892 resultados para Phonegap, mobile, localizzazione, social


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In this article, I explore how immigrants from the West African nation of Guinea-Bissau living in Portugal use mobile phones in their daily lives in Lisbon. Whereas one might assume that mobile phones and other new information technologies facilitate transnational communication between Africa and Portugal, the ethnographic fieldwork that I conducted in Lisbon from 1999 to 2003 revealed a different scenario. Instead, mobile phones as imagined and used by the Guinean immigrants I met in Lisbon revealed less about transnationalism and globalization than they did about constructing community and identity in a new locale. As Guinean immigrants in Portugal reconfigured their relationship to their former colonizers and struggled to make their way in a new, multicultural Europe, they used their mobile phones to engage local networks, shape local identities, and transform Lisbon's sprawl into an African migrant village. Here, I highlight the gendered dimensions of this process and contend that Guinean men's and women's varied uses of mobile phones in Lisbon underscore contrasting experiences of migration, mobility, and belonging.

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Degraded hillsides in Northern Pakistan are rehabilitated through social forestry campaigns using fast growing exotic trees. These plantations on former scrublands curtail access by livestock owned by landless pastoralists and create social tension. This study proposes an alternative strategy of planting indigenous fodder trees and shrubs that are well-suited to the local socio-ecological characteristics and can benefit all social segments. The choice of fodder tree species, their nutritional value and distribution within the complex socio-ecological system is explained. This study also explores the suitability of these trees at different elevations, sites and transhumant routes. Providing mobile herders with adequate fodder trees could relax social tensions and complement food security.

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Social work is more involved in the collective life of its clientele than are other human service activities, because it is directly concerned with the bonds and conflicts between individuals, and the co-operative and competitive aspects of groups and communities. Hence it relies on being sited in organisations relevant to service users' lives, and on being able to influence these collectivities. This article argues that the 'organisational landscape' is being transformed, as commercial enterprises (more mobile and adaptable than either state or non-government organisations) take over important aspects of collective provision. The implications of this transformation for practice are analysed, by reference to examples from the United Kingdom in particular.

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The International Society for Mobile Youth Work (ISMO) and the National Council of Churches in Kenya (NCCK) organised from the 27th to 30th October 2003 at the Jumuia Conference and Country Home in Limuru/Kenya with 198 participants from 35 countries around the world the 8th International Symposium on Mobile Youth Work with special focus on children at risk (street children and youth) in Africa. For this purpose there were invited field workers, scientists and stakeholders engaged as advocates for the rights and well being of endangered children and youths. The participants came mainly from African countries and of course especially from Kenya, but also from Asia, Latin America and from Europe.

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Mobile learning, in the past defined as learning with mobile devices, now refers to any type of learning-on-the-go or learning that takes advantage of mobile technologies. This new definition shifted its focus from the mobility of technology to the mobility of the learner (O'Malley and Stanton 2002; Sharples, Arnedillo-Sanchez et al. 2009). Placing emphasis on the mobile learner’s perspective requires studying “how the mobility of learners augmented by personal and public technology can contribute to the process of gaining new knowledge, skills, and experience” (Sharples, Arnedillo-Sanchez et al. 2009). The demands of an increasingly knowledge based society and the advances in mobile phone technology are combining to spur the growth of mobile learning. Around the world, mobile learning is predicted to be the future of online learning, and is slowly entering the mainstream education. However, for mobile learning to attain its full potential, it is essential to develop more advanced technologies that are tailored to the needs of this new learning environment. A research field that allows putting the development of such technologies onto a solid basis is user experience design, which addresses how to improve usability and therefore user acceptance of a system. Although there is no consensus definition of user experience, simply stated it focuses on how a person feels about using a product, system or service. It is generally agreed that user experience adds subjective attributes and social aspects to a space that has previously concerned itself mainly with ease-of-use. In addition, it can include users’ perceptions of usability and system efficiency. Recent advances in mobile and ubiquitous computing technologies further underline the importance of human-computer interaction and user experience (feelings, motivations, and values) with a system. Today, there are plenty of reports on the limitations of mobile technologies for learning (e.g., small screen size, slow connection), but there is a lack of research on user experience with mobile technologies. This dissertation will fill in this gap by a new approach in building a user experience-based mobile learning environment. The optimized user experience we suggest integrates three priorities, namely a) content, by improving the quality of delivered learning materials, b) the teaching and learning process, by enabling live and synchronous learning, and c) the learners themselves, by enabling a timely detection of their emotional state during mobile learning. In detail, the contributions of this thesis are as follows: • A video codec optimized for screencast videos which achieves an unprecedented compression rate while maintaining a very high video quality, and a novel UI layout for video lectures, which together enable truly mobile access to live lectures. • A new approach in HTTP-based multimedia delivery that exploits the characteristics of live lectures in a mobile context and enables a significantly improved user experience for mobile live lectures. • A non-invasive affective learning model based on multi-modal emotion detection with very high recognition rates, which enables real-time emotion detection and subsequent adaption of the learning environment on mobile devices. The technology resulting from the research presented in this thesis is in daily use at the School of Continuing Education of Shanghai Jiaotong University (SOCE), a blended-learning institution with 35.000 students.

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Today, pupils at the age of 15 have spent their entire life surrounded by and interacting with diverse forms of computers. It is a routine part of their day-to-day life and by now computer-literacy is common at very early age. Over the past five years, technology for teens has become predominantly mobile and ubiquitous within every aspect of their lives. To them, being online is an implicitness. In Germany, 88% of youth aged between 12-19 years own a smartphone and about 20% use the Internet via tablets. Meanwhile, more and more young learners bring their devices into the classroom and pupils increasingly demand for innovative and motivating learning scenarios that strongly respond to their habits of using media. With this development, a shift of paradigm is slowly under way with regard to the use of mobile technology in education. By now, a large body of literature exists, that reports concepts, use-cases and practical studies for effectively using technology in education. Within this field, a steadily growing body of research has developed that especially examines the use of digital games as instructional strategy. The core concern of this thesis is the design of mobile games for learning. The conditions and requirements that are vital in order to make mobile games suitable and effective for learning environments are investigated. The base for exploration is the pattern approach as an established form of templates that provide solutions for recurrent problems. Building on this acknowledged form of exchanging and re-using knowledge, patterns for game design are used to classify the many gameplay rules and mechanisms in existence. This research draws upon pattern descriptions to analyze learning game concepts and to abstract possible relationships between gameplay patterns and learning outcomes. The linkages that surface are the starting bases for a series of game design concepts and their implementations are subsequently evaluated with regard to learning outcomes. The findings and resulting knowledge from this research is made accessible by way of implications and recommendations for future design decisions.

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The development and evaluation of new algorithms and protocols for Wireless Multimedia Sensor Networks (WMSNs) are usually supported by means of a discrete event network simulator, where OMNeT++ is one of the most important ones. However, experiments involving multimedia transmission, video flows with different characteristics, genres, group of pictures lengths, and coding techniques must be evaluated based also on Quality of Experience (QoE) metrics to reflect the user's perception. Such experiments require the evaluation of video-related information, i.e., frame type, received/lost, delay, jitter, decoding errors, as well as inter and intra-frame dependency of received/distorted videos. However, existing OMNeT++ frameworks for WMSNs do not support video transmissions with QoE-awareness, neither a large set of mobility traces to enable evaluations under different multimedia/mobile situations. In this paper, we propose a Mobile MultiMedia Wireless Sensor Network OMNeT++ framework (M3WSN) to support transmission, control and evaluation of real video sequences in mobile WMSNs.

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For smart cities applications, a key requirement is to disseminate data collected from both scalar and multimedia wireless sensor networks to thousands of end-users. Furthermore, the information must be delivered to non-specialist users in a simple, intuitive and transparent manner. In this context, we present Sensor4Cities, a user-friendly tool that enables data dissemination to large audiences, by using using social networks, or/and web pages. The user can request and receive monitored information by using social networks, e.g., Twitter and Facebook, due to their popularity, user-friendly interfaces and easy dissemination. Additionally, the user can collect or share information from smart cities services, by using web pages, which also include a mobile version for smartphones. Finally, the tool could be configured to periodically monitor the environmental conditions, specific behaviors or abnormal events, and notify users in an asynchronous manner. Sensor4Cities improves the data delivery for individuals or groups of users of smart cities applications and encourages the development of new user-friendly services.

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Web surveys are becoming increasingly popular in survey research. Compared with face-to-face, telephone and mail surveys, web surveys may contain a different and new source of measurement error and bias: the type of device that respondents use to answer the survey questions. To the best of our knowledge, this is the first study that tests whether the use of mobile devices affects survey characteristics and stated preferences in a web-based choice experiment. The web survey was carried out in Germany with 3,400 respondents, of which 12 per cent used a mobile device (i.e. tablet or smartphone), and comprised a stated choice experiment on externalities of renewable energy production using wind, solar and biomass. Our main finding is that survey characteristics such as interview length and acquiescence tendency are affected by the device used. In contrast to what might be expected, we find that, compared with respondents using desktop computers and laptops, mobile device users spent more time to answer the survey and are less likely to be prone to acquiescence bias. In the choice experiment, mobile device users tended to be more consistent in their stated choices, and there are differences in willingness to pay between both subsamples.

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A main assumption of social production function theory is that status is a major determinant of subjective well-being (SWB). From the perspective of the dissociative hypothesis, however, upward social mobility may be linked to identity problems, distress, and reduced levels of SWB because upwardly mobile people lose their ties to their class of origin. In this paper, we examine whether or not one of these arguments holds. We employ the United Kingdom and Switzerland as case studies because both are linked to distinct notions regarding social inequality and upward mobility. Longitudinal multilevel analyses based on panel data (UK: BHPS, Switzerland: SHP) allow us to reconstruct individual trajectories of life satisfaction (as a cognitive component of SWB) along with events of intragenerational and intergenerational upward mobility—taking into account previous levels of life satisfaction, dynamic class membership, and well-studied determinants of SWB. Our results show some evidence for effects of social class and social mobility on well-being in the UK sample, while there are no such effects in the Swiss sample. The UK findings support the idea of dissociative effects in terms of a negative effect of intergenerational upward mobility on SWB.

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It is a widely held belief that status and wealth affect subjective well-being (SWB). This is reflected in the efforts of many people to climb up the ‘social ladder’ and to transcend their social background. By being upwardly mobile, they hope to benefit from various rewards they believe to be associated with desirable societal positions. However, findings from a range of disciplines provide evidence that these benefits are not to be taken for granted. Thus, we decided investigate the question of how upward social mobility impacts life satisfaction, the cognitive component of SWB.

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In this chapter I explore the ambiguous, contradictory and often transient ways the past enters into our lives. I shed light on the interplay of mobility and temporality in the lifeworlds of two Somalis who left Mogadishu with the outbreak of the war in the 1990s. Looking into the ways they actively make sense of this crucial ‘memory-place’ (Ricoeur 2004), a place that that has been turned into a landscape of ruins and rubble, alternative understandings of memory and temporality will emerge. Instead of producing a continuum between here and there, and now and then, the stories and photographs discussed in this chapter form dialectical images – images that refuse to be woven into a coherent picture of the past. By emphasising the dialectical ways these two individuals make sense of Mogadishu’s past and presence, I am following Walter Benjamin’s cue to rethink deeply modern analytical categories such as history, memory and temporality by highlighting the brief, fragmented moments of their appearance in everyday life.

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Web surveys are becoming increasingly popular in survey research including stated preference surveys. Compared with face-to-face, telephone and mail surveys, web surveys may contain a different and new source of measurement error and bias: the type of device that respondents use to answer the survey questions. This is the first study that tests whether the use of mobile devices, tablets or smartphones, affects survey characteristics and stated preferences in a web-based choice experiment. The web survey on expanding renewable energy production in Germany was carried out with 3182 respondents, of which 12% used a mobile device. Propensity score matching is used to account for selection bias in the use of mobile devices for survey completion. We find that mobile device users spent more time than desktop/laptop users to answer the survey. Yet, desktop/laptop users and mobile device users do not differ in acquiescence tendency as an indicator of extreme response patterns. For mobile device users only, we find a negative correlation between screen size and interview length and a positive correlation between screen size and acquiescence tendency. In the choice experiment data, we do not find significant differences in the tendency to choose the status quo option and scale between both subsamples. However, some of the estimates of implicit prices differ, albeit not in a unidirectional fashion. Model results for mobile device users indicate a U-shaped relationship between error variance and screen size. Together, the results suggest that using mobile devices is not detrimental to survey quality.

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El objetivo de este proyecto ha sido el de realizar un análisis del importante desarrollo que han sufrido las telecomunicaciones, haciendo un especial hincapié en la telefonía móvil y el impacto y repercusión que ha causado actualmente en nuestra sociedad. Para ello se hará un repaso evolutivo de las tecnologías de la información y las telecomunicaciones, y se establecerá una relación entre la gran difusión de éstas y su efecto sobre los usos, y cambios percibidos por los consumidores del nuevo siglo. Ciertamente la historia de la tecnología, nos enseña que la gente y las organizaciones acaban utilizándola para unos propósitos muy diferentes de aquellos que inicialmente fueron concebidas. Además cuanto más interactiva sea una tecnología, tanto más probable será que los usuarios se conviertan en productores o modificadores de la misma. Por tanto, la sociedad necesita resolver las incógnitas que pueda suscitar el rápido y continúo cambio de las comunicaciones. Este proyecto trata de ayudar a responder alguna de las cuestiones que actualmente se están planteando. ¿Son los teléfonos móviles una expresión de identidad, artilugios de moda, herramientas de la vida cotidiana, o todo lo anterior? ¿Existen nuevos modelos de comportamiento y conducta social? ¿La comunicación móvil está favoreciendo la aparición de una nueva cultura joven con un lenguaje propio basado en la comunicación textual y multimodal? ¿Tienen los teléfonos móviles efectos nocivos en la salud? La respuesta a estas preguntas afecta a nuestras vidas y también condiciona las políticas públicas y las estrategias de negocio, por eso requiere adquirir un conocimiento cimentado en la información, y la recopilación de datos de diversas fuentes, tanto de estadísticas provenientes de diferentes estudios e investigaciones, como de empresas consultoras, siempre basada en una perspectiva global. En conjunto, se espera dentro de los límites del conocimiento actual, contribuir a establecer las bases para el análisis y valoración de la relación existente entre comunicación, tecnología y sociedad en todo el mundo. Abstract The purpose of this project has been to analyse the significant development undergone by telecommunications, putting a special emphasis on mobile phones and the impact it has caused in society. We will go over the evolution of IT technologies and telecommunications as well as establish a relationship between its spread and effect of its uses and changes understood by the new century consumers. Technology history shows us that people and organizations use it for very different purposes from those originally thought. Furthermore, the more interactive technologies are, the more users will modify or produce it. Therefore, society needs to solve the mysteries of the quick and continuous change of communications. This project tries to help and answer some of the questions considered these days. Are mobile phones an expression of identity, fashionable devices, tools for everyday life or all at once? Are there any new models of performance and social behaviour? Is mobile communication favouring the existence of a new young culture with a typical language based on textual and multimodal communication? Are mobile phones bad for our health? The answer to these questions affects us all and conditions public politics and business strategies so it is required to get firm knowledge based on information. It is also important to compile data from various sources, from statistics of research and studies, based on a global perspective. As a whole, we hope to contribute to establish the bases for the future analysis and assessment of a fundamental trend that is redefining the relationship between communication, technology and society worldwide by transforming the wireless networks that make our lives.