888 resultados para Mobile phone distraction


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Negli ultimi anni si è imposto il concetto di Ubiquitous Computing, ovvero la possibilità di accedere al web e di usare applicazioni per divertimento o lavoro in qualsiasi momento e in qualsiasi luogo. Questo fenomeno sta cambiando notevolmente le abitudini delle persone e ciò è testimoniato anche dal fatto che il mercato mobile è in forte ascesa: da fine 2014 sono 45 milioni gli smartphone e 12 milioni i tablet in circolazione in Italia. Sembra quasi impossibile, dunque, rinunciare al mobile, soprattutto per le aziende: il nuovo modo di comunicare ha reso necessaria l’introduzione del Mobile Marketing e per raggiungere i propri clienti ora uno degli strumenti più efficaci e diretti sono le applicazioni. Esse si definiscono native se si pongono come traguardo un determinato smartphone e possono funzionare solo per quel sistema operativo. Infatti un’app costruita, per esempio, per Android non può funzionare su dispositivi Apple o Windows Phone a meno che non si ricorra al processo di porting. Ultimamente però è richiesto un numero sempre maggiore di app per piattaforma e i dispositivi presenti attualmente sul mercato presentano differenze tra le CPU, le interfacce (Application Programming Interface), i sistemi operativi, l’hardware, etc. Nasce quindi la necessità di creare applicazioni che possano funzionare su più sistemi operativi, ovvero le applicazioni platform-independent. Per facilitare e supportare questo genere di lavoro sono stati definiti nuovi ambienti di sviluppo tra i quali Sencha Touch e Apache Cordova. Il risultato finale dello sviluppo di un’app attraverso questi framework è proprio quello di ottenere un oggetto che possa essere eseguito su qualsiasi dispositivo. Naturalmente la resa non sarà la stessa di un’app nativa, la quale ha libero accesso a tutte le funzionalità del dispositivo (rubrica, messaggi, notifiche, geolocalizzazione, fotocamera, accelerometro, etc.), però con questa nuova app vi è la garanzia di un costo di sviluppo minore e di una richiesta considerevole sul mercato. L’obiettivo della tesi è quello di analizzare questo scenario attraverso un caso di studio proveniente da una realtà aziendale che presenta proprio la necessità di sviluppare un’applicazione per più piattaforme. Nella prima parte della tesi viene affrontata la tematica del mobile computing e quella del dualismo tra la programmazione nativa e le web app: verranno analizzate le caratteristiche delle due diverse tipologie cercando di capire quale delle due risulti essere la migliore. Nella seconda parte sarà data luce a uno dei più importanti framework per la costruzione di app multi-piattaforma: Sencha Touch. Ne verranno analizzate le caratteristiche, soffermandosi in particolare sul pattern MVC e si potrà vedere un confronto con altri framework. Nella terza parte si tratterà il caso di studio, un app mobile per Retail basata su Sencha Touch e Apache Cordova. Nella parte finale si troveranno alcune riflessioni e conclusioni sul mobile platform-independent e sui vantaggi e gli svantaggi dell’utilizzo di JavaScript per sviluppare app.

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Presentazione di un'applicazione per Windows Phone in grado di contare il numero dei passi effettuati e stimare la distanza percorsa. Tale stima viene effettuata sulla base della lunghezza del passo calcolata istante per istante tramite un algoritmo in base all'altezza di una persona e alla frequenza di passo.

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We propose an original method to geoposition an audio/video stream with multiple emitters that are at the same time receivers of the mixed signal. The achieved method is suitable for those comes where a list of positions within a designated area is encoded with a degree of precision adjusted to the visualization capabilities; and is also easily extensible to support new requirements. This method extends a previously proposed protocol, without incurring in any performance penalty.

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In this paper, we propose an original method to geoposition an audio/video stream with multiple emitters that are at the same time receivers of the mixed signal. The obtained method is suitable when a list of positions within a known area is encoded with precision tailored to the visualization capabilities of the target device. Nevertheless, it is easily adaptable to new precision requirements, as well as parameterized data precision. This method extends a previously proposed protocol, without incurring in any performance penalty.

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Mobile phones are increasingly being used collaboratively by social networks of users in spite of the fact that they are primarily designed to support single users and one-to-one communication. It is not well understood how services such as group SMS, SMS-based discussion lists and mobile instant messaging (IM) will be used by mobile groups in natural settings. Studying specific instances of common styles of in situ, group interaction may provide a way to see behavior patterns and typical interaction problems. We conducted a study of a mobile, group communication probe used during a rendezvousing activity in an urban environment. Usability problems relating to group usage, phone interface design and context were identified. Several major issues included: multitasking during message composition and reading; speed of text entry; excessive demand on visual attention; and ambiguity of intended recipients. We suggest that existing mobile device designs are overly-focused on individual users to the detriment of usability for mobile groups of users. We provide recommendations for the design of future mobile, group interfaces, used in similar situations to those explored here

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O objetivo principal dessa pesquisa é analisar os processos de comunicação mercadológica que utilizam os celulares como plataforma de divulgação. É intenção da pesquisa conhecer as práticas de mobile marketing realizadas no Brasil e a forma como os conteúdos desenvolvidos para celulares são utilizados na divulgação empresarial. As características dos jovens consumidores conectados, com destaque para a desenvoltura com que transitam nas novas mídias, e as formas como as empresas se comunicam com esses consumidores também fazem parte dos temas abordados neste estudo. Entrevistas em profundidade com profissionais da área foram utilizadas como metodologia para essa pesquisa qualitativa, de cunho exploratório, e os levantamentos bibliográfico e documental serviram como base para a análise das entrevistas. A pesquisa observou que no universo da comunicação móvel é fundamental desenvolver campanhas que proporcionem experiência com as marcas e ofereçam conteúdos relevantes aos consumidores. Contudo, alguns entraves tecnológicos não permitem que, até o presente momento, essas ações sejam expandidas para todos os consumidores brasileiros que possuem um celular.

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In order to address the increasing compromise of user privacy on mobile devices, a Fuzzy Logic based implicit authentication scheme is proposed in this paper. The proposed scheme computes an aggregate score based on selected features and a threshold in real-time based on current and historic data depicting user routine. The tuned fuzzy system is then applied to the aggregated score and the threshold to determine the trust level of the current user. The proposed fuzzy-integrated implicit authentication scheme is designed to: operate adaptively and completely in the background, require minimal training period, enable high system accuracy while provide timely detection of abnormal activity. In this paper, we explore Fuzzy Logic based authentication in depth. Gaussian and triangle-based membership functions are investigated and compared using real data over several weeks from different Android phone users. The presented results show that our proposed Fuzzy Logic approach is a highly effective, and viable scheme for lightweight real-time implicit authentication on mobile devices.

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The cell phone has become a means of finding persuasive content, making friends and accessing information. For this reason it is of great interest in analyzing is use by young people during their formative years. Regarding this point, the objectives of the research are: to obtain percentage data on the distraction call phones cause among students; to define their habits re fun activities and their study responsibility in their personal and academic lives; and to identify leisure-expressive and referential trends. It was decided to analyze the Spanish discourse found on Twitter. To do so, a quantitative and qualitative methodology was used, with a linguistic pattern extraction tool which allows us to obtain categories of meaning. The sample was 10,000 tweets in Spanish, with key words such as “cell” and “study” and all possible derivatives. The data were gathered between 30 May and the 6 June 2014, which coincides with the start of the exam period in Spain. Finally, the potential applications of the research to the specific field of publicity and advertising is discussed as a possible solution to the current needs of the brands, which have to find participative formats taking into account the students’ leisure trends.

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Short messaging service (SMS) is perhaps the most popular mobile technology prevalent among students in higher education due to its ubiquitous nature and the capability of two-way communication. However, a major limitation in two-way text messaging is sending back a part of received data with the reply message. This limitation results in users of a mobile learning environment being unable to reply back to the correct destination. This article presents a two-way text messaging system that can be integrated into a learning management system (LMS) to provide an interactive learning experience to the user community. Initially, a database is integrated into the LMS that holds message information such as recipient's phone number, message body and user data header. A specific port associated with the SMS is used to conceal and exchange data of a particular course unit. Subsequently, software in the student's mobile device captures this message and sends back the reply message to the appropriate course unit allowing both teachers and students to view messages sent and replies received pertaining to a particular course. Results indicate the educational impact of the proposed system in improving the learning environment and benefits it offers to the community in a campus-wide implementation.

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The present work has aimed to determine the 16 US EPA priority PAH atmospheric particulate matter levels present in three sites around Salvador, Bahia: (i) Lapa bus station, strongly impacted by heavy-duty diesel vehicles; (ii) Aratu harbor, impacted by an intense movement of goods, and (iii) Bananeira village on Maré Island, a non vehicle-influenced site with activities such as handcraft work and fisheries. Results indicated that BbF (0.130-6.85 ng m-3) is the PAH with highest concentration in samples from Aratu harbor and Bananeira and CRY (0.075-6.85 ng m-3) presented higher concentrations at Lapa station. PAH sources from studied sites were mainly of anthropogenic origin such as gasoline-fueled light-duty vehicles and diesel-fueled heavy-duty vehicles, discharges in the port, diesel burning from ships, dust ressuspension, indoor soot from cooking, and coal and wood combustion for energy production.

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The study objective was to evaluate the feasibility of interviews by cell phone as a complement to interviews by landline to estimate risk and protection factors for chronic non-communicable diseases. Adult cell phone users were evaluated by random digit dialing. Questions asked were: age, sex, education, race, marital status, ownership of landline and cell phones, health condition, weight and height, medical diagnosis of hypertension and diabetes, physical activity, diet, binge drinking and smoking. The estimates were calculated using post-stratification weights. The cell phone interview system showed a reduced capacity to reach elderly and low educated populations. The estimates of the risk and protection factors for chronic non-communicable diseases in cell phone interviews were equal to the estimates obtained by landline phone. Eligibility, success and refusal rates using the cell phone system were lower than those of the landline system, but loss and cost were much higher, suggesting it is unsatisfactory as a complementary method in such a context.

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In this paper, nonlinear dynamic equations of a wheeled mobile robot are described in the state-space form where the parameters are part of the state (angular velocities of the wheels). This representation, known as quasi-linear parameter varying, is useful for control designs based on nonlinear H(infinity) approaches. Two nonlinear H(infinity) controllers that guarantee induced L(2)-norm, between input (disturbances) and output signals, bounded by an attenuation level gamma, are used to control a wheeled mobile robot. These controllers are solved via linear matrix inequalities and algebraic Riccati equation. Experimental results are presented, with a comparative study among these robust control strategies and the standard computed torque, plus proportional-derivative, controller.

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Brain electrical activity related to working memory was recorded at 15 scalp electrodes during a visuospatial delayed response task. Participants (N = 18) touched the remembered position of a target on a computer screen after either a 1 or 8 sec delay. These memory trials were compared to sensory trials in which the target remained present throughout the delay and response periods. Distracter stimuli identical to the target were briefly presented during the delay on 30% of trials. Responses were less accurate in memory than sensory trials, especially after the long delay. During the delay slow potentials developed that were significantly more negative in memory than sensory trials. The difference between memory and sensory trials was greater at anterior than posterior electrodes. On trials with distracters, the slow potentials generated by memory trials showed further enhancement of negativity whereas there were minimal effects on accuracy of performance. The results provide evidence that engagement of visuospatial working memory generates slow wave negativity with a timing and distribution consistent with frontal activation. Enhanced brain activity associated with working memory is required to maintain performance in the presence of distraction. © 1997 by the Massachusetts Institute of Technology

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Many Archean cratons are surrounded by Proterozoic mobile belts that have experienced episodes of tectonic re-activation over their lifetimes. This suggests that mobile belt lithosphere may be associated with long lived, inherited weakness. It is proposed that the proximity of this weakness can increase the longevity of deep Archean lithosphere by buffering Archean cratons from mantle derived stresses. The physical plausibility of this idea is explored through numerical simulations of mantle convection that include continents and allow for material rheologies that model the combined brittle and ductile behavior of the lithosphere. Within the simulations, the longevity of deep cratonic lithosphere does increase if it is buffered by mobile belts that can fail at relatively low stress levels.