888 resultados para Mobile phone distraction


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La presente investigación tuvo como objetivo analizar los impactos del uso del teléfono móvil en los estilos de vida (ocio y tiempo libre, relaciones sociales, y conductas sedentarias) de los adolescentes en enseñanza secundaria obligatoria de la comunidad autónoma de Aragón (España). Comenzamos por revisar conceptualizaciones, revisamos acerca del bienestar y de los hábitos de vida de los adolescentes, el teléfono móvil y sus implicancias para la salud y estilos de vida, sus usos y representationes. Metodológicamente, se trata de un estudio descriptivo y cuantitativo. Realizamos un análisis exploratorio de los datos, y complementariamente testeamos la relación entre variables. En conclusión, podemos afirmar que los adolescentes en Aragón: Tienen una visión positiva de su salud; Entre las conductas sedentarias asociadas a las pantallas, prevalece el uso del teléfono móvil en el fin de semana; La seguridad es la función referencial (valor simbólico) más valorizada del teléfono móvil; Poder comunicarse con los amigos, es la principal razón para querer tener su primer teléfono móvil; Enviar o recibir mensajes de los amigos/as, es la función comunicativa (valor instrumental) más valorizada del teléfono móvil; Escuchar música o la radio, es el mayor uso de la función lúdico-expresiva-organizativa (valor instrumental) del teléfono móvil.

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Dissertação de Mestrado, Ciências da Linguagem, Faculdade de Ciências Humanas e Sociais, Universidade do Algarve, 2015

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In this article the authors describe the application development RExMobile and the importance of remote experimentation via mobile devices, especially smartphones simple, beyond the space provided for this application in education. The article deals the creation, software and hardware that provide an interactive and dynamic way to attract more students to use these experiments remote, serving as support to teachers to science teaching from its initial series. The ease and availability of smartphones, even these students of basic education, permits the reach of new users and in different places. Thus, the practice of remote experimentation in mobile devices enables new spaces for access and interaction. Are used for developing software free or low cost, HTML5 and jQuery Mobile framework, that enable the creation of pages compatible with different mobile operating systems such as iOS, Android, Windows Phone, some Symbian, among others. Also are demonstrated patterns layouts that allow greater accessibility.

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Trabalho de Projeto para obtenção do grau de Mestre em Engenharia Informática e de Computadores

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The limitations of access to finance in Africa, together with the recent boom in cell phone use in that continent, created high expectations regarding the introduction of mobile money in many African countries. The success story of M-PESA in Kenya raised the bar further. We designed and conducted a field experiment to assess the impact of randomized mobile money dissemination in rural Mozambique. For this purpose we benefit from the fact that mobile money was only recently launched in the country, allowing for the identification of a pure control group. This paper reports on the first results of this ongoing project after the first wave of dissemination efforts in rural locations, which included the recruitment and training of mobile money agents, community meetings and theaters, as well as individual rural campaigning. Administrative and behavioral data both show clear adherence to the services in the treatment group. Financial literacy and trust outcomes are also positively affected by the treatment. We present behavioral evidence that the marginal willingness to remit was increased by the availability of mobile money. Finally, we observe a tendency for mobile money to substitute traditional alternatives for both savings and remittances.

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BACKGROUND: There is a growing use of mobile devices to access the Internet. We examined whether participants who used a mobile device to access a brief online survey were quicker to respond to the survey but also, less likely to complete it than participants using a traditional web browser. FINDINGS: Using data from a recently completed online intervention trial, we found that participants using mobile devices were quicker to access the survey but less likely to complete it compared to participants using a traditional web browser. More concerning, mobile device users were also less likely to respond to a request to complete a six week follow-up survey compared to those using traditional web browsers. CONCLUSIONS: With roughly a third of participants using mobile devices to answer an online survey in this study, the impact of mobile device usage on survey completion rates is a concern. TRIAL REGISTRATION: ClinicalTrials.gov: NCT01521078.

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Naturalistic driving studies are the latest resource for gathering data associated with driver behavior. The University of Iowa has been studying teen driving using naturalistic methods since 2006. By instrumenting teen drivers’ vehicles with event-triggered video recorders (ETVR), we are able to record a 12-second video clip every time a vehicle exceeds a pre-set g-force threshold. Each of these video clips contains valuable data regarding the frequency and types of distractions present in vehicles driven by today’s young drivers. The 16-year old drivers who participated in the study had a distraction present in nearly half of the events that were captured. While a lot of attention has been given to the distractions associated with technology in the vehicle (cell phones, navigation devices, entertainment systems, etc.), the most frequent type of distraction coded was the presence of teen passengers engaging in conversation (45%). Cognitive distractions, such as singing along with the radio, were the second most common distraction. Cell phone use was the third most common distraction, detected in only 10% of the events containing distraction.

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The recent emergence of a new generation of mobile application marketplaces has changed the business in the mobile ecosystems. The marketplaces have gathered over a million applications by hundreds of thousands of application developers and publishers. Thus, software ecosystems—consisting of developers, consumers and the orchestrator—have emerged as a part of the mobile ecosystem. This dissertation addresses the new challenges faced by mobile application developers in the new ecosystems through empirical methods. By using the theories of two-sided markets and business ecosystems as the basis, the thesis assesses monetization and value creation in the market as well as the impact of electronic Word-of-Mouth (eWOM) and developer multihoming— i. e. contributing for more than one platform—in the ecosystems. The data for the study was collected with web crawling from the three biggest marketplaces: Apple App Store, Google Play and Windows Phone Store. The dissertation consists of six individual articles. The results of the studies show a gap in monetization among the studied applications, while a majority of applications are produced by small or micro-enterprises. The study finds only weak support for the impact of eWOM on the sales of an application in the studied ecosystem. Finally, the study reveals a clear difference in the multi-homing rates between the top application developers and the rest. This has, as discussed in the thesis, an impact on the future market analyses—it seems that the smart device market can sustain several parallel application marketplaces.

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Battery consumption in mobile applications development is a very important aspect and has to be considered by all the developers in their applications. This study will present an analysis of different relevant concepts and parameters that may have impact on energy consumption of Windows Phone applications. This operating system was chosen because there is limited research even though there are related studies for Android an iOS operating systems. Furthermore, another reason is the increasing number of Windows Phone users. The objective of this research is to categorise the energy consumption parameters (e.g. use of one thread or several thread for the same output). The result for each group of experiment will be analyzed and a rule will be derived. The set of derived rules will serve as a guide for developers who intend to develop energy efficient Windows Phone applications. For each experiment, one application is created for each concept and the results are presented in two ways: a table and a chart. The table presents the duration of the experiment, the battery consumed by the experiment, the expected battery lifetime and the energy consumption, while the charts display the energy distribution based on the main threads: UI thread, application thread and network thread.

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Tutorial Resources

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gvSIG Mini es una aplicación open-source de usuario final cliente móvil de Infraestructura de Datos Espaciales IDEs con licencia GNU/ GPL, diseñada para teléfonos móviles Java y Android que permite la visualización y navegación sobre cartografía digital estructurada en tiles procedente de servicios web OGC como WMS(-C) y de servicios como OpenStreetMap (OSM), Yahoo Maps, Maps Bing, así como el almacenamiento en caché para reducir al mínimo el ancho de banda. gvSIG Mini puede acceder a servicios geoespaciales como NameFinder, para la búsqueda de puntos de interés y YOURS (Yet Another OpenStreetMap Routing Service) para el cálculo de rutas y la renderización de la información vectorial el lado del cliente. Por otra parte, gvSIG Mini también ofrece servicio de localización GPS. La versión de gvSIG Mini para Android, posee algunas características adicionales como son el soporte de localización Android o el uso del lacelerómetro para centrado. Esta versión también hace uso de servicios como son la predicción del tiempo o TweetMe que permite compartir una localización utilizando el popular servicio social Twitter. gvSIG Mini es una aplicación que puede ser descargada y usada libremente, convirtiéndose en una plataforma para el desarrollo de nuevas soluciones y aplicaciones en el campo de Location Based Services (LBS). gvSIG Mini ha sido desarrollado por Prodevelop, S.L. No es un proyecto oficial de gvSIG, pero se une a la familia a través del catálogo de extensiones no oficiales de gvSIG. Phone Cache es una extensión que funciona sobre gvSIG 1.1.2 que permite generar una caché, para poder utilizar gvSIG Mini para Java en modo desconectado

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This paper discusses ECG classification after parametrizing the ECG waveforms in the wavelet domain. The aim of the work is to develop an accurate classification algorithm that can be used to diagnose cardiac beat abnormalities detected using a mobile platform such as smart-phones. Continuous time recurrent neural network classifiers are considered for this task. Records from the European ST-T Database are decomposed in the wavelet domain using discrete wavelet transform (DWT) filter banks and the resulting DWT coefficients are filtered and used as inputs for training the neural network classifier. Advantages of the proposed methodology are the reduced memory requirement for the signals which is of relevance to mobile applications as well as an improvement in the ability of the neural network in its generalization ability due to the more parsimonious representation of the signal to its inputs.