate for recommendation and uptake. Further research is necessary to assess the effectiveness of apps for weight management

    NL-Graphs: A hybrid approach toward interactively querying semantic data

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    A variety of query approaches have been proposed by the semantic web community to explore and query semantic data. Each was developed for a specific task and employed its own interaction mechanism; each query mechanism has its own set of advantages and drawbacks. Most semantic web search systems employ only one approach, thus being unable to exploit the benefits of alternative approaches. Motivated by a usability and interactivity perspective, we propose to combine two query approaches (graph-based and natural language) as a hybrid query approach. In this paper, we present NL-Graphs which aims to exploit the strengths of both approaches, while ameliorating their weaknesses. NL-Graphs was conceptualised and developed from observations, and lessons learned, in several evaluations with expert and casual users. The results of evaluating our approach with expert and casual users on a large semantic dataset are very encouraging; both types of users were highly satisfied and could effortlessly use the hybrid approach to formulate and answer queries. Indeed, success rates showed they were able to successfully answer all the evaluation questions

    Design and User Satisfaction of Interactive Maps for Visually Impaired People

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    Multimodal interactive maps are a solution for presenting spatial information to visually impaired people. In this paper, we present an interactive multimodal map prototype that is based on a tactile paper map, a multi-touch screen and audio output. We first describe the different steps for designing an interactive map: drawing and printing the tactile paper map, choice of multi-touch technology, interaction technologies and the software architecture. Then we describe the method used to assess user satisfaction. We provide data showing that an interactive map - although based on a unique, elementary, double tap interaction - has been met with a high level of user satisfaction. Interestingly, satisfaction is independent of a user's age, previous visual experience or Braille experience. This prototype will be used as a platform to design advanced interactions for spatial learning

    A Multi-factor Authentication Method for Security of Online Examinations

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    Security of online examinations is the key to success of remote online learning. However, it faces many conventional and non-conventional security threats. Impersonation and abetting are rising non-conventional security threats, when a student invites a third party to impersonate or abet in a remote exam. This work proposed dynamic profile questions authentication to identify that the person taking an online test is the same who completed the course work. This is combined with remote proctoring to prevent students from taking help from a third party during exam. This research simulated impersonation and abetting attacks in remote online course and laboratory based control simulation to analyse the impact of dynamic profile questions and proctoring. The study also evaluated effectiveness of the proposed method. The findings indicate that dynamic profile questions are highly effective. The security analysis shows that impersonation attack was not successful

    Increasing transparency through the open city toolkit

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    Degbelo, A., Granell, C., Trilles, S., Bhattacharya, D., & Wissing, J. (2020). Tell Me How My Open Data Is Re-used: Increasing Transparency Through the Open City Toolkit. In S. Hawken, H. Han, & C. Pettit (Eds.), Open Cities, Open Data: Collaborative Cities in the Information Era (pp. 311-330). [Chapter 14] Springer Singapore. https://doi.org/10.1007/978-981-13-6605-5_14The Open Data movement has been gaining momentum in recent years, with increasingly many public institutions making their data freely accessible. Despite much data being already open (and more to come), finding information about the actual usage of these open datasets is still a challenge. This chapter introduces two tools of the Open City Toolkit (OCT) that tackle this issue: a tool to increase transparency and interactive guidelines. Interviews with city council employees confirmed the utility of the transparency tool. Both tools can be used by city councils (for planning purposes) and by users interested to know more about the value of current open datasets (for information purposes).authorsversionpublishe

    Knowledge Graph Exploration: A Usability Evaluation of Query Builders for Laypeople

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    SPARQL enables users to access and browse knowledge graphs in a precise way. However, using SPARQL requires knowledge that many casual users lack. To counter this, specific tools have been created that enable more casual users to browse and query results. This paper evaluates and compares the most prominent techniques, QueryVOWL, SPARKLIS and the Wikidata Query Service (WQS), through a usability evaluation, using a mixed-method evaluation based on usability metrics and heuristics, containing both quantitative and qualitative data. The findings show that while WQS achieved the best results, usability problems were encountered in all tools. Key aspects for usability, extracted from the evaluation, serve as important contributions for future query builders

    Design and Operationalization of Connectivist Activities: an Approach through Business Process Management

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    International audienceThe work presented in this paper focuses on massive open online course (MOOC) environments, and more specifically on the activity of designing and implementing pedagogical scenarios for a connectivist MOOC (cMOOC). This paper presents a research work, which aims to propose a model and tool to support the design of connectivist MOOC scenarios. The major contribution of this work is a visual authoring tool that is intended for the design and deployment of cMOOC-oriented scenarios. The tool is based on the BPMN notation that we have extended to suit our objectives. The tool was evaluated primarily from the point of view of utility and usability. The findings confirm that the tool can be used to design connectivist pedagogical scenarios and can provide all the necessary elements to operationalize such courses

    Design, development and deployment of a hand/wrist exoskeleton for home-based rehabilitation after stroke - SCRIPT project

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    YesChanges in world-wide population trends have provided new demands for new technologies in areas such as care and rehabilitation. Recent developments in the the field of robotics for neurorehabilitation have shown a range of evidence regarding usefulness of these technologies as a tool to augment traditional physiotherapy. Part of the appeal for these technologies is the possibility to place a rehabilitative tool in one’s home, providing a chance for more frequent and accessible technologies for empowering individuals to be in charge of their therapy. Objective: this manuscript introduces the Supervised Care and Rehabilitation Involving Personal Tele-robotics (SCRIPT) project. The main goal is to demonstrate design and development steps involved in a complex intervention, while examining feasibility of using an instrumented orthotic device for home-based rehabilitation after stroke. Methods: the project uses a user-centred design methodology to develop a hand/wrist rehabilitation device for home-based therapy after stroke. The patient benefits from a dedicated user interface that allows them to receive feedback on exercise as well as communicating with the health-care professional. The health-care professional is able to use a dedicated interface to send/receive communications and remote-manage patient’s exercise routine using provided performance benchmarks. Patients were involved in a feasibility study (n=23) and were instructed to use the device and its interactive games for 180 min per week, around 30 min per day, for a period of 6 weeks, with a 2-months follow up. At the time of this study, only 12 of these patients have finished their 6 weeks trial plus 2 months follow up evaluation. Results: with the “use feasibility” as objective, our results indicate 2 patients dropping out due to technical difficulty or lack of personal interests to continue. Our frequency of use results indicate that on average, patients used the SCRIPT1 device around 14 min of self-administered therapy a day. The group average for the system usability scale was around 69% supporting system usability. Conclusions: based on the preliminary results, it is evident that stroke patients were able to use the system in their homes. An average of 14 min a day engagement mediated via three interactive games is promising, given the chronic stage of stroke. During the 2nd year of the project, 6 additional games with more functional relevance in their interaction have been designed to allow for a more variant context for interaction with the system, thus hoping to positively influence the exercise duration. The system usability was tested and provided supporting evidence for this parameter. Additional improvements to the system are planned based on formative feedback throughout the project and during the evaluations. These include a new orthosis that allows a more active control of the amount of assistance and resistance provided, thus aiming to provide a more challenging interaction.This work has been partially funded under Grant FP7-ICT-288698(SCRIPT) of the European Community Seventh Framework Programme
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