65 resultados para Phonegap, mobile, localizzazione, social


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A new definition of m-learning has been presented in the first chapter. It was modified from a definition presented by Sharples, Taylor, and Vavoula in 2007. In Chapter 1, Crompton, Muilenburg, and Berge defined m-learning as "learning across multiple contexts, through social and content interactions, using personal electronic devices" (Crompton, 2013, p. 4). This chapter departs from this definition and focuses on mobile applications (apps) and technologies in this context.

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 The penetration of social networking platforms such as Facebook is becoming pervasive in education, along with mobile applications (apps) and mobile devices. Students are using these technologies and apps to organise their learning material. Social media via apps is the most popular activity among college students. In this paper we discuss how teachers could take advantage of Facebook social media platform to promote community-based-learning environment that is flexible, portable and challengeable. We describe how this could be achieved with no restriction to any particular mobile device brand or operating system and how student would simply bring their own device (BYOD).

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The investment in Katie Couric and senior reporters from The New York Times signals that Yahoo wants to move into Web TV and mobile video content in an effort to take on the the giants of American network and cable television, and perhaps even Netflix, which is rumoured to also be looking at an Australian launch next yea

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Smartphones have become an integral part of our everyday lives, such as online information accessing, SMS/MMS, social networking, online banking, and other applications. The pervasive usage of smartphones also results them in enticing targets of hackers and malware writers. This is a desperate threat to legitimate users and poses considerable challenges to network security community. In this paper, we model smartphone malware propagation through combining mathematical epidemics and social relationship graph of smartphones. Moreover, we design a strategy to simulate the dynamic of SMS/MMS-based worm propagation process from one node to an entire network. The strategy integrates infection factor that evaluates the propagation degree of infected nodes, and resistance factor that offers resistance evaluation towards susceptible nodes. Extensive simulations have demonstrated that the proposed malware propagation model is effective and efficient.

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Abstract: Despite ample medical evidence of the adverse impacts of traffic noise on health, most policies for traffic noise management are arbitrary or incomplete, resulting in serious social and economic impacts. Surprisingly, there is limited information about citizen’s exposure to traffic noise worldwide. This paper presents the 2Loud? mobile phone application, developed and tested as a methodology to monitor, assess and map the level of exposure to traffic noise of citizens with focus on the night period and indoor locations, since sleep disturbance is one of the major triggers for ill health related to traffic noise. Based on a community participation experiment using the 2Loud? mobile phone application in a region close to freeways in Australia, the results of this research indicates a good level of accuracy for the noise monitoring by mobile phones and also demonstrates significant levels of indoor night exposure to traffic noise in the study area. The proposed methodology, through the data produced and the participatory process involved, can potentially assist in planning and management towards healthier urban environments.

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Smartphone applications are getting more and more popular and pervasive in our daily life, and are also attractive to malware writers due to their limited computing source and vulnerabilities. At the same time, we possess limited understanding of our opponents in cyberspace. In this paper, we investigate the propagation model of SMS/MMS-based worms through integrating semi-Markov process and social relationship graph. In our modeling, we use semi-Markov process to characterize state transition among mobile nodes, and hire social network theory, a missing element in many previous works, to enhance the proposed mobile malware propagation model. In order to evaluate the proposed models, we have developed a specific software, and collected a large scale real-world data for this purpose. The extensive experiments indicate that the proposed models and algorithms are effective and practical. © 2014 Elsevier Ltd. All rights reserved.

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Information disclosure is a key concern for many organisations especially in the era of social media. Social media allows for information disclosure to occur easily due to the ubiquitous usage of technology such as mobile devices. Acceptable social media policies can be used by organisations and their employees to improve their decision making behaviours as well as being used as a controlling mechanism to mitigate the issue of information disclosure. Through a review of related research literature along with a content analysis of publicly available Australian social media policies, this paper identifies a perceived gap pertaining to the issue of information disclosure in current Australian social media use policies. To fill this gap, we have highlighted the key components when developing an organisational social media policy. An evaluation criteria is also proposed by the paper that organisations can use to assist in mitigating the information disclosure.

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Although racism remains an issue for social media sites such as YouTube, this focus often overshadows the site’s productive capacity to generate ‘agonistic publics’ from which expressions of cultural citizenship and solidarity might emerge. This paper examines these issues through two case studies: the recent proliferation of mobile phone video recordings of racist rants on public transport, and racist interactions surrounding the performance of a Maori ‘flash mob’ haka in New Zealand that was recorded and uploaded to YouTube. We contrast these incidents as they are played out primarily through social media, with the case of Australian Football League player Adam Goodes and the broadcast media reaction to a racial slur aimed against him by a crowd member during the AFL’s Indigenous Round. We discuss the prevalence of vitriolic exchange and racial bigotry, but also, and more importantly, the productive and equally aggressive defence of more inclusive and tolerant forms of cultural identification that play out across these different media forms. Drawing on theories of cultural citizenship along with the political theory of Chantal Mouffe, we point to the capacities of YouTube as ‘platform’, and to social media practices, in facilitating ground-up antiracism and generating dynamic, contested and confronting micropublics.

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This paper is concerned with the potential of mobile touch-screen devices and emerging socio-technological practices to support pedagogies of place that provide a means for young people to reflect critically on the social construction of place and to take actions that speak of and to their own locatedness. Drawing on de Certeau’s (1984) concept of space as a practiced place and Massey’s (2005) perspective of spatiality and interrelatedness, we examine two school-based examples of learning activities that bring together the virtual and physical as in experiences and representations of place. The first example is an Australian local history unit, where lower secondary school students participated in a series of field trips, planned and conducted under the guidance of an indigenous elder. They used Smartphones and iPads to capture and create personalised audio-visual records of their knowledge of place that were then used to create geo-location games. In the second example, upper primary school students worked with local authorities and environmental educators to select sites for two environmental monitoring posts, which were then installed and provided a locus for the students’ school-based environmental science learning as well as a vehicle for community engagement. Drawing on interview, video and photographic data, this paper examines the way mobile technologies were deployed for student knowledge production, engagement with place, reconstruction of place and engagement with community.

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Interactive digital media learning resources and mobile devices offer flexible teaching and learning options and experiences for the student and teacher. Recent technological advancements of mobile devices, release of forth generation mobile broadband and discussions of a fifth generation to come mean that interactive digital media rich content delivered over mobile devices will become mainstream. Given the popularity of mobile devices such as smartphones, laptops, netbooks and digital tablets all have capacity to deliver interactive digital media content, the design and pedagogical factors of mobile learning resources is fundamental. Course designers and education developers need to consider the design and pedagogical considerations involved in the creation of these learning resources. This paper provides best practices and guidelines that course designers and educational developers can use to help them design and develop interactive digital media learning resources for mobile devices.

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This paper revisits the social influence construct in the era of ubiquitous computing. Despite its rather broad origins in psychology, social influence has to date been operationalized rather narrowly in the information technology adoption literature. We report on a study of mobile technology users in which we studied various social influences on these individuals. We isolate four distinct variants of social influence, operating in both inbound and outbound directions, each with positive and negative impacts. The study integrates three different dimensions of social influence into an analytical framework to facilitate future research. © 2012 IEEE.

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Purpose – The purpose of this paper is to understand the business case for corporate social responsibility (CSR) in Thailand by focusing on the consumer-organisational relationship and test the conceptual framework of Du et al. (2007). Design/methodology/approach – A quantitative study was conducted using a mall intercept survey of 184 Thai mobile phone service provider consumers in Bangkok, Thailand. Findings – A CSR emphasised brand is more likely than non-CSR emphasised brands to accrue consumer CSR awareness, positive attitude to company motivations and beliefs in the CSR of that company. Although beliefs are associated with consumers’ greater identification and advocacy behaviours towards the CSR emphasised brand than the non-CSR emphasised brands, they are not associated with loyalty. Practical implications – The paper provides potential guidance for companies to more effectively position and communicate their CSR activities to create differential advantages. Originality/value – Findings of the study demonstrate some support for a business case for CSR in Thailand.

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BACKGROUND: Childhood obesity is an increasing health problem globally. Overweight and obesity may be established as early as 2-5 years of age, highlighting the need for evidence-based effective prevention and treatment programs early in life. In adults, mobile phone based interventions for weight management (mHealth) have demonstrated positive effects on body mass, however, their use in child populations has yet to be examined. The aim of this paper is to report the study design and methodology of the MINSTOP (Mobile-based Intervention Intended to Stop Obesity in Preschoolers) trial.

METHODS/DESIGN: A two-arm, parallel design randomized controlled trial in 300 healthy Swedish 4-year-olds is conducted. After baseline measures, parents are allocated to either an intervention- or control group. The 6- month mHealth intervention consists of a web-based application (the MINSTOP app) to help parents promote healthy eating and physical activity in children. MINISTOP is based on the Social Cognitive Theory and involves the delivery of a comprehensive, personalized program of information and text messages based on existing guidelines for a healthy diet and active lifestyle in pre-school children. Parents also register physical activity and intakes of candy, soft drinks, vegetables as well as fruits of their child and receive feedback through the application. Primary outcomes include body fatness and energy intake, while secondary outcomes are time spent in sedentary, moderate, and vigorous physical activity, physical fitness and intakes of fruits and vegetables, snacks, soft drinks and candy. Food and energy intake (Tool for Energy balance in Children, TECH), body fatness (pediatric option for BodPod), physical activity (Actigraph wGT3x-BT) and physical fitness (the PREFIT battery of five fitness tests) are measured at baseline, after the intervention (six months after baseline) and at follow-up (12 months after baseline).

DISCUSSION: This novel study will evaluate the effectiveness of a mHealth program for mitigating gain in body fatness among 4-year-old children. If the intervention proves effective it has great potential to be implemented in child-health care to counteract childhood overweight and obesity.

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This paper is concerned with the potential of mobile touch-screen devices and emerging socio-technological practices to support pedagogies of place that provide a means for young people to reflect critically on the social construction of place and to take actions that speak of and to their own locatedness. Drawing on de Certeau's (1984) concept of space as a practiced place and Massey's (2005) perspective of spatiality and interrelatedness, we examine two school-based examples of learning activities that bring together the virtual and physical as in experiences and representations of place. The first example is an Australian local history unit, where lower secondary school students participated in a series of field trips, planned and conducted under the guidance of an indigenous elder. They used Smartphones and iPads to capture and create personalised audio-visual records of their knowledge of place that were then used to create geo-location games. In the second example, upper primary school students worked with local authorities and environmental educators to select sites for two environmental monitoring posts, which were then installed and provided a locus for the students' school-based environmental science learning as well as a vehicle for community engagement. Drawing on interview, video and photographic data, this paper examines the way mobile technologies were deployed for student knowledge production, engagement with place, reconstruction of place and engagement with community.

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BACKGROUND: Advances in technology allowed the development of a novel smoking cessation program delivered by video messages sent to mobile phones. This social cognitive theory-based intervention (called "STUB IT") used observational learning via short video diary messages from role models going through the quitting process to teach behavioral change techniques.

OBJECTIVE: The objective of our study was to assess the effectiveness of a multimedia mobile phone intervention for smoking cessation.

METHODS: A randomized controlled trial was conducted with 6-month follow-up. Participants had to be 16 years of age or over, be current daily smokers, be ready to quit, and have a video message-capable phone. Recruitment targeted younger adults predominantly through radio and online advertising. Registration and data collection were completed online, prompted by text messages. The intervention group received an automated package of video and text messages over 6 months that was tailored to self-selected quit date, role model, and timing of messages. Extra messages were available on demand to beat cravings and address lapses. The control group also set a quit date and received a general health video message sent to their phone every 2 weeks.

RESULTS: The target sample size was not achieved due to difficulty recruiting young adult quitters. Of the 226 randomized participants, 47% (107/226) were female and 24% (54/226) were Maori (indigenous population of New Zealand). Their mean age was 27 years (SD 8.7), and there was a high level of nicotine addiction. Continuous abstinence at 6 months was 26.4% (29/110) in the intervention group and 27.6% (32/116) in the control group (P = .8). Feedback from participants indicated that the support provided by the video role models was important and appreciated.

CONCLUSIONS: This study was not able to demonstrate a statistically significant effect of the complex video messaging mobile phone intervention compared with simple general health video messages via mobile phone. However, there was sufficient positive feedback about the ease of use of this novel intervention, and the support obtained by observing the role model video messages, to warrant further investigation.