61 resultados para wireless networks user-centric networking


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Lyhyen kantaman langattomat kommunikaatioteknologiat tarjoavat mahdollisuuden toteuttaa erilaisia paikkasidonnaisia palveluita käyttäjille kohtuullisilla kustannuksilla. Opastejärjestelmä, joka ohjaa käyttäjän paikasta toiseen, on yksi tälläinen palvelu. Tässä työssä esitetään langattomaan Bluetooth teknologiaan perustuva opastejärjestelmä. Muita langattomia teknologioita verrataan Bluetoothiin opastejärjestelmän toteuttamisen kannalta. Erilaisia järjestelmän arkkitehtuuri vaihtoehtoja käyttäjän paikantamiseen esitellään. Paikkatietoja hyödynnetään opasteviestin muodostamisessa. Tapoja muodostaa käyttäjän reitti kahden paikan välillä toimistorakennuksessa esitetään. Työn tulos on halpa langatonta Bluetooth teknologiaa hyödyntävä opastejärjestelmä, jota voidaan käyttää myös muiden langattomien paikkasidonnaisten palveluiden tuottamiseen.

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Java™ 2 Platform, Micro Edition on eräs johtava sovellusalusta, joka mahdollistaa kolmannen osapuolen sovellusten luomisen matkapuhelimiin, kommunikaattoreihin ja taskutietokoneisiin. Java-alusta keskeinen etu on sovellusten dynaaminen asentaminen. Käyttäjä ei ole rajoitettu esiasennettuihin sovelluksiin vaan voi asentaa niitä itse tarpeen mukaan. Tämän diplomityö käsittelee erilaisia Java sovellusten (MIDlettien) lataus ja asennusmenetelmiä. Diplomityö antaa yhteenvedon merkittävimmistä asennus teknologioista. Pääpaino on MIDP-standardin mukaisella langattomalle asennuksella (Over-The-Air provisioning) sillä se on kaikkein laajimmin käytetty menetelmä. Muita käsiteltäviä menetelmiä ovat WAP Push ja paikallinen asennus Bluetoothin ja Infrapunalinkin avulla. MIDletit, kuten mitkä tahansa ohjelmat, ovat alttiita laittomalle kopioinnille. Tämä diplomityö kuvaa menetelmiä, joilla laiton kopiointi voidaan estää. Yksi esimerkki on OMA™ DRM standardi. Diplomityö kuvaa myös kuinka kopiointisuojaus voidaan yhdistää olemassa oleviin asennusmenetelmiin. Java sovelluksia, MIDlettejä, käytetään yhä erilaisimpiin tarkoituksiin jolloin tarvitaan myös uusia asennusmenetelmiä. Yksi tällainen menetelmä on asentaminen erillisistä laitteista. Diplomityö kuvaa useita menetelmiä asentamiseen erillisistä laitteista. Käsitellyr menetelmät pohjautuvat Bluetooth teknologiaan ja yhtä lukuun ottamatta perustuvat standardin määrittelemiin Bluetooth profiileihin File Transfer Profile, Personal Area Networking Profile ja Object Push Profile. Toinen asennustapa on sovellusten edelleen lähettäminen toiseen puhelimeen. Diplomityö kuvaa kuinka OMA DRM standardi voidaan yhdistää tällaisen asennuksen ja ehdottaa kahta vaihtoehtoista menetelmää. Yksi perustuu Bluetoothin Object Push Profiiliin ja toinen Infrapunalinkin käyttöön. Toinen perustuu multimediaviestiin ja sähköpostiin.

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This thesis considers aspects related to the design and standardisation of transmission systems for wireless broadcasting, comprising terrestrial and mobile reception. The purpose is to identify which factors influence the technical decisions and what issues could be better considered in the design process in order to assess different use cases, service scenarios and end-user quality. Further, the necessity of cross-layer optimisation for efficient data transmission is emphasised and means to take this into consideration are suggested. The work is mainly related terrestrial and mobile digital video broadcasting systems but many of the findings can be generalised also to other transmission systems and design processes. The work has led to three main conclusions. First, it is discovered that there are no sufficiently accurate error criteria for measuring the subjective perceived audiovisual quality that could be utilised in transmission system design. Means for designing new error criteria for mobile TV (television) services are suggested and similar work related to other services is recommended. Second, it is suggested that in addition to commercial requirements there should be technical requirements setting the frame work for the design process of a new transmission system. The technical requirements should include the assessed reception conditions, technical quality of service and service functionalities. Reception conditions comprise radio channel models, receiver types and antenna types. Technical quality of service consists of bandwidth, timeliness and reliability. Of these, the thesis focuses on radio channel models and errorcriteria (reliability) as two of the most important design challenges and provides means to optimise transmission parameters based on these. Third, the thesis argues that the most favourable development for wireless broadcasting would be a single system suitable for all scenarios of wireless broadcasting. It is claimed that there are no major technical obstacles to achieve this and that the recently published second generation digital terrestrial television broadcasting system provides a good basis. The challenges and opportunities of a universal wireless broadcasting system are discussed mainly from technical but briefly also from commercial and regulatory aspect

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Verkostosodankäynti on suuren huomion kohteena useiden maiden puolustusvoimien järjestelmäkehityshankkeissa. Verkostosodankäynnin tavoitteena on kytkeä kaikki taistelukentän komponentit yhteen nopean tiedonsiirtoverkon avulla. Tällä pyritään tehokkaampaan tiedonjakoon ja edelleen resurssien tehokkaampaan käyttöön. Keskeisessä osassa verkostosodankäynnin tavoitteiden saavuttamisessa on palvelukeskeinen arkkitehtuuri (SOA). Tarve yhä monimutkaisemmille tietojärjestelmille pakottaa myös sotilasympäristön toimijat etsimään ratkaisuja valmiista kaupallisista toteutuksista. Verkottunut toiminta tuottaa valtavasti erilaista tilannetietoa. Tilannetiedon pohjalta muodostetaan erilaisia tilannekuvia, joita johtajat käyttävät päätöksentekonsa tukena. Työssä tutkitaan kaupallisen mashup-alustan käyttöä tilannekuvan luomiseen. Mashup-alusta on tietojärjestelmä, jolla voidaan helposti ja nopeasti integroida useista lähteistä saatavaa informaatiota. Mashup-alusta mahdollistaa niin kutsuttujen käyttäjämääriteltyjen tilannekuvien luomisen. Työn tuloksena mashup-alustan soveltuvuus tähän käyttöön on hyvä ja se soveltuu hyvin erityisesti tilanteisiin, joissa vaaditaan nopeita ratkaisuja. Jatkotutkimusta aiheesta tarvitaan, koska mashupalustan käyttöä sotilaallisissa tietojärjestelmissä ei ole juurikaan tutkittu ja aihe on suhteellisen uusi myös tiedeyhteisössä.

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The thesis deals with the phenomenon of learning between organizations in innovation networks that develop new products, services or processes. Inter organizational learning is studied especially at the level of the network. The role of the network can be seen as twofold: either the network is a context for inter organizational learning, if the learner is something else than the network (organization, group, individual), or the network itself is the learner. Innovations are regarded as a primary source of competitiveness and renewal in organizations. Networking has become increasingly common particularly because of the possibility to extend the resource base of the organization through partnerships and to concentrate on core competencies. Especially in innovation activities, networks provide the possibility to answer the complex needs of the customers faster and to share the costs and risks of the development work. Networked innovation activities are often organized in practice as distributed virtual teams, either within one organization or as cross organizational co operation. The role of technology is considered in the research mainly as an enabling tool for collaboration and learning. Learning has been recognized as one important collaborative process in networks or as a motivation for networking. It is even more important in the innovation context as an enabler of renewal, since the essence of the innovation process is creating new knowledge, processes, products and services. The thesis aims at providing enhanced understanding about the inter organizational learning phenomenon in and by innovation networks, especially concentrating on the network level. The perspectives used in the research are the theoretical viewpoints and concepts, challenges, and solutions for learning. The methods used in the study are literature reviews and empirical research carried out with semi structured interviews analyzed with qualitative content analysis. The empirical research concentrates on two different areas, firstly on the theoretical approaches to learning that are relevant to innovation networks, secondly on learning in virtual innovation teams. As a result, the research identifies insights and implications for learning in innovation networks from several viewpoints on organizational learning. Using multiple perspectives allows drawing a many sided picture of the learning phenomenon that is valuable because of the versatility and complexity of situations and challenges of learning in the context of innovation and networks. The research results also show some of the challenges of learning and possible solutions for supporting especially network level learning.

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The provision of Internet access to large numbers has traditionally been under the control of operators, who have built closed access networks for connecting customers. As the access network (i.e. the last mile to the customer) is generally the most expensive part of the network because of the vast amount of cable required, many operators have been reluctant to build access networks in rural areas. There are problems also in urban areas, as incumbent operators may use various tactics to make it difficult for competitors to enter the market. Open access networking, where the goal is to connect multiple operators and other types of service providers to a shared network, changes the way in which networks are used. This change in network structure dismantles vertical integration in service provision and enables true competition as no service provider can prevent others fromcompeting in the open access network. This thesis describes the development from traditional closed access networks towards open access networking and analyses different types of open access solution. The thesis introduces a new open access network approach (The Lappeenranta Model) in greater detail. The Lappeenranta Model is compared to other types of open access networks. The thesis shows that end users and service providers see local open access and services as beneficial. In addition, the thesis discusses open access networking in a multidisciplinary fashion, focusing on the real-world challenges of open access networks.

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Tässä työssä toteutetaan IEEE 802.16-2004 standardiin perustuva langaton WiMAX tietoliikenneverkko, sekä tutkitaan etenemismallien soveltuvuutta satama-alueelle. Myös muiden verkkoratkaisujen soveltuvuutta pohditaan. Lisäksi tutkitaan sääolosuhteiden sekä päätelaitteen liikkumisnopeuden vaikutuksia yhteyteen. Satama-alueella on teräksestä valmistettuja merikontteja pinottuina päällekkäin, ja ne vaikeuttavat langattomien signaalien etenemistä. Merikonttien pinot säilyttävät tietyn maksimikorkeuden johtuen työkoneiden rajallisesta kyvystä pinota niitä. Langattomien signaalien etenemiselle erilaisissa ympäristöissä on kehitetty etenemismalleja. Etenemisallien avulla voidaan pyrkiä ennustamaan signaalin vahvuutta eri etäisyyksillä tukiasemasta. Etenemismallit kuvaavat ympäristön aiheuttamaa signaalin vaimenemista erilaisten muuttujien avulla. Langattoman tietoliikenneverkon toteutus ongelmatilanteineen dokumentoitiin ja alueella tehtiin kuuluvuusmittauksia. Löydettiin etenemismalli ja muuttujat, joiden avulla lasketut tulokset vastasivat mitattuja tuloksia hyvin. Myös sääolosuhteiden sekä päätelaitteen liikkumisnopeuden vaikutusta signaalin vahvuuteen tutkittiin. Vesi- ja lumisateen sekä sumun vaikutuksen todettiin olevan merkityksetön verkon käyttämällä 3.5 GHz taajuusalueella. Myöskään päätelaitteen liikkumisnopeuden ei todettu vaikuttavan toiminnallisuuteen 20-30 kilometrin tuntinopeudella, jolla työkoneet alueella liikkuvat.

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@450 wireless broadband service is Digita’s mobile wireless broadband network service. In @450 network Digita acts as the network operator offering network capacity to service operators. For Digita it is important to know what kind of services its network is capable of and what are the network’s service parameters. The knowledge of the network parameters and the behaviour can be used in advance in the development of new service products. Before a new service product can be offered to service operators a lot of work has to be done. The basic testing is necessary to get an understanding of the basic functionality. The requirement specification has to be done and a new product has to be created. The new product has to be tested. The test results have to be analysed in order to find out if the new product is suitable for real use and with which limitations. The content of this Thesis is the development of wireless technologies, @450 service and network, FLASH-OFDM technology, FLASH-OFDM performance testing and the development of a new service product.

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Appearance of trust in regional, co-operative networks In our times, the value of social networks has been widely acknowledged. One can say that it is important for private persons to get networked, whilst it is even a must for companies and organizations in business life. This doctor's thesis examines three co-operative regional networks. Networks are located in Western Uusimaa (Länsi-Uusimaa) region in southernmost Finland, and they had both public organizations and private companies as participants (later called ‘players’). Initially, all of them were co-financed from public funds, and two of them are still operational while writing this. The main target of these networks has been to act as learning networks. The learning network stands for an ensemble of research and development units and workplaces constituting a common forum for learning. The main focus in this study has been on qualitative and structural characteristics of the networks, and how they are relating with intrinsic trust. In addition to the development of trust, it has been studied, at what level organizational learning within the networks takes place, and lastly, what kind of factors facilitate the development of social capital. The theoretical framework for the study is built on analysing trust and social capital. It is a 'mission impossible' to find single definitions for such major concepts. In this study, from the research questions' point of view it has been more relevant to concentrate on the aspects of networking and the relationships between the participating organizations. The total view in this study is very network-centric, and therefore those theories which have similar point of view have been prioritized. Such is the theory about structural holes by Ronald S. Burt (1992). It has been widely applied; especially his views on constraints affecting players in networks. The purpose of this study has not been to create new theories or to analyse and compare thoroughly the existing theoretical trends. Instead, the existing theories have provided the study with conceptual tools, which have been utilized for supporting the empirical results. The aim has been to create an explanatory case study consisting relevant discussion on the relationship between the network characteristics and the appearance of trust. The conceptual categorization for confidence vs. trust created by Niklas Luhmann (1979) is another important theoretical building block. In most cases, co-operation in networks is initiated by people already trusting in each other and willing to work together. However, personal trust is not sufficient in the long run to sustain the co-operation within the network: more abstract systemic trust described by Luhmann must also emerge. In the networks with different structures and at different development phases, these forms of trust appear at different levels. In this study, Luhmann’s systemic trust as a term has been replaced by the concept of 'trust in network as a system'. Structural characteristics of a network (density, centrality, structural holes etc.) have been selected to explain the creation of social capital and trust. The ability to adapt new information is essential for the development of social capital. Qualitative analysis for development phase has been used, and the Learning Network Maturity Test by Leenamaija Otala (2000) and her work have been applied. Thus, the qualitative characteristics and the structural characteristics of the networks are utilized together, when the creation of social capital and appearance of trust are assessed. Social Network Analysis, questionnaires and interviews have been the research methods. Quantitative and qualitative data have been combined. There is a similarity in viewpoints to research data with Extensive Case Study method, in which different cases are searched by exploring various cases and comparing certain common features between them and generic models. Development of trust, social capital and organizational learning has been explained in the study by comparing the networks in hand. Being a case study, it doesn't have targets to provide with general results and findings like conventional surveys. However, in this work phenomena and mechanisms related to them are interpreted from the empirical data. Key finding of this study is that the networks with high structural equality and clear target setting enable building trust to the network as a system. When systemic trust is present, e.g. changes in personnel involved in the co-operation won't hinder the network from remaining operational. On the other hand, if the players are not well motivated to co-operate, if the network is extremely centralized structurally, or if the network has players holding very much more beneficial position compared to the others, systemic trust won't develop: trust tends to remain at the personal level, and is directed to some players only. Such networks won't generate results and benefits to its players, and most probably they won’t live very long. In other words, learning networks cannot solely be based on willingness to learn, but also on willingness to co-operate.

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This thesis comprises seven peer-reviewed articles and examines systems and applications suitable for increasing Future Force Warrior performance, minimizing collateral damage, improving situational awareness and Common Operational Picture. Based on a literature study, missing functionalities of Future Force Warrior were identified and new ideas, concepts and solutions were created as part of early stages of Systems of Systems creation. These introduced ideas have not yet been implemented or tested in combat and for this reason benefit analyses are excluded. The main results of this thesis include the following: A new networking concept, Wireless Polling Sensor Network, which is a swarm of a few Unmanned Aerial Vehicles forming an ad-hoc network and polling a large number of fixed sensor nodes. The system is more robust in a military environment than traditional Wireless Sensor Networks. A Business Process approach to Service Oriented Architecture in a tactical setting is a concept for scheduling and sharing limited resources. New components to military Service Oriented Architecture have been introduced in the thesis. Other results of the thesis include an investigation of the use of Free Space Optics in tactical communications, a proposal for tracking neutral forces, a system for upgrading simple collaboration tools for command, control and collaboration purposes, a three-level hierarchy of Future Force Warrior, and methods for reducing incidents of fratricide.

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Increasing renewable energy utilization is a challenge that is tried to be solved in different ways. One of the most promising options for renewable energy is different biomasses, and the bioenergy field offers numerous emerging business opportunities. The actors in the field have rarely all the needed know-how and resources for exploiting these opportunities, and thus it is reasonable to seize them in cooperation. Networking is not an easy task to carry out, however, and in addition to its advantages for the firms engaged, it sets numerous challenges as well. The development of a network is a result of several steps firms need to take. In order to gain optimal advantage of their networks, firms need to weigh out with whom, why and how they should cooperate. In addition, everything does not depend on the firms themselves, as several factors in the external environment set their own enablers and barriers for cooperation. The formation of a network around a business opportunity is thus a multiphase process. The objective of this thesis is to depict this process via a step-by-step analysis and thus increase understanding on the whole development path from an entrepreneurial opportunity to a successful business network. The empirical evidence has been gathered by discussing the opportunities of animal manure refinement to biogas and forest biomass utilization for heating in Finland. The thesis comprises two parts. The first part provides an overview of the study, and the second part includes five research publications. The results reveal that it is essential to identify and analyze all the steps in the development process of a network, and several frameworks are used in the thesis to analyze these steps. The frameworks combine the views of theory and practical experiences of empirical study, and thus give new multifaceted views for the discussion on SME networking. The results indicate that the ground for cooperation should be investigated adequately by taking account of the preconditions in all the three contexts in which the actors operate: the social context, the region and the institutional environment. In case the project advances to exploitation, the assets and objectives of the actors should be paired off, which sets a need for relationships and sub-networks differing in breadth and depth. Different relationships and networks require different kinds of maintenance and management. Moreover, the actors should have the capability to change the formality or strategy of the relationships if needed. The drivers for these changes come along with the changing environment, which causes changes in the objectives of the actors and this way in the whole network. Bioenergy as the empirical field of the study represents well an industrial field with many emerging opportunities, a motley group of actors, and sensitivity for fast changes.

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Advances in technology have provided new ways of using entertainment and game technology to foster human interaction. Games and playing with games have always been an important part of people’s everyday lives. Traditionally, human-computer interaction (HCI) research was seen as a psychological cognitive science focused on human factors, with engineering sciences as the computer science part of it. Although cognitive science has made significant progress over the past decade, the influence of people’s emotions on design networks is increasingly important, especially when the primary goal is to challenge and entertain users (Norman 2002). Game developers have explored the key issues in game design and identified that the driving force in the success of games is user experience. User-centered design integrates knowledge of users’ activity practices, needs, and preferences into the design process. Geocaching is a location-based treasure hunt game created by a community of players. Players use GPS (Global Position System) technology to find “treasures” and create their own geocaches; the game can be developed when the players invent caches and used more imagination to creations the caches. This doctoral dissertation explores user experience of geocaching and its applications in tourism and education. Globally, based on the Geocaching.com webpage, geocaching has been played about 180 countries and there are more than 10 million registered geocachers worldwide (Geocaching.com, 25.11.2014). This dissertation develops and presents an interaction model called the GameFlow Experience model that can be used to support the design of treasure hunt applications in tourism and education contexts. The GameFlow Model presents and clarifies various experiences; it provides such experiences in a real-life context, offers desirable design targets to be utilized in service design, and offers a perspective to consider when evaluating the success of adventure game concepts. User-centered game designs have adapted to human factor research in mainstream computing science. For many years, the user-centered design approach has been the most important research field in software development. Research has been focusing on user-centered design in software development such as office programs, but the same ideas and theories that will reflect the needs of a user-centered research are now also being applied to game design (Charles et al. 2005.) For several years, we have seen a growing interest in user experience design. Digital games are experience providers, and game developers need tools to better understand the user experience related to products and services they have created. This thesis aims to present what the user experience is in geocaching and treasure hunt games and how it can be used to develop new concepts for the treasure hunt. Engineers, designers, and researchers should have a clear understanding of what user experience is, what its parts are, and most importantly, how we can influence user satisfaction. In addition, we need to understand how users interact with electronic products and people, and how different elements synergize their experiences. This doctoral dissertation represents pioneering work on the user experience of geocaching and treasure hunt games in the context of tourism and education. The research also provides a model for game developers who are planning treasure hunt concepts.

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User experience is a crucial element in interactive storytelling, and as such it is important to recognize the different aspects of a positive user experience in an interactive story. Towards that goal, in the first half of this thesis, we will go through the different elements that make up the user experience, with a strong focus on agency. Agency can be understood as the user’s ability to affect the story or the world in which the story is told with interesting and satisfying choices. The freedoms granted by agency are not completely compatible with traditional storytelling, and as such we will also go through some of the issues of agency-centric design philosophies and explore alternate schools of thought. The core purpose of this thesis is to determine the most important aspects of agency with regards to a positive user experience and attempt to find ways for authors to improve the overall quality of user experience in interactive stories. The latter half of this thesis deals with the research conducted on this matter. This research was carried out by analyzing data from an online survey coupled with data gathered by the interactive storytelling system specifically made for this research (Regicide). The most important aspects of this research deal with influencing perceived agency and facilitating an illusion of agency in different ways, and comparing user experiences in these different test environments. The most important findings based on this research include the importance of context-controlled and focused agency and settings in which the agency takes place and the importance of ensuring user-competency within an interactive storytelling system. Another essential conclusion to this research boils down to communication between the user and the system; the goal of influencing perceived agency should primarily be to ensure that the user is aware of all the theoretical agency they possess.

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In this bachelor’s thesis are examined the benefits of current distortion detection device application in customer premises low voltage networks. The purpose of this study was to find out if there are benefits for measuring current distortion in low-voltage residential networks. Concluding into who can benefit from measuring the power quality. The research focuses on benefits based on the standardization in Europe and United States of America. In this research, were also given examples of appliances in which current distortion detection device could be used. Along with possible illustration of user interface for the device. The research was conducted as an analysis of the benefits of current distortion detection device in residential low voltage networks. The research was based on literature review. The study was divided to three sections. The first explain the reasons for benefitting from usage of the device and the second portrays the low-cost device, which could detect one-phase current distortion, in theory. The last section discuss of the benefits of usage of current distortion detection device while focusing on the beneficiaries. Based on the result of this research, there are benefits from usage to the current distortion detection device. The main benefitting party of the current distortion detection device was found to be manufactures, as they are held responsible of limiting the current distortion on behalf of consumers. Manufactures could adjust equipment to respond better to the distortion by having access to on-going current distortion in network. The other benefitting party are system operators, who would better locate distortion issues in low-voltage residential network to start prevention of long-term problems caused by current distortion early on.

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The aim of this study was to explore adherence to treatment among people with psychotic disorders through the development of user-centered mobile technology (mHealth) intervention. More specifically, this study investigates treatment adherence as well as mHealth intervention and the factors related to its possible usability. The data were collected from 2010 to 2013. First, patients’ and professionals’ perceptions of adherence management and restrictive factors of adherence were described (n = 61). Second, objectives and methods of the intervention were defined based on focus group interviews and previously used methods. Third, views of patients and professionals about barriers and requirements of the intervention were described (n = 61). Fourth, mHealth intervention was evaluated based on a literature review (n = 2) and patients preferences regarding the intervention (n = 562). Adherence management required support in everyday activities, social networks and maintaining a positive outlook. The factors restricting adherence were related to illness, behavior and the environment. The objective of the intervention was to support the intention to follow the treatment guidelines and recommendations with mHealth technology. The barriers and requirements for the use of the mHealth were related to technology, organizational issues and the users themselves. During the course of the intervention, 33 (6%) out of 562 participants wanted to edit the content, timing or amount of the mHealth tool, and 23 (4%) quit the intervention or study before its conclusion. According to the review, mHealth interventions were ineffective in promoting adherence. Prior to the intervention, participants perceived that adherence could be supported, and the use of mHealth as a part of treatment was seen as an acceptable and efficient method for doing so. In conclusion, the use of mHealth may be feasible among people with psychotic disorders. However, clear evidence for its effectiveness in regards to adherence is still currently inconclusive.