65 resultados para Phonegap, mobile, localizzazione, social


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Ubiquitous and mobile computing has increased the level of social connectedness. In an era where technology has permeated into spaces of work, play and socializing, social influence has become an important consideration. The operationalization of the social influence construct in the technology adoption and use literature often assumes singular technology use contexts and purposes. We question whether social influence, as operationalized in IS, is reflective of the utilitarian, hedonic and social environment that many individuals operate in. We propose a framework to consider social influence more inclusively, drawing on differences in referent power and levels of expertise. We outline our research approach within the demographic segment of young working professionals. Research in this area is necessary to improve theoretical explanations of adoptive behavior of these technologies. We hope to contribute by suggesting a richer, more encompassing operationalization of the social influence construct for future IS research.

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This paper examines an individual’s entrepreneurial adoption decisions to use mobile banking for both business and social reasons. A conceptual model based on social cognitive theory is developed to explain an individual’s propensity to adopt mobile banking. The theoretical framework examines how advertising, experience, perceived risk, learning inclination, and entrepreneurial proclivity influence a person’s intention to use mobile banking. This paper stresses the role of financial risk in determining a person’s intention to use mobile banking and whether their entrepreneurial nature is influenced by their experience and advertising they are subjected to about the advantages or disadvantages of mobile banking. This paper ties together research on technological innovation with entrepreneurship and learning studies. The author stresses the importance for financial institutions to market the innovativeness of mobile banking whilst addressing security concerns. The impact of a person’s social environment through personal contacts and acquaintances underpins social cognitive theory and helps to understand the motives for a person adopting mobile banking. The paper integrates mobile banking literature with current thinking on the importance of entrepreneurship and learning influences to how a person adopts a technological innovation.

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Im/mobile develops imagery of train passengers photographed using a technique that 'dissolves' the vehicle and reveals the temporary human interactions in the state of transit. It is site-specific in the context of White Street Projects which is in the Frankston Station precinct. In terms of public Melbourne commuter transport particularly for the Metro passengers on the Frankston line. It is a window into the demographic and the social relations of suburban Frankston.

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This comparison between Bahrain and Australia shows how the main impact of social and mobile media has been in the form of facilitators of rapid political mobilization, as well as tools for everyday socializing and entertainment. Social media are both contributors to, and symptomatic of, a blurring of the boundaries between politics and entertainment, and public and private spheres, whether their users are in Australia or Bahrain, but they are not in themselves the makers of material sites of democracy or even agency.

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This article highlights the importance of rethinking literacy assessment in a digital and global world. Although pressures currently abound to narrow conceptions and practices of literacy, especially in an era of high stakes testing, digital multimodality and connectivity offer the potential for new ways of thinking, representing, and communicating, as well as new avenues for participating in relationships across social, geographic, and cultural difference. We explore the challenges of redesigning assessments so that they better take into account children's multiliterate capabilities. In so doing, we offer examples from our work in afterschool contexts that demonstrate how we have grappled with the complexities of assessment in new times.

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Social networking has recently flourished in popularity through the use of social websites. Pervasive computing resources have allowed people stay well-connected to each other through access to social networking resources. We take the position that utilizing information produced by relationships within social networks can assist in the establishment of trust for other pervasive computing applications. Furthermore, we describe how such a system can augment a sensor infrastructure used for event observation with information from mobile sensors (ie, mobile phones with cameras) controlled by potentially untrusted third parties.

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Online communications, multimedia, mobile computing and face-to-face learning create blended learning environments to which some Virtual Design Studios (VDS) have reacted to. Social Networks (SN), as instruments for communication, have provided a potentially fruitful operative base for VDS. These technologies transfer communication, leadership, democratic interaction, teamwork, social engagement and responsibility away from the design tutors to the participants. The implementation of Social Network VDS (SNVDS) moved the VDS beyond its conventional realm and enabled students to develop architectural design that is embedded into a community of learners and expertise both online and offline. Problem-based learning (PBL) becomes an iterative and reflexive process facilitating deep learning. The paper discusses details of the SNVDS, its pedagogical implications to PBL, and presents how the SNVDS is successful in enabling architectural students to collaborate and communicate design proposals that integrate a variety of skills, deep learning, knowledge and construction with a rich learning experience.

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Despite massive funding from the Australian government, the literacy achievement of Australian Indigenous children remains significantly lower than for non-Indigenous. With the aim of identifying innovative ways to improve Indigenous children's literacy achievement, this study explored the social practices surrounding everyday mobile phone use by Indigenous people in a remote Australian community. Informed by the notion of ‘placed resources’, which highlights the understanding that digital literacies are best considered as resources situated by social practices that have local effect, the study surveyed 95 people living in a remote Indigenous community about their mobile phone practices. The study also examined a video of a literacy event between a mother and her child around the use of a mobile phone. The findings revealed the strong relational aspects of phone use in remote communities. Integral to the concept of placed resources is a respect for the practices communities find important as they adopt artefacts for their everyday communication.

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Now days, the online social networks (OSN) have gained considerable popularity. More and more people use OSN to share their interests and make friends, also the OSN helps users overcome the geographical barriers. With the development of OSN, there is an important problem users have to face that is trust evaluation. Before user makes friends with a stranger, the user need to consider the following issues: Can a stranger be trusted? How much the stranger can be trusted? How to measure the trust of a stranger? In this paper, we take two factors, Degree and Contact Interval into consideration, which produce a new trust evaluation model (T-OSN). T-OSN is aimed to solve how to evaluate the trust value of an OSN user, also which is more efficient, more reliable and easy to implement. Base on our research, this model can be used in wide range, such as online social network (OSN) trust evaluation, mobile network message forwarding, ad hoc wireless networking, routing message on Internet and peer-to-peer file sharing network. The T-OSN model has following obvious advantages compare to other trust evaluate methods. First of all, it is not base on features of traditional social network, such as, distance and shortest path. We choose the special features of OSN to build up the model, that is including numbers of friends(Degree) and contact frequency(Contact Interval). These species features makes our model more suitable to evaluate OSN users trust value. Second, the formulations of our model are quite simple but effective. That means, to calculate the result by using our formulations will not cost too much resources. Last but not least, our model is easy to implement for an OSN website, because of the features that we used in our model, such as numbers of friends and contact frequency are easy to obtain. To sum up, our model is using a few resources to obtain a valuable trust value that can help OSN users to solve an important security problem, we believe that will be big step - or development of OSN.

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Im/mobile develops imagery of train passengers photographed using a technique that 'dissolves' the vehicle and reveals the temporary human interactions in the state of transit. It is site-specific in the context of White Street Projects which is in the Frankston Station precinct. In terms of public Melbourne commuter transport particularly for the Metro passengers on the Frankston line. It is a window into the demographic and the social relations of suburban Frankston.

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Online interactions, multimedia, mobile computing and face-to-face learning create blended learning environments to which some Virtual Design Studios (VDS) have reacted. Social Networks (SN), as instruments for communication, have provided a potentially fruitful operative base for VDS. These technologies transfer communication, leadership, democratic interaction, teamwork, social engagement and responsibility away from the design tutors to the participants. The implementation of a Social Network VDS (SNVDS) moved the VDS beyond its conventional realm and enabled students to develop architectural design that is embedded into a community of learners and their expertise both online and offline. Problem-based learning (PBL) becomes an iterative and reflexive process facilitating deep learning. The paper discusses details of the SNVDS, its pedagogical implications to PBL, and presents how the SNVDS is successful in empowering architectural students to collaborate and communicate design proposals that integrate a variety of skills, deep learning, knowledge and construction with a rich learning experience.

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The paper explains the impacts of digital media on previously observed developmental patterns of time choices for the current generation of young children, age 5-11. It shows that work and family routines still influence patterns of media use, rather than just broadcast media schedules and access to digital and mobile devices. Contrary to previous research on digital natives that predicted that interactive media would eventually displace traditional linear media, these findings from a nationally-representative study show that time-use of 'lean back media' and 'lean forward media' run in parallel for Australian children 5-11.

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With the advent of social networks, it became apparent that the social aspect of designing and learning plays a crucial role in students’ education. The ease of communication, leadership opportunity, democratic interaction, teamwork, and the sense of community are some of the aspects that are now in the centre of design interaction. Online interactions, multimedia, mobile computing and face-to-face learning create blended learning environments to which some Virtual Design Studios (VDS) have reacted. On the sample of a design studio at Deakin University the paper discusses details of the Social Network VDS, its pedagogical implications to PBL, and presents how it is successful in empowering architectural students to collaborate and communicate design proposals that integrate a variety of skills, deep learning, and construction of knowledge. It studies the effectiveness of the generated social intelligence and explores the facilitation of students’ self-directed learning. Hereby the paper studies the construction of knowledge via social interaction and how blended learning environments foster motivation and information exchange.

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Mobile phone sensing is an emerging area of interest for researchers as smart phones are becoming the core communication device in people's everyday lives. Sensor enabled mobile phones or smart phones are hovering to be at the center of a next revolution in social networks, green applications, global environmental monitoring, personal and community healthcare, sensor augmented gaming, virtual reality and smart transportation systems. More and more organizations and people are discovering how mobile phones can be used for social impact, including how to use mobile technology for environmental protection, sensing, and to leverage just-in-time information to make our movements and actions more environmentally friendly. In this paper we have described comprehensively all those systems which are using smart phones and mobile phone sensors for humans good will and better human phone interaction.

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A review of a series of articles exploring the role of online networked mobile devices, such as the iPhone, in changing communication, with multidisciplinary relevance. The articles examine the smartphone as a cultural object, a platform for specific uses as a multi-purpose input device and its evolution from a personal communication device to a multimedia tool with implications for politics and social change.