Academic literature on the topic 'IPhone (Smartphone) – Social aspects'

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Journal articles on the topic "IPhone (Smartphone) – Social aspects"

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Thomson, K., S. C. Hunter, S. H. Butler, and D. J. Robertson. "Social media ‘addiction’: The absence of an attentional bias to social media stimuli." Journal of Behavioral Addictions 10, no. 2 (July 19, 2021): 302–13. http://dx.doi.org/10.1556/2006.2021.00011.

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AbstractBackground and aimsSocial media use has become a ubiquitous part of society, with 3.8 billion users worldwide. While research has shown that there are positive aspects to social media engagement (e.g. feelings of social connectedness and wellbeing), much of the focus has been on the negative mental health outcomes which are associated with excessive use (e.g. higher levels of depression/anxiety). While the evidence to support such negative associations is mixed, there is a growing debate within the literature as to whether excessive levels of social media use should become a clinically defined addictive behaviour.MethodsHere we assess whether one hallmark of addiction, the priority processing of addiction related stimuli known as an ‘attentional bias’, is evident in a group of social media users (N = 100). Using mock iPhone displays, we test whether social media stimuli preferentially capture users' attention and whether the level of bias can be predicted by platform use (self-report, objective smartphone usage data), and whether it is associated with scores on established measures of social media engagement (SMES) and social media ‘addiction’ severity scales (BSNAS, SMAQ).ResultsOur findings do not provide support for a social media specific attentional bias. While there was a large range of individual differences in our measures of use, engagement, and ‘addictive’ severity, these were not predictive of, or associated with, individual differences in the magnitude of attentional capture by social media stimuli.ConclusionsMore research is required before social media use can be definitively placed within an addiction framework.
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Bidarra, José, Meagan Rothschild, Kurt Squire, and Mauro Figueiredo. "The AIDLET Model." International Journal of Web-Based Learning and Teaching Technologies 8, no. 4 (October 2013): 50–71. http://dx.doi.org/10.4018/ijwltt.2013100104.

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Smartphones and other mobile devices like the iPhone, Android, Kindle Fire, and iPad have boosted educators' interest in using mobile media for education. Applications from games to augmented reality are thriving in research settings, and in some cases schools and universities, but relatively little is known about how such devices may be used for effective learning. This article discusses the selection and potential use of electronic games, simulations and augmented reality in mobile learning supported by an operational model called AIDLET. After analyzing the different approaches to the use of digital technology and games in education, and discussing their benefits and shortcomings, a framework was developed to facilitate the selection, repurposing, design and implementation of games, simulations and augmented reality, with focus on the practical aspects of the processes used in mobile learning. It is apparent that these devices for learning are valued by students and teachers alike, and that they may be used as personalized devices for amplifying learning, specifically through amplifying access to information, social networks, and ability to participate in the world. Furthermore, whereas traditional learning is based on knowledge memorization and the completion of carefully graded assignments, today, games, simulations and virtual environments turn out to be safe platforms for trial and error experimentation, i.e. learning by doing or playing. In this context, the AIDLET model was set out and verified against a taxonomy representing the main categories and genres of games, and the article concludes with implications for how teachers, instructional designers and technologists might best capitalize on the affordances of mobile devices when designing for blended learning and e-learning courses.
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Udayana, Ida Bagus Nyoman, and M. Rasyid Ridho. "Nilai-Nilai Yang Dirasakan Pengguna Iphone Dalam Mempengaruhi Customer Loyalty Melalui Customer Saticfaction." Reslaj : Religion Education Social Laa Roiba Journal 5, no. 3 (October 6, 2022): 917–29. http://dx.doi.org/10.47467/reslaj.v5i3.1694.

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Customer loyalty is very important for the company. A customer who buys regularly and repeatedly is said to be loyal. This definition places loyalty as a commitment. In this study the impact on brand image and customer satisfaction on customer loyalty. Customer values ​​that exist in iPhone products affect customer satisfaction which results in customers being loyal to iPhone. The population in this study is iphone customers who make purchases at least once. The number of samples used were 46 respondents, the sampling technique was distributing questionnaires using google form via Whatsapp. The author conducted research on the iPhone smartphone as the object of this research. The objectives of this study are (1) hedonic value has an effect on customer satisfaction, (2) social value has an effect on customer satisfaction, (3) functional value has an effect on customer satisfaction and (4) customer satisfaction has an effect on customer loyalty. The research findings show that customer expectations, more precisely the hedonic value on the iPhone brand, are valid and significant to customer satisfaction and customer loyalty. Social value is also valid and significant to customer satisfaction. Functional value is also valid and significant to customer satisfaction, and customer satisfaction has a positive effect on repurchase intention and customer loyalty. Therefore, iPhone companies must maintain credibility so that customers always trust and continue to use iPhone as the best brand for the smartphone level. The iPhone must also maintain brand awareness so that it is always remembered and used as the flagship smartphone in Indonesia. Keywords: hedonic value, social value, functional value, customer satisfaction, customer loyalty, iphone.
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Badawy, Sherif M., Leonardo Barrera, Graham Zolkowski, and Zeinab Alward. "Home-Based Assessment of Patient Reported Outcome Measures Using a Smartphone App Platform: A Feasibility Study." Blood 134, Supplement_1 (November 13, 2019): 420. http://dx.doi.org/10.1182/blood-2019-131334.

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Background: Sickle cell disease (SCD) is the most common genetic disorder in the United States, affecting 100,000-120,000 Americans. SCD Complications include pain episodes, chronic anemia and long-term end organ damage. These complications result in significant declines in health-related quality of life (HRQOL) and other patient-reported outcomes (PROs) across the lifespan. However, PROs are not routinely monitored in the clinical setting or at home in SCD, and the ideal frequency of HRQOL assessment remains unclear. Additionally, prior studies suggested that frequent PRO assessments result in patient survey fatigue. Patient Reported Outcomes Measurement Information System (PROMIS®) is an NIH-endorsed, novel, reliable platform for the assessment of PROs, including physical, mental, and social aspects of HRQOL. PROMIS® also utilizes a unique approach for patient- or parent proxy-report using Computerized Adaptive Testing (CAT) with a comprehensive, item-response theory optimized item bank. Specific Aims: (1) To evaluate the feasibility and acceptability of the assessment of patients HRQOL at home using smartphones with PROMIS®-CAT measures integrated into a SCD-app; (2) To examine the effect of the frequency of HRQOL assessments on participants' completion rate over 24-week period with HRQOL evaluated every 2 weeks (Group 1) vs. every 4 weeks (Group 2); and (3) To explore participants' experience and preferences with the process and the frequency of HRQOL assessment at home using their smartphones with PROMIS®-CAT measures integrated into a SCD-app as a user-centered approach. Hypotheses: The assessment of patients' HRQOL at home using a SCD smartphone application (app) platform is feasible and acceptable, and that less frequent assessments of HRQOL at home will have an overall higher completion rate when compared to more frequent ones. Methods: In this pilot randomized trial, patients and their parents were enrolled from comprehensive sickle cell clinic at Lurie Children's Hospital of Chicago. Patients were eligible if they were 12 years or older and had a SCD diagnosis. Loaner smartphones were provided to eligible participants who did not have access to a smartphone. Participants were randomly assigned to either Group A (every 2 weeks) or Group B (every 4 weeks) HRQOL assessment using PROMIS®-CAT measures using our SCD-app. PROMIS®-CAT measures included fatigue, pain intensity, depression, anxiety and peer relationships. At enrollment, participants had SCD-app downloaded and set-up on their smartphones and completed demographics and technology comfort questionnaire. At the end of the study, participants completed a semi-structured interview with an app usability evaluation as well as acceptability and satisfaction questionnaires. Results: A total of 42 patients participated (57% males, 91% Black, age [mean±SD] 15.7±3 years old) with 94% enrollment rate. Overall HRQOL assessment completion rate was 56.4% among all participants, meeting our feasibility criteria of ≥50%, including 65% for patients and 47.9% for parents (P=0.13). Completion rates were significantly higher in Group B [every 4 weeks] compared to Group A [every 2 weeks] among patients only (71.7% vs. 59.3, P=0.005) and all participants [patients/parents] (65.4% vs. 45.5%, P<0.001), respectively. Similar findings were seen among parents with trend towards significance (Group B [58.3%] vs. Group A [37.5%], P=0.09). Participants who completed assessments using iPads had significantly higher completion rates compared to iPhones (100% vs. 45.2%, P<0.001), respectively. Similar findings were seen among participants who installed SCD-app at home compared to those who did so in clinic (83.3% vs. 47%, P<0.001), respectively. Acceptability, usability and satisfaction scores were high among participants (86-100%). Participants provided additional detailed feedback to improve the user interface for the next iteration of our SCD-app. Conclusions: The completion of HRQOL assessments at home using PROMIS®-CAT measures integrated into a SCD-app is feasible and acceptable. Completion rates were significantly higher with less frequent HRQOL assessment (every 4 weeks) and using iPads. Future longitudinal studies are needed to better understand how to present PRO scores to patients, use them to direct clinical decisions and how to integrate PRO assessments as part of routine care for patients with SCD. Disclosures No relevant conflicts of interest to declare.
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Fadillah, Adil, and Novia Tifani. "Pengaruh Lingkungan Sosial, Kepercayaan Merek, dan Citra Merek Terhadap Keputusan Pembelian (Studi Kasus pada pengguna iPhone di Kota Bogor)." Jurnal Ilmiah Manajemen Kesatuan 6, no. 1 (April 16, 2018): 009–16. http://dx.doi.org/10.37641/jimkes.v6i1.31.

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The purpose of this study were (1) to determine the influence of social environment on purchasing decisions of iPhone, (2) to determine the effect confidence brand on purchase decisions of iPhone users,(3) to determine the effect of brand image to purchasing decisions of iPhone (4) to determine the influence of social environment, brand trust and brand image altogether on purchasing decisions of iPhone. The respondents in this research were 100 respondents, taken from the iPhone smartphone users in the city of Bogor and the campus STIE Kesatuan. The data were then processed using SPSS, 2016. From the analysis conducted, following results were obtained; (1) The social environment has a positive influence on purchase decisions resulted in a coefficient of 0.056 and a significance value of 0.247. (2) Trust brand has a positive influence on purchase decisions resulted in a coefficient of 0.257 and a significance value of 0.004. (3) The influence of brand image has a positive influence on purchase decisions resulted in a coefficient of 0.251 and a significance value of 0.002. (4) Social Environment, Brand Trust and Brand altogether have positive influence and significance on purchasing decisions of iPhone smartphones with significant value 0,000. Detreminasinya coefficient value of 0.369 indicates that 36.9% Social Environment variables, Brand Trust and Brand Purchase Decisions influencing variables, whereas for 63.1% explained by other variables not examined in this study
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Derbyshire, Emma, and Darren Dancey. "Smartphone Medical Applications for Women’s Health: What Is the Evidence-Base and Feedback?" International Journal of Telemedicine and Applications 2013 (2013): 1–10. http://dx.doi.org/10.1155/2013/782074.

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Background. Smartphone medical applications have a major role to play in women’s health with their roles being very broad, ranging from improving health behaviours to undertaking personalised tests.Objective(s). Using Medline, Web of Knowledge, and the PRISMA guidelines 15 randomized controlled trials (RCTs) were identified, with mobile interventions being tested on 1603 females, in relation to key aspects of health. Using a similar systematic approach an iPhone database search identified 47 applications (apps) developed to improve women’s health.Findings. Ten RCTs used text messaging or app interventions to support weight loss, with significant improvements being observed in eight studies. For other aspects of women’s health RCTs are needed to determine possible health benefits. iPhone store data analysis identified that a substantial number of women’s health apps did not have star ratings or feedback comments (68 and 49 per cent, resp.), raising concerns about their validity.Conclusion. Peer-review systems, supporting statements of evidence, or certification standards would be beneficial in maintaining the quality and credibility of future health-focused apps. Patient groups should also ideally be involved in the development and testing of mobile medical apps.
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Toda, Masahiro, Kanae Mure, and Tatsuya Takeshita. "Female University Student WSDS Smartphone Dependence Scale Scores Correlate With Actual Use Time of Smartphones." International Journal of Cyber Behavior, Psychology and Learning 11, no. 3 (July 2021): 28–33. http://dx.doi.org/10.4018/ijcbpl.2021070103.

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The authors investigated correlations between self-reported WSDS (Wakayama Smartphone-Dependence Scale) scores and actual time spent using smartphones. The WSDS was one of a set of questionnaires administered to 134 female university students. For iPhone (Apple Inc., CA) users, the Screen Time feature was used to monitor use time. Of three WSDS rankings, subscales 2 (using a smartphone for extended periods of time and neglecting social obligations and other tasks) and 3 (using a smartphone while doing something else and neglect of etiquette) were associated with actual smartphone use time. Subscale 1 (immersion in internet communication) was associated with demographic characteristics. These findings suggest the usefulness of the WSDS.
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Driller, Matthew, Francisco Tavares, Daniel McMaster, and Shannon O’Donnell. "Assessing a smartphone application to measure counter-movement jumps in recreational athletes." International Journal of Sports Science & Coaching 12, no. 5 (August 25, 2017): 661–64. http://dx.doi.org/10.1177/1747954117727846.

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The use of counter-movement jumps as a measure of neuromuscular performance in athletes has become common in the sport setting. Accurate methods of measuring jump parameters are often expensive, difficult to transport and require expert knowledge. A new smartphone application ( My Jump) claims to be a valid and reliable tool for assessing jump height but is yet to be evaluated by independent researchers. Sixty-one recreational athletes (30 male/31 female, mean ± SD; age: 20 ± 4 years) each performed three counter-movement jumps (totalling 183 jumps) on a force plate following a standardised warm-up. All jumps were recorded using an iPhone 6 s and analysed for jump height (m) and flight time (s) using the My Jump application. Jumps were compared between a force plate and My Jump for validity with inter-scorer reliability also assessed. Results show that My Jump is valid (mean bias = 0.9 cm, r = 0.96) and reliable (typical error of estimate = 1.4 cm) for assessing jump performance in recreational athletes using an iPhone 6 s with a 240 Hz high-speed camera. My Jump is a cost-effective and easy-to-use alternative for measuring vertical jump performance without the need for specialist equipment or expertise.
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Vincent, Claude, Walter Wittich, François Bergeron, Mathieu Hotton, and Bertrand Achou. "Shopping When You Are Deafblind: A Pre-Technology Test of New Methods for Face-to-Face Communication—Deafblindness and Face-to-Face Communication." Societies 11, no. 4 (October 28, 2021): 131. http://dx.doi.org/10.3390/soc11040131.

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This article presents the first-year results of a project that aimed to explore the feasibility of using a braille display and a smartphone in society to improve face-to-face communication for a person living with deafblindness, using a simulated communication situation. An applied experimental development design was implemented, followed by a pre-test in the community. Two clinicians and an engineer conducted communication tests with three communication partners with normal vision in a shopping mall. A blind clinician acting as deafblind bought an iPhone case and asked for the location of two stores. Communication partners did not report any difficulties, understood the exchanges, and were proud to have helped a person living with deafblindness. No communication breakdowns or keyboard input incidents occurred. Speech turns were not optimal but can be improved. Clinicians proposed a sequence of three training modules: (1) prior knowledge (basic operations for iPhone, software, and braille display), (2) methods for preparing a face-to-face discussion, and (3) processes during a face-to-face discussion. Results demonstrate the feasibility of using a tactile technological solution coupled with a smartphone to interact with unknown interlocutors. Technology trials form the groundwork for a 9-month case study, involving two individuals with deafblindness.
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Holeton, Jody. "Advanced Social Engineering Attack Techniques." International Journal for Research in Applied Science and Engineering Technology 10, no. 11 (November 30, 2022): 860–63. http://dx.doi.org/10.22214/ijraset.2022.47473.

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Abstract: This paper explains the emergence of Social Engineering techniques that can be deadly and effective and are being heavily watched by the Department of Defense and the FBI. The increased use of the Internet and cell phones has made it possible for most people to communicate, surf the web, or transfer data anywhere in the world. Social engineering only requires a computer with Internet access or a working smartphone/iPhone. With online forums, the Dark Web, a thousand hacker books on Amazon, these social engineering techniques are being tweaked and modified into techniques that rival the deadliest cookie monster virus or malware. The FBI has found that criminals can use low-tech mediums, like Motorola cell phones, use a historically winning script (Microsoft software fix, or an endangered child) and people will give up personal information, money, or even use deadly force. Finally, this paper describes these new techniques and how they are evolving more effectively in this post-covid and Internetfocused world.
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Dissertations / Theses on the topic "IPhone (Smartphone) – Social aspects"

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Mohammedsalih, Salah. "Mobile Journalism : Using smartphone in journalistic work." Thesis, Uppsala universitet, Människa-datorinteraktion, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-381981.

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Mobile phones have had a drastic influence on media production, by providing a ubiquitous connection. This revolution has come about when smartphone turned into a powerful tool to do almost all the production-related work that was done previously by specialized equipment and computers. This has encouraged ordinary individuals to involve in media work and emerging the phenomenon of mobile journalism, where citizens and individuals can engage in journalism work carry out a job that was supposed to be done only by journalists for a long time ago. We are talking about hundreds of thousands of prosumers and amateurs who are making and covering news by their smartphones and contributing to journalism work. This has become particularly apparent in relation to reporting from remote and risky areas, where journalists cannot reach easily or may not arrive on time while important events occur. This was obvious during the Arab-spring - The role of smartphones in feeding both social media and traditional media with instant photos and videos taken by protesters themselves. This thesis focuses on the role of the smartphone in facilitating the work of journalists. As a part of the literature review, the author has gone through many texts, watched videos and listened to radio shows with journalists and workers in media spheres, in which journalists talk about their own experience with practicing mobile journalism. Then from a phenomenological perspective and framework the experience of technology and user aspects of mobile journalism are investigated. As the aim of this thesis is not to validate a hypothesis or a theory, a qualitative research method is used to come to an evaluation and explanation of the phenomenon of using mobile in journalism. For that purpose, several qualitative methods have been used to collect data such as auto-ethnography, observation, interviews and focus groups. The data are collected mainly from Kurdistan region in northern Iraq where journalists were covering news of war in dangerous and risky battle fields.   The findings from the results showed that the main factors that make smartphones powerful tools for journalists are: the low budget required for acquiring a smartphone compared to expensive equipment used in traditional media, the freedom and independence that a mobile can give to a journalist, the design aspects which provide a pocket-size tool with unsuspiciousness feature that make it possible to be carried and used even in areas where journalistic work is not allowed. The ubiquity feature of mobile has helped to cover news in areas where traditional media cannot be existing or cannot reach easily. The ability of individuals to obtain a smartphone in one hand and the universal design of mobile in another hand have helped to be used in journalism work by many people with no necessary training courses. This situation has created a good opportunity for media institutions and TV stations to expand their correspondents’ network all over the countries.
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Eriksson, Isa, and Fanny Westergren. "Smartphone-kalendrar inom “Personal Ecology of Artifacts” : En studie kring akademiska studenters planering av tid med hjälp av smartphone-kalendrar." Thesis, Högskolan Kristianstad, Avdelningen för design, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-18324.

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I den här studien har vi undersökt användbarheten av smartphone-kalendrar i förhållande till högskolestudenters “Personal Ecology of Artifacts”. Eftersom den tekniska utvecklingen går snabbt framåt behövs ny forskning för att fylla den kunskapsluckan om smartphone-kalenderns design för tidsplanering, vilket vi utforskar på akademiska studenter. Vårt syfte med undersökning är att kartlägga vad det är som fungerar, respektive inte fungerar med de smartphone-kalendrarna som används hos studenter. För att ta reda på det har vi genomfört en kvalitativ undersökning där vi höll i en fokusgrupp. De positiva och negativa egenskaperna som vi har sett i användbarheten utifrån vårt empiriska material, är det vi slutligen kommer att presentera
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Beckhusen, Benedict. "Mobile Apps and the ultimate addiction to the Smartphone : A comprehensive study on the consequences of society’s mobile needs." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-31159.

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The smartphone is omnipresent and is cherished and held close by people. It allows for constant connection within a digitally connected society, as well as for many other purposes such as leisure activity or informational purpose. Within the Information Systems studies deeper investigation is required as to what impact this “taken – for – granted” mobile access to information and mobile apps has for individuals and society and if a “technological addiction”can be developed when using the smartphone for everything during the day on such a constant basis. The aim of this study was to understand the role of the smartphone in society and to shed light on this unclear relationship between the constant use of a smartphone and its development towards an addictive quality. To reach a conclusion, in depth – interviews were conducted with participants about their relationship to the smartphone and their smartphone use based on questions derived from literature on mobile communication technologies and the types of digital addictions existing. The results are that the smartphone is a device that seamlessly integrates into our daily lives in that we unconsciously use it as a tool to make our daily tasks more manageable, and enjoyable. It also supports us in getting better organized, to be in constant touch with family and friends remotely, and to be more mobile which is a useful ability in today’s mobility driven society. Smartphones have been found to inhabit a relatively low potential to addiction. Traits of voluntary behaviour, habitual behaviour, and mandatory behaviour of smartphone use have been found. All of these behaviours are not considered a true addiction. In the end, it seems that the increase of smartphone use is mainly due to the way we communicate nowadays digitally,and the shift in how we relate to our social peers using digital means.
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Jedenius, Anna. "Responsiv webbdesigns inflytande på det visuella uttrycket: : Användarens upplevelser av hemsidor anpassade för datorer respektive smartphones." Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-17820.

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Digital technology is used today to help consumers in everyday life for example, webpage design and appearance for different devices such as computers, smartphones and tablets. Homepages for all devices can be based on a specific coding called "Responsive Web Design" (RWD).From a social and literary point of view, it appears that RWD in its current form has some problems while transitioning from computer displays to tablets and smartphones. Using the common base that RWD allows for equivalent design expression to different screen sizes should be created by all devices. Although this possibility exists today, there are often differences in navigation that can confuse the user. A consistent design expression facilitates the recognition of the navigation. Additionally, the user experience (UX) through the visual expression can enhance the experience of a webpage or medium used and thus create a whole.This study describes how users look at how the implementation of RWD affects two webpages main menu for computer and smartphone devices. The focus has been on studying the user experience in relation to visual expression. The problem is that RWD in different contexts means that visual expression may be less important and thus changing the user experience. With qualitative interviews, four informants have studied two webpages on both computer and smartphone and expressed their own thoughts. The result of the study shows that the differences between webpages on the computer and smartphone devices do not cause difficulties in the use, but if the similarities between the devices are the same, it creates a more positive user experience.
Digital teknik används idag för att hjälpa konsumenter i vardagen t.ex. hemsidors utformning och utseende för olika enheter så som dator, smartphone och läsplattor. Hemsidor för olika typer av enheter kan göras utifrån en specifik kodning som benämns “responsiv webbdesign” (RWD). Utifrån ett samhälls- och litteraturperspektiv framgår det att RWD i sin nuvarande utformning har en del problematik i övergången från dator till läsplattor och smartphones. Med hjälp av den gemensamma basen som RWD möjliggör för anpassning av samma designuttryck till olika skärmstorlekar ska ett konsekvent uttryck skapas genom alla enheter. Även om denna möjlighet finns idag är det ofta skillnader i navigeringen som kan förvirra användaren. Ett konsekvent designuttryck underlättar igenkänningen av navigationen. Till detta kan användarupplevelsen (UX) genom det visuella uttrycket förbättra upplevelsen av en hemsida eller det mediet som används och därmed skapa en helhet. Denna studie beskriver hur användare ser på hur implementeringen av RWD påverkar två hemsidors huvudmenyer för enheterna dator och smartphone. Fokuset har varit att studera användarupplevelsen i förhållande till det visuella uttrycket. Problemet är att RWD i olika kontext, medför att det visuella uttrycket kan få mindre betydelse, och då ändra användarupplevelsen. Med kvalitativa intervjuer har fyra informanter med sina egna tankar studerat två hemsidor på dator och smartphone. Resultatet i studien visar på att olikheter av hemsidor på enheterna dator och smartphone inte skapar svårigheter i användningen, men om likheten mellan enheterna är densamma skapar det en desto mer positiv användarupplevelse.
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Steingrube, Anna Pauline. "Integration of food stock management applications into everyday food practices : Tackling the food waste problem in households by supporting everyday food practices." Thesis, Uppsala universitet, Människa-datorinteraktion, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447586.

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Household food waste levels pose a considerable problem in terms of sustainability. Food stock management applications for smartphones are interventions that support people in planning and keeping an overview of their food stock in order to reduce food waste. So far mainly their usability and effectiveness for reduction of food waste have been researched in HCI. This study aimed at investigating how these applications are being integrated into people’s food practices, and how their features contributed to the integration. In a three-week long field study seven participants used one of two applications in their daily lives. Through interviews and diary entries it was observed that some people integrated the applications into their food practices to replace other actions like checking one’s food stock. New connections to the food practices were created through expiration reminders and providing means to check the food stock from a distance. Reminders were seen as helpful even if not always necessary and can be seen as an opportunity to further support the integration process. The main issues for the integration were the high-effort adding processes and remembering to update the inventory after consumption.
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Nyström, Anton. "Gesture-level model : A modified Keystroke-level model for tasks on mobile touchscreen devices." Thesis, Uppsala universitet, Institutionen för informatik och media, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-356435.

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The aim of this thesis was to develop a touchscreen-adapted version of the well established Keystroke-level model, which is a user performance model designed to be a quick and easy way to evaluate user interfaces prior to creating prototypes. A quantitative research method was chosen to measure general execution times for common touchscreen gestures on mobile devices. Over 1000 data points were collected from participants who partook in a observational experiment using a prototype specifically programmed for this study. The results of the thesis involves the analyzed measurements acquired from the experiment, as well as a four important aspect to consider when performing similar experiments, namely: (1) The individual speed of the participants; (2) The participants’ level of expertise; (3) The participants’ methods of performing the gestures; (4) Designing the experiment for medium difficulty.
Målet med denna uppsats var att utveckla en pekskärmsanpassad version av den välkända modellen Keystroke-level model, vilket är en modell som kan användas för att snabbt och enkelt utvärdera gränssnitt utan att behöva utveckla fungerande prototyper. En kvantitativ forskningsmetod användes för att mäta hur lång tid det tar för användare generellt att utföra de vanligaste fingergesterna på mobila pekskärmar. Över 1000 datapunkter samlades in från ett experiment där deltagarna fick använda en prototyp som automatiskt mätte den tid det tog för användarna att utföra de olika fingergesterna. Resultaten av studien består av de mätvärden som räknats ut samt fyra aspekter som är viktiga att ha i beaktning när liknande experiment ska utformas. Dessa är: (1) Varje deltagares individuella hastighet; (2) Deltagarnas pekskärmsvana; (3) Sättet de olika deltagarna utför fingergesterna; (4) Utforma experimentet för att representera en medium svårighetsgrad.
Le but de ce projet fut de créer une version du Keystroke-level model adaptée aux écrans tactiles. Ce modèle de performance utilisateur est une méthode d’évaluation simple et rapide d’interfaces utilisateur avant la création de prototypes. Une étude quantitative fut choisie pour mesurer le temps d’exécution général de mouvements spécifiques effectués sur des écrans tactiles de téléphones. Plus de 1000 points de données furent collectés auprès de participants ayant pris part à une étude observationnelle utilisant un prototype spécialement programmé pour l’occasion. Les résultats de ce projet incluent l’analyse des mesures acquises lors de cette étude ainsi que quatre aspects importants à considérer lors de la réalisation d’études similaires, à savoir: (1) La vitesse individuelle des participants; (2) Le niveau d’habitude d’utilisation d’écrans tactiles des participants; (3) Les méthodes utilisées par les participants lors de la réalisation des mouvements; (4) La conception d’étude pour des mouvements de difficulté dite moyenne.
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Clarke-McLeod, Jillian. "Exploring adolescent smartphone dependence : the case of an international high school in Myanmar." Diss., 2020. http://hdl.handle.net/10500/27198.

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The research project evolved from my concerns and those of parents and teachers about students’ inability to regulate their smartphone use in schools. A preliminary review of literature revealed growing concerns worldwide about adolescent smartphone dependence which was affecting students’ academic and social development, amongst many others. It also revealed the area of adolescents’ smartphone dependence to be scantly researched especially in developing countries. Hence, this study. The purpose of the study was to explore levels of smartphone dependence in adolescents at a private school in Myanmar. The study was set in a social constructivist framework and the methodology was qualitative in nature, incorporating a literature review. Participants were purposively selected. Data was collected through semi-structured interviews, observations, focus group discussions and questionnaires. The study found that the level of smartphone use at the school was a cause of concern for the stakeholders; adolescents at the target school could be considered dependent on their smartphones. Recommendations to reduce the adolescents’ total screen time were made. Further studies into the management of children’s smartphone use were recommended.
Educational Foundations
M. Ed. (Comparative Education)
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Chatfield, Sarah E. "Managing Invisible Boundaries: How "Smart" is Smartphone Use in the Work and Home Domains?" Thesis, 2014. http://hdl.handle.net/1805/5811.

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Indiana University-Purdue University Indianapolis (IUPUI)
The present study sought to examine the impact of technology in permeating the boundaries between individuals’ work and family domains, testing and extending the current theoretical model of boundary management. The first goal, to explore predictors of the boundary management styles (BMS) people use with respect to communication technology (CT), was accomplished by demonstrating that three factors predicted BMS for CT use: preferences for integration, identity centrality, and work/family norms. The second goal, to examine outcomes that could result from varying CT use boundary management styles, was also supported in that BMS for CT use was a predictor of work-family conflict and enrichment. However, one key component of the model was not supported in that perceived control over BMS did not moderate the relationship between BMS and outcomes. Theoretical and practical implications of these findings are discussed, as well as suggestions for future research on boundary theory and CT use. By exploring tangible boundary management behaviors, the present study offers interesting implications that could ultimately assist organizations in developing policies regarding CT use both at home and at work.
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Books on the topic "IPhone (Smartphone) – Social aspects"

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Moving data: The iphone and the future of media. New York: Columbia University Press, 2012.

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Studying mobile media: Cultural technologies, mobile communication, and the iPhone. New York, NY: Routledge, 2012.

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Chen, Brian X. Always on: How the iPhone unlocked the anything - anytime - anywhere future--and locked us in. Cambridge, MA: Da Capo Press, 2011.

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Jian, Su, ed. Ping guo kuang chao: IPhone kai qi yong yuan zai xian de shi dai. Beijing: Ren min you dian chu ban she, 2012.

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Köhler, Thomas R. Der programmierte Mensch: Wie uns Internet und Smartphone manipulieren. Frankfurt am Main: Frankfurter Allgemeine Buch, 2012.

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Sociologie d'un curiositif: Smartphone, code-barres 2D et self-marketing. Lormont: Le bord de l'eau, 2011.

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Smartphone: Mobile revolution at the crossroads of communications, computing and consumer electronics. North Charleston, South Carolina: CreateSpace, 2011.

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Christopher, White, ed. Beginning iOS apps with Facebook and Twitter APIs: For iPhone, iPad, and iPod touch. [New York]: Apress, 2011.

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Electric shock: From the gramophone to the iPhone : 125 years of pop music. London: The Bodley Head, 2015.

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Inviato di guerra 2.0: Dal calamaio allo smartphone : i casi delle "social netwar" in Egitto e Libia. Civitavecchia (Roma): Prospettiva editrice, 2014.

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Book chapters on the topic "IPhone (Smartphone) – Social aspects"

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Lee, Nina, Katie Seaborn, Atsushi Hiyama, Masahiko Inami, and Michitaka Hirose. "Evaluating a Smartphone-Based Social Participation App for the Elderly." In Human Aspects of IT for the Aged Population. Acceptance, Communication and Participation, 505–17. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-92034-4_38.

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Alrajeh, Nabil, Ezio Biglieri, Bouchaïb Bounabat, and Angel Lozano. "A Smartphone-Based Healthcare Monitoring System—PHY Challenges and Behavioral Aspects." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 127–34. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-29734-2_18.

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De Masi, Alexandre, and Katarzyna Wac. "The Importance of Smartphone Connectivity in Quality of Life." In Quantifying Quality of Life, 523–51. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-94212-0_23.

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AbstractMobile network connectivity enables individuals to use various Internet-based applications and is nowadays an integral part of the physical environment. More specifically, this connectivity shapes individuals’ modes of gathering information and their communication capabilities. In turn, this impacts the individual’s decision-making and, in the long term, may influence their health and quality of life (QoL). This chapter focuses on longitudinal modeling of the availability of mobile connectivity such as Wi-Fi and 3G or 4G for individuals living in the Geneva area (Switzerland). We analyze connectivity over 5 years (2015–2020) based on data collected from 110 mQoL (mobile QoL) Living Lab participants. The participants are from three different cohorts corresponding to distinct data collection periods (2015–2017, 2018–2019, 2020). We derive four features that quantify an individual’s connectivity level: the network access technology (Wi-Fi or cellular), signal strength, the overall data consumption (upload and download), and the participants’ mobility patterns while connected. We also compare the connectivity levels of the three cohorts over time. Our findings reflect the relations between mobile connectivity and the smartphone network activity of the mQoL study cohorts during their daily activities, which may impact their QoL. We summarize the results and conclude this chapter by exploring the different QoL technologies and services enabled by mobile connectivity. However, the effects of connectivity on specific QoL domains, such as psychological aspects (i.e., positive/negative feelings) or social relationships, should be investigated further.
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"15. Smartphone for social networking: methodological aspects." In The Psychology of Social Networking Vol.2, 217–27. De Gruyter Open Poland, 2015. http://dx.doi.org/10.1515/9783110473858-017.

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Cline, Benjamin J. "The Electric Soul." In Advances in Human and Social Aspects of Technology, 251–70. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0212-8.ch016.

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This chapter will use media ecology, and rhetorical theories of ideology construction and social intervention to look at the ways that contemporary digital media interact with religious and spiritual practices in order to inform and create identities. This chapter will examine the ideology construction that occurs in the Crosswire.org applications, specifically PocketSword designed for the iPhone/iPad and AndBible designed for Android devices. This chapter will also look at the ideology construction and identity creation in the English language section of onislam.net, a website designed to help English-speaking Muslims live out their faith. Finally the chapter will consider Osel Shen Phen Ling, a website designed for “Practicing Buddhadharma in the Tibetan Gelugpa Tradition”.
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Shelton, Christopher R., Anitgoni Kotsiou, and Melanie D. Hetzel-Riggin. "Digital Mental Health Interventions." In Advances in Human and Social Aspects of Technology, 180–210. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-6453-0.ch008.

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This chapter will provide a brief background on the need for digital mental health interventions given the high rates of mental health issues and the barriers to access quality care. Three main types of digital mental health interventions (internet-based interventions [IBIs], smartphone apps, and virtual and augmented reality [VR and AR, respectively]) will be discussed, followed by a consideration of the ethical and logistical issues surrounding digital mental health interventions. The chapter will then address issues related to content and design, user engagement, user contact, and formatting of the interventions. Finally, the chapter will end with a discussion of future directions.
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Hussain, Zaheer, and Halley M. Pontes. "Personality, Internet Addiction, and Other Technological Addictions." In Advances in Human and Social Aspects of Technology, 45–71. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3477-8.ch003.

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Research into technological addictions, such as Internet addiction, smartphone addiction and social networking addiction has greatly increased. It is important to understand how technological addictions may be related to different personality types and key individual differences associated to personality. This chapter provides empirical and conceptual insights into how technological addictions may be related to different personality types and key individual differences associated to personality. This chapter focuses on a number of technological addictions and illustrates how research and theory in this area has developed in relation to commonly researched personality traits (e.g., extraversion, introversion, neuroticism, conscientiousness, openness to experience, and narcissism) and key individual differences related to personality (e.g., personality disorders). The complex nature of personality and technological addictions is discussed together with areas for future research.
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Tannous, Wadad Kathy, and Laney McGrew. "Removing the Constraints of Disability." In Advances in Human and Social Aspects of Technology, 205–19. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-6772-2.ch013.

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One billion people globally live with disabilities that are physical, sensory, psychiatric, neurological, cognitive, or intellectual. Their disabilities are dynamic and can be temporary or permanent, singular or plural, from birth or developed, and can change over time. People with disabilities face barriers to economic, social, political, and cultural participation. Assistive technology, artificial intelligence, and broader technology can amplify their inclusion, participation, and independence. This chapter will highlight emerging and evolving technologies, rooted in machine learning and neural networks, which assist across different disabilities and seek to improve the user's sense of ability and independence. These include Seeing AI app, OXSIGHT, OrCam, Envision smart glasses, and Dot Watch for vision impairment; Ava app and cognitive hearing aid for hearing impairment; Liftware self-stabilising utensils for limited hand mobility; Eyegaze and Tobii – assistive technologies that allow users to control computer and smartphone screens with their eyes; and 3D printed prosthetics.
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Abdelhamid, Mohamed, Srikanth Venkatesan, Joana Gaia, and Raj Sharman. "Do Privacy Concerns Affect Information Seeking via Smartphones?" In Censorship, Surveillance, and Privacy, 1191–202. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7113-1.ch057.

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The innovation and evolution of technologies in smartphone industry has enabled users to efficiently achieve many tasks including utilizing search engines for instant information retrieval anytime and anywhere. Nonetheless, some users choose not to use these smartphone features including search engines to seek information. This study explores the factors that impact the likelihood of information seeking via smartphones. Privacy concern was found to be one of the main factors influencing the likelihood of seeking information. Android users were more likely to seek information compared to iPhone users, possibly due to the differences in the features of the operating systems of these phones. Motivation to seek information captured by technology ownership increases the likelihood of information seeking. The diversity of social network connections also plays a significant in information seeking behavior of the users.
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Parinsi, Mario Tulenan, and Keith Francis Ratumbuisang. "Indonesian Mobile Learning Information System Using Social Media Platforms." In Language Learning and Literacy, 549–73. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-5225-9618-9.ch029.

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As a developing country, Indonesia continues to improve its quality as a state, in which the attempt to optimize all of its potential both in terms of economic, political, social, cultural, technological, educational, health, etc. This modern era, all aspects of life are depending on technology. This makes the technology becomes one of necessary in people's life. The utilization of technology has been used by all people in all aspects of life. Specifically, this paper tries to offer an innovation that has never been designed before, namely a platform of M-Learning in form of social media related to the development of technology for learning. Nowadays, internet users and smartphone ownership in Indonesia increased dramatically, then writers took initiative to design an innovation related to this case. Social media technologies provide the opportunity for teachers to engage students in online classes, thereby supporting the development of skills and learners to achieve competency. In addition to students, the opportunity is also open to outside the community to get information that can add knowledge. This case study provides a platform for M-Learning based learning that facilitate student learning also helps society size to obtain information more easily. The design of this platform using models UML (Unified Modeling Language) to design a visual model of this platform.
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Conference papers on the topic "IPhone (Smartphone) – Social aspects"

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Shurui, Liang, Liu Jie, Zhang Ru, and Wang Cong. "A Modified AES Algorithm for the Platform of Smartphone." In 2010 International Conference on Computational Aspects of Social Networks (CASoN 2010). IEEE, 2010. http://dx.doi.org/10.1109/cason.2010.172.

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DI CIOMMO, FLORIDEA. "New variables for detecting transport disadvantages. The role of social capital." In CIT2016. Congreso de Ingeniería del Transporte. Valencia: Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/cit2016.2016.2158.

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This paper explores the potential role of social capital variables on the transport mode choice. Traditionally travel behavior model included social capital as empowerment factor (i.e. social capital as substitute of financial capital) or as social network influence on travel choice. Only recently constraints of social capital are considered as factors influencing travel behavior (Swanen et al, 2015, Di Ciommo & Martens, 2015).This article will show both aspects of empowerments and constraints of social capital in a dynamic way stressing two dynamic aspects of social capital: the building up social capital and use of social capital. Both aspects are related with the value of time: when you are doing something for others ( i.e. Voluntary actions, pick up all family members, etc) you are loosing your time, and your mode choice will be oriented to saving time, therefore a private mode will be chosen, while when you are using your social capital benefit (somebody else is helping you), you will easily choose the less flexible and more time consuming public transport. After defining social capital notion in both aspects of empowerments and constraints, a set of social capital variables is defined. Then two of these variables are tested through a smartphone short panel survey, where 100 individuals living or working in one surrounding southern area of Madrid have participated in entering their travel data for an entire working week. The estimated mixed-logit model that incorporated two “social capital variables: participation in voluntary activities and receiving help for various tasks (i.e. child care) show how people who have less social capital, but that are trying to build it up choose more private than public modes: building social capital stock has a cost in term of time that push people to use more flexible transport mode (i.e. private car), while people who have already a stock of social capital and can use it (i.e. helped people) receive time from others and are more relaxed in choosing a less flexible mode of transport such as public transport. Results confirm that when a new metro station is opened, the shift towards metro is higher in the case of people ”helped” and lower for those participating in some voluntary activities. From a policy point of view, it will be relevant to know if people leaving a specific area are more voluntary or helped oriented, for forecasting the future policies.DOI: http://dx.doi.org/10.4995/CIT2016.2016.2158
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