Journal articles on the topic 'Smartphone-Voice communication'

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1

Sudiarta, Pande Ketut, and I. Putu Ardana. "Implementation of Hotspot Network for Internal Campus Communications Utilizing Smartphone and Free Software." Journal of Electrical, Electronics and Informatics 1, no. 1 (February 3, 2017): 33. http://dx.doi.org/10.24843/jeei.2017.v01.i01.p07.

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VoIP (voice over internet protocol) telephone communication using a data network. There is a change in switching from circuit switching technology into packet switching. Phone exchange can now use the Personal Computer equipped VoIP applications. Even the development of mobile phone technology to make VoIP communication can be performed utilizing the Smartphone. VoIP applications commonly use such as WhatsApp, Line etc. However, this application will cut the user data packets and often the quality is not satisfactory due to limited bandwidth and location of the remote server. During this time, Udayana University campus at several locations has been equipped with Hotspot network is mostly used to connect to the Internet. Hotspot network can also be used for voice communications with VoIP technology by adding a VoIP server. This concept not raises communication costs and should produce sound quality will be better because of the close location of the server. Because that researchers need to develop a model of telephone communication network utilizing Smartphone hotspot and students to be able to communicate in a campus environment. Method of this research is to develop a network utilizing hotspots and VoIP telephone exchange using the mini PC installed software FreePBX. On the side of the Smartphone using the free soft phone application and for aircraft used FXS analog phone as a codec. Tests will be performed for the communication between Smartphone and Smartphone to FXS terms of QOS and MOS produced. The results obtained, if the latency and packet loss have a value corresponding to the Real Time Protocol (RTP), the obtained MOS appropriate for the codec used while with the same codec if the value of packet loss and latency results are high then MOS obtained be small or less good quality. So the quality of VoIP is highly dependent on the quality of the signal obtained hotspot. In general, VoIP communication using a Smartphone connected to the server on the network hotspot mini pc can be used as a voice communication on campus.
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2

Hidayat, Arif, and Ismail Puji Saputra. "IMPLEMENTATION VOICE OVER INTERNET PROTOCOL (VOIP) AS A COMMUNICATION MEDIA BETWEEN UNIT AT UNIVERSITY MUHAMMADIYAH METRO." IJISCS (International Journal of Information System and Computer Science) 2, no. 2 (January 10, 2019): 59. http://dx.doi.org/10.56327/ijiscs.v2i2.603.

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VOIP (Voice over Internet Protocol) is the theology that makes the intranet network even the internet to be able to do voice communications remotely directly. Analog voice signals, such as those heard when communicating on the phone is converted into digital data and transmitted over the network in the form of data packets in real time. In VoIP communications, the user makes a phone connection through a terminal in the form of a PC or a regular telephone (smartphone). With telephones using VoIP, many benefits can be taken include: 1) in terms of cost obviously cheaper than traditional phone rates, 2) network-free, if the internet network is broken VOIP can still be used with notes connected to wifi or wired network, 3) maintenance costs can be pressed due to voice and network data apart, so IP Phone added, moved and changed. In this research, VOIP is implemented at UM Metro. UM Metro has 3 campuses (Campus 1, Campus 2 and Campus 3) are different areas of location, but still in one City. The result of Voice Over Internet Protocol (VOIP) as communication media between units at UM Metro shows the result of 85, 7% (Strongly Agree) and 14, 3 (Agree), it can be concluded with the existence of VOIP is very feasible for use as a medium of communication.
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3

Lancioni, Giulio E., Nirbhay N. Singh, Mark F. O’Reilly, Jeff Sigafoos, Gloria Alberti, Viviana Perilli, Carmen Zimbaro, and Valeria Chiariello. "Supporting leisure and communication in people with visual and intellectual disabilities via a smartphone-based program." British Journal of Visual Impairment 35, no. 3 (August 23, 2017): 257–63. http://dx.doi.org/10.1177/0264619617715497.

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This study evaluated a smartphone-based program to promote independent leisure and communication engagement in five participants with visual impairment and mild intellectual disability. A smartphone with Android 5.1 Operating System and S-Voice application, Internet connection, contacts unit, and media player was used. The smartphone was fitted with MP3 files of leisure events and the names and telephone numbers of selected communication partners. The participants were taught to use the smartphone (open the files and reach the partners) through specific verbal utterances. The results showed that all participants learned to use the smartphone. Their independent engagement times (leisure plus communication combined) increased from baseline values of zero to means of between about 75% and 85% of the session lengths. These results indicate that a smartphone-based program may support independent leisure and communication engagement in people with visual impairment and intellectual disability who possess verbal skills.
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Salsabila, Inas, Samsul Anwar, and Radhiah Radhiah. "Perbandingan Kualitas Suara Smartphone Menggunakan Metode Dynamic Time Warping (DTW)." Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) 5, no. 1 (February 20, 2021): 82–90. http://dx.doi.org/10.29207/resti.v5i1.2764.

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Smartphones are telecommunication devices that play a significant role in daily life. The sound quality produced by a smartphone becomes important for users, considering that poor sound quality might cause misunderstandings in communication. This study provides an illustration of the application of Dynamic Time Warping (DTW) in the comparison of the sound quality produced by a smartphone. In addition to the DTW, the median test and its confidence interval are also used to determine the sound quality of a smartphone. The data employed are primary data in the form of voice recordings of six people that saying five sample sentences, each of which is repeated five times through four different smartphone types that are used as examples. So that the total voice recordings for each smartphone are 150 pieces. This study aims to compare the sound quality produced by those smartphones. The results of this study indicate that although smartphones type 2, 3 and 4 have similar sound quality, the sound quality produced by smartphones type 4 is more stable than other types. Therefore, this study concludes the smartphone type 4 is the smartphone with the most satisfying sound quality. Furthermore, this study showed that the DTW method is effective in analyzing the sound quality of a smartphone.
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5

Madsen, Lian Malai. "Media panic, medical discourse and the smartphone." International Journal of the Sociology of Language 2022, no. 275 (May 1, 2022): 111–28. http://dx.doi.org/10.1515/ijsl-2021-0052.

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Abstract This article investigates a space of upset related to the smartphone with its communicative affordances and implications. The notion of moral panic can be seen as a way of conceptualizing spaces of upset and their discursive frames. Informed by this concept and accounts of the panic discourses particularly directed at media, I examine the upset articulated in Danish media panic discourses, which grants authority from a medical perspective. In addition, I draw on the concept of medicalization and discuss how it becomes sayable within the space of upset related to digitally mediated communication that human interaction through a technological device is not (always) communication, but habit or addiction, to unpack the socio-cultural and sociolinguistic assumptions and implications of this perspective. Empirically, the article focuses on a particularly preeminent voice in the public debate in Denmark about the impact of social media and smartphone use, namely the voice of a medical doctor who has been granted the authority as “digital health expert” and frequently appears in Danish print, broadcast and social media.
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6

Riki, Riki, Aditiya Hermawan, and Yusuf Kurnia. "Voice Over Internet Protocol Based Communication Design (VoIP) With 3CXSystemPhone On Android Smartphone." bit-Tech 1, no. 1 (August 30, 2018): 1–8. http://dx.doi.org/10.32877/bt.v1i1.2.

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TCP\IP protocol can be connected to various computer data networks in the world. This protocol increasingly exists and is needed so that many parties develop it to vote through this protocol. Voice Over Internet Protocol technology is the answer to that desire. This technology is able to convert analog voice (human voice) into data packets then through public internet data networks and private intranet data packets are passed, so that communication can occur. With VoIP communication costs can be reduced so that it can reduce investment costs and conversations (cost saving) or even up to 100% free. VoIP implementation can be done by designing a wireless VoIP network (cable) using 3CXSystemPhone software as a PBX. In this scientific work the software used is 3CXSystemPhone 11.0, where SIP is a VoIP server which is a freeware software, in its application only requires one PC server and several PC clients (2 for example) that are connected to each other
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7

Thulin, Eva. "Always on My Mind." YOUNG 26, no. 5 (November 21, 2017): 465–83. http://dx.doi.org/10.1177/1103308817734512.

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This article examines how current widespread smartphone adoption and usage plays out in the everyday lives of young Swedes. Drawing on the framework of media and information and communication technology domestication, we examine the appropriation and incorporation of new mobile media as well as the redefined roles and meanings of traditional mobile communication channels (i.e., text messages and voice calls). Based on an in-depth study of 18 high-school students, the study explores how practices, roles and experiences associated with mobile social communication are currently evolving with the advent of smartphones. The main arguments are that emerging ‘smart’ practices are reorienting mobile social communication towards the increased centrality of images and visual messaging, ‘groups’ and many-to-many contact, and mediated social contact as an intensified background setting. At the same time, SMS and voice calls have been removed from the centre of young people’s social communication.
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8

Agus Salim, Alfi Tranggono, Fredy Susanto, Agil Ferdiano Wennas, Hageng Firdausi, Rudy Prasetya, Muhammad Aji Pangestu, Sebastian Yudith Prastiawan, and PUTRI NOVIA. "OTOMATISASI SAKLAR KENDARAAN BERMOTOR RODA 2 BERBASIS SISTEM SENSOR PENDETEKSI SUARA NIRKABEL SEBAGAI PENGGANTI SAKLAR KONVENSIONAL." Jurnal Energi dan Teknologi Manufaktur (JETM) 3, no. 01 (June 30, 2020): 1–4. http://dx.doi.org/10.33795/jetm.v3i01.44.

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This project aims to change the conventional ignition mechanism to beautomatic by utilizing the microcontroller-based technology. The driver startsthe engine using a smartphone microphone and bluetooth smartphone thentransmitted to the HC-06 bluetooth module that connected to the Arduino uno tomove the 5v relay module wirelessly The driver can start the engine by openingthe Arduino bluetooth voice controller application on the smartphone and thencommands the sound then sends a signal to the Arduino Uno to start the enginewithout using a conventional ignition key. Wireless communication between thesmartphone and the actuator on a motorized vehicle can function properly if usedwith a range of distances from 1 meter - 50 meters with the condition that thesensor has been applied to the vehicle
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9

Herpendi, Herpendi, Veri Julianto, and Khairul Anwar Hafizd. "Perancangan Multicontrol Pada Lampu Berbasis Internet Of Think (IOT)." Jurnal SAINTEKOM 8, no. 2 (September 19, 2018): 129. http://dx.doi.org/10.33020/saintekom.v8i2.65.

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Technological developments in the communication and information area can changes the lifestyle of the human become the digital lifestyle. Digitalization on the aspects of life can provide convenience for humans. Like the household appliances that can be controlled by a smartphone. In 2015 Nugraha build a light management system with android smartphone via bluetooth media. In addition, the lights are also can be controlled automatically by time and light (LDR). The disadvantages of this system are the lights that can not be used remotely and can not give notice to the home owner about the status “on or off” of the light. This research aims to design a multicontrol system to control the light with several media follows : bluetooth, voice, light (LDR), timer, website and SMS as notification of light status. System development method in this research using Waterfall method. The test results using bluetooth, light(LDR), voice, and timer provide a fast response with average less than 2 seconds.
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10

Wong, Chui Yin, Rahimah Ibrahim, Tengku Aizan Hamid, and Evi Indriasari Mansor. "MISMATCH BETWEEN OLDER ADULTS’ EXPECTATION AND SMARTPHONE USER INTERFACE." MALAYSIAN JOURNAL OF COMPUTING 3, no. 2 (December 31, 2018): 138. http://dx.doi.org/10.24191/mjoc.v3i2.4889.

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Smartphones have become ubiquitous communication tools for everybody, including older adults to stay connected with their family and access to information. However, mobile operators and developers mainly target the youngster cohort in mobile industry. With the rising ageing population, smartphone user interface and some mobile apps are not designed to cater the needs of older adults. This could hinder them from fully utilizing the smartphone functions and its services. A mobile-user interaction study using mixed-methods (questionnaire, interview and observation) was conducted to examine usability and user interface design issues of smartphone and mobile apps among 80 older adults in Malaysia. Four tasks design were ‘making voice calls’, ‘using phonebook’, ‘installing a mobile app from Google Play Store’, and ‘using WhatsApp’. The results were analysed both quantitatively (for usability evaluation) and qualitatively (for interviews and observation). The usability result revealed that the ‘voice call’ task had the highest success task completion rate (83.44%), followed by ‘phonebook’ (70.16%), ‘mobile app download’ (63.13%) and ‘using WhatsApp’ (60.42%). Three themes were emerged from the qualitative thematic analysis, which showed a mismatch between older adults’ expectation and smartphone user interface. A majority had never downloaded a mobile app before, and they had problems downloading it from Play Store. They perceived the Play Store feature as a place for children playing games. To close the discrepancy between user expectation and mobile design, the mobile designers and developers are required to consider the older adults’ needs for better usability of smartphone user interface design
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11

Velasco-Álvarez, Francisco, Álvaro Fernández-Rodríguez, Francisco-Javier Vizcaíno-Martín, Antonio Díaz-Estrella, and Ricardo Ron-Angevin. "Brain–Computer Interface (BCI) Control of a Virtual Assistant in a Smartphone to Manage Messaging Applications." Sensors 21, no. 11 (May 26, 2021): 3716. http://dx.doi.org/10.3390/s21113716.

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Brain–computer interfaces (BCI) are a type of assistive technology that uses the brain signals of users to establish a communication and control channel between them and an external device. BCI systems may be a suitable tool to restore communication skills in severely motor-disabled patients, as BCI do not rely on muscular control. The loss of communication is one of the most negative consequences reported by such patients. This paper presents a BCI system focused on the control of four mainstream messaging applications running in a smartphone: WhatsApp, Telegram, e-mail and short message service (SMS). The control of the BCI is achieved through the well-known visual P300 row-column paradigm (RCP), allowing the user to select control commands as well as spelling characters. For the control of the smartphone, the system sends synthesized voice commands that are interpreted by a virtual assistant running in the smartphone. Four tasks related to the four mentioned messaging services were tested with 15 healthy volunteers, most of whom were able to accomplish the tasks, which included sending free text e-mails to an address proposed by the subjects themselves. The online performance results obtained, as well as the results of subjective questionnaires, support the viability of the proposed system.
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12

Sawidin, Sukandar Kandar, Tracy M. Kereh, Yohanis S. Rompon, and Deitje S. Pongoh. "Sistem Kontrol Peralatan Listrik Dengan Aplikasi Android Voice Controller." Jambura Journal of Electrical and Electronics Engineering 4, no. 2 (July 14, 2022): 213–17. http://dx.doi.org/10.37905/jjeee.v4i2.14725.

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Perkembangan pesat kemajuan teknologi komunikasi seluler dan pengurangan biaya memungkinkan untuk menggabungkan teknologi seluler ke dalam sistem mikrokontroler untuk pengontrolan peralatan listrik. Untuk dapat mengendalikan peralatan listrik seperti lampu, kipas atau ac hanya dengan menggunakan perintah suara tanpa perlu bergerak berpindah tempat untuk menyalakan atau mematikan peralatan listrik. Penelitian ini bertujuan untuk mengendalikan peralatan listrik dengan gelombang suara dengan aplikasi android Blueetooth Voice Kontroler. Suara yang kita ucapkan sesuai dengan yang sudah diprogram dalam aplikasi Arduino pada smartphone android akan menyalakan atau mematikan peralatan listrik yang kita tentukan. Berdasarkan hasil pengujian pada prototype sistem kontrol peralatan listrik, bila aplikasi android Arduino Bluetooth Voice Controller diaktifkan dan diucapkan perintah : Kipas ON / Kipas OFF, Nyalakan Lampu / Matikan Lampu, Nyalakan AC / Matikan AC peralatan listrik tersebut akan ON/OFF setelah perintah suara diberikan.The rapid development of cellular communication technology advances and cost reduction made it possible to incorporate cellular technology into microcontroller systems for controlling electrical equipment. To be able to control electrical equipment such as lights, fan or air conditioners only by using voice commands without the need to move from place to place to turn on or turn off electrical equipment. This study aims to control electrical equipment with sound waves with the Bluetooth Voice Controller android application. The sound we speak according to what has been programmed in the Arduino application on an android smartphone will turn on or turn off the electrical equipment that we specify. Based on the test results on the prototype control system for electrical equipment, when the Arduino Bluetooth Voice Controller android application is activated and the command is spoken: Fan ON / Fan OFF, Turn on Lights / Turn off Lights, Turn on AC / Turn off AC the electrical equipment will turn ON /OFF after a voice command is given.Keywords: Android; Bluetooth; Arduino Uno; electrical equipment
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13

Ross, Morgan Quinn, and Scott W. Campbell. "Thinking and Feeling through Mobile Media and Communication: A Review of Cognitive and Affective Implications." Review of Communication Research 9 (2021): 147–66. http://dx.doi.org/10.12840/issn.2255-4165.031.

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In recent decades, mobile media and communication have become integral to human psychology, including how people think and feel. Although the popular press, parents, and educators often voice concerns about the integration of mobile media into everyday life (e.g., “smartphone addiction”), the growing body of scholarship in this area offers a mix of positive, negative, and conditional effects of mobile media use. This review article traverses this variegated scholarship by assembling cognitive and affective implications of mobile media and communication. It identifies information processing, offloading, spatial cognition, habit, attention, and phantom vibrations as cognitive themes, and feelings of pleasure, stress/anxiety, safety/security, connectedness, and control as affective themes. Along the way, it helps bring structure to this growing and interdisciplinary area of scholarship, ground psychological work on mobile media in theorizing on technological embedding, inform academic and public debates, and identify opportunities for future research.
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Figueroa Jacinto, Rosemarie, and Steve Arndt. "Prevalence of the Use of Mobile Instant Messaging Applications: The Need to Assess Their Usage in Human Factors Investigations." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (September 2018): 406–10. http://dx.doi.org/10.1177/1541931218621093.

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Smartphones have become an essential part of our everyday life. Use of mobile instant messaging applications (e.g., WhatsApp, Messenger, iMessage, Kik, Viber, GroupMe, Telegram, Send, Line, and Snapchat) rather than messaging services from cellular service providers have become very popular among users, far outpacing the use of more traditional text messaging. Initial research revealed that the global usage of these modes of communication far outnumber standard text messaging. These instant messaging apps allow users to perform the same function as traditional communication tools (text, voice call, audio message, video call from phone carrier’s number). Additionally, they offer other capabilities such as creating group chats, and sharing photos/videos – in many cases without the need of using data plan coverage from phone carriers. Although instant messaging applications have become very popular, their use for communication may not be considered as often as traditional voice and text message phone records when assessing accident causation due to potential driver distraction from phone usage. The purpose of this paper is to highlight the prevalence of instant messaging applications, the need to consider the usage of instant messaging applications when assessing potential driver and pedestrian distractions due to smartphone usage, and some initial tools for gathering data on usage of some of the applications.
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Hakoyama, Ph.D., Mikiyasu. "Young Adults’ Cellphone Dependence, Stress, Depression and Self-Esteem." Advances in Social Science and Culture 1, no. 2 (July 11, 2019): p125. http://dx.doi.org/10.22158/assc.v1n2p125.

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Cellphones have become an indispensable communication device, especially for young adults. Based on an online survey conducted in the Midwest, USA, the current study examined young adults’ (N = 1,659, M age = 19.38, SD = 1.71) use of cellphone and its influence on their psychosocial states. Almost 90% of the participants owned their first cellphone at age 14 or younger; 96.5% of the cellphone owners were smartphone users. Women spent significantly longer time for both voice calling and texting, were more cellphone dependent, stressed and depressed than men. Both men and women spent significantly more time for texting than voice calling. Path analysis revealed that the time spent for texting and the fear of social isolation for being a non-texting user predicted cellphone dependence, which subsequently predicted self-esteem; the latter relationship was mediated by the level of perceived stress and depression. Implications of the findings are discussed.
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Setiarini, Asih, Hanifah Nur Kumala Ningrum, Mohammad Luqman, and Rikky Yana Okananda. "Rancang Bangun Alat Bantu Physiotherapy Penggerak Lengan Manusia Untuk Penderita Lumpuh Parsial Sementara Berbasis Voice Command Android." TELKA - Telekomunikasi, Elektronika, Komputasi dan Kontrol 3, no. 2 (November 11, 2017): 112–24. http://dx.doi.org/10.15575/telka.v3i2.57.

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Lumpuh adalah kondisi dimana gerak suatu bagian badan terganggu hingga tidak mampu bergerak sama sekali. Penyakit atau kondisi ini biasanya terjadi pada bagian ekstremitas seperti pada tangan dan kaki. Kelumpuhan yang sering terjadi adalah masalah perlukaan pada pembuluh dalam otak yang akan mengganggu syaraf motorik di sebagian tubuh maupun seluruh tubuh. Penelitian ini membahas tentang lengan bantu berbasis voice command android yang digunakan sebagai media terapi untuk penderita lumpuh. Voice command pada smartphone android yang diucapkan oleh pengguna akan diolah menjadi pergerakan dari lengan bantu yang kemudian dikirim menggunakan serial communication ke mikrokontroller Arduino sebagai pusat pengaturan. Pergerakan dari lengan bantu menggunakan PWM (Pulse Wide Modulation). Penggunaan PWM bertujuan untuk mengatur kecepatan pergerakan dari lengan bantu sesuai berdasarkan keluran sensor MPX5050DP yang terbaca sebagai kekuatan otot. Alat ini telah berhasil diujikan dengan menghasilkan parameter pergerakan lengan bantu yaitu sudut 130 derajat pada posisi angkat dan 30 derajat saat posisi turun.
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Setiarini, Asih, Hanifah Nur Kumala Ningrum, Mohammad Luqman, and Rikky Yana Okananda. "Rancang Bangun Alat Bantu Physiotherapy Penggerak Lengan Manusia Untuk Penderita Lumpuh Parsial Sementara Berbasis Voice Command Android." TELKA - Telekomunikasi, Elektronika, Komputasi dan Kontrol 3, no. 2 (November 11, 2017): 112–24. http://dx.doi.org/10.15575/telka.v3n2.112-124.

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Lumpuh adalah kondisi dimana gerak suatu bagian badan terganggu hingga tidak mampu bergerak sama sekali. Penyakit atau kondisi ini biasanya terjadi pada bagian ekstremitas seperti pada tangan dan kaki. Kelumpuhan yang sering terjadi adalah masalah perlukaan pada pembuluh dalam otak yang akan mengganggu syaraf motorik di sebagian tubuh maupun seluruh tubuh. Penelitian ini membahas tentang lengan bantu berbasis voice command android yang digunakan sebagai media terapi untuk penderita lumpuh. Voice command pada smartphone android yang diucapkan oleh pengguna akan diolah menjadi pergerakan dari lengan bantu yang kemudian dikirim menggunakan serial communication ke mikrokontroller Arduino sebagai pusat pengaturan. Pergerakan dari lengan bantu menggunakan PWM (Pulse Wide Modulation). Penggunaan PWM bertujuan untuk mengatur kecepatan pergerakan dari lengan bantu sesuai berdasarkan keluran sensor MPX5050DP yang terbaca sebagai kekuatan otot. Alat ini telah berhasil diujikan dengan menghasilkan parameter pergerakan lengan bantu yaitu sudut 130 derajat pada posisi angkat dan 30 derajat saat posisi turun.
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MANIKANDAN, J., and MICHAEL DAVID PREMKUMAR. "BUYING BEHAVIOR OF ‘GEN Y’ TOWARDS SMARTPHONE OF ANDROID." Restaurant Business 118, no. 10 (October 17, 2019): 532–41. http://dx.doi.org/10.26643/rb.v118i10.9572.

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Every generation has its own Characteristics. They have been affected by the changes of world and vice versa they changed the world. Soon a new generation will rule the world and marketers have to prepare for it. Smartphone of Android is a mobile device which is more than merely make and receives phone calls, text messages, video calls and voice mail etc.,. The basic feature of Smartphone is able to access the internet. It can also access digital media such as picture, photos, music and videos etc. The expansion of Android mobile communication technology e.g. wireless internet, mobile phone and Global Positioning System (GPS) are constantly evolving and upgrading as a result of Gen Y changing needs and preferences. Thus the main purpose of this paper is to investigate the buying behaviour of “Gen y’ towards Android mobiles in Thiruchirappalli. The data are collected through questionnaire and the sampling technique is convenient sampling technique. For statistical analyses, SPSS used and Statistical tools like percentage analysis, ANOVA, Correlation, Chi-square and‘t’ test applied. The findings were based on the Research hypothesis, demographic profile and various dimensions of buying behaviour of ‘Gen Y’ towards Smartphone of Android. Suggestions and Conclusion are based on these findings. This paper is important for the marketers to understand the buying behaviour of ‘Gen Y’ towards Smartphone of Android and their purchase decision to more competitive.
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ARYANTA, DWI, ARSYAD RAMADHAN DARLIS, and ARDHIANSYAH PRATAMA. "Implementasi Sistem IP PBX menggunakan Briker." ELKOMIKA: Jurnal Teknik Energi Elektrik, Teknik Telekomunikasi, & Teknik Elektronika 1, no. 2 (July 1, 2013): 117. http://dx.doi.org/10.26760/elkomika.v1i2.117.

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ABSTRAKVoIP (Voice over Internet Protocol) adalah komunikasi suara jarak jauh yang digunakan melalui jaringan IP. Pada penelitian ini dirancang sistem IP PBX dengan menggunakan teknologi berbasis VoIP. IP PBX adalah perangkat switching komunikasi telepon dan data berbasis teknologi Internet Protocol (IP) yang mengendalikan ekstension telepon analog maupun ekstension IP Phone. Software VirtualBox digunakan dengan tujuan agar lebih memudahkan dalam sistem pengoperasian Linux yang dimana program untuk membuat IP PBX adalah menggunakan Briker yang bekerja pada Operating System Linux 2.6. Setelah proses penginstalan Briker pada Virtualbox dilakukan implementasi jaringan IP PBX. Setelah mengimplementasikan jaringan IP PBX sesuai dengan topologi, kemudian melakukan pengujian success call rate dan analisis Quality of Service (QoS). Pengukuran QoS menggunakan parameter jitter, delay, dan packet loss yang dihasilkan dalam sistem IP PBX ini. Nilai jitter sesama user Briker (baik pada smartphone maupun komputer) mempunyai rata-rata berada pada nilai 16,77 ms. Sedangkan nilai packetloss yang didapat pada saat terdapat pada saat user 1 sebagai pemanggil telepon adalah 0%. Sedangkan persentase packet loss pada saat user 1 sebagai penerima telepon adalah 0,01%. Nilai delay pada saat berkomunikasi antar user berada pada 11,75 ms. Secara keseluruhan nilai yang didapatkan melalui penelitian ini, dimana hasil pengujian parameter-parameter QOS sesuai dengan standar yang telah direkomendasikan oleh ITU dan didapatkan nilai QoS dengan hasil “baik”.Kata Kunci: Briker, VoIP, QoS, IP PBX, Smartphone.ABSTRACTVoIP (Voice over Internet Protocol) is a long-distance voice communications over IP networks are used. In this study, IP PBX systems designed using VoIP -based technologies. IP PBX is a telephone switching device and data communication technology-based Internet Protocol (IP) which controls the analog phone extensions and IP Phone extensions. VirtualBox software is used in order to make it easier for the Linux operating system to create a program which is using briker IP PBX that works on Linux 2.6 Operating System. After the installation process is done briker on Virtualbox IP PBX network implementation. After implementing the IP PBX network according to the topology, and then do a test call success rate and analysis of Quality of Service (QoS). Measurement of QoS parameters using jitter, delay, and packet loss resulting in the IP PBX system. Jitter value briker fellow users (either on a smartphone or computer) has been on the average value of 16.77 ms. While the values obtained packetloss when there is 1 user when a phone caller is 0%. While the percentage of packet loss at user 1 as a telephone receiver is 0.01%. Delay value when communicating between users located at 11.75 ms. Overall value obtained through this study , where the results of testing the QOS parameters in accordance with the standards recommended by the ITU and the QoS values obtained with the results "good".Keywords: Briker, VoIP, QoS, IP PBX, Smartphone.
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Mayor, Vicente, Rafael Estepa, Antonio Estepa, and German Madinabeitia. "Deploying a Reliable UAV-Aided Communication Service in Disaster Areas." Wireless Communications and Mobile Computing 2019 (April 8, 2019): 1–20. http://dx.doi.org/10.1155/2019/7521513.

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When telecommunication infrastructure is damaged by natural disasters, creating a network that can handle voice channels can be vital for search and rescue missions. Unmanned Aerial Vehicles (UAV) equipped with WiFi access points could be rapidly deployed to provide wireless coverage to ground users. This WiFi access network can in turn be used to provide a reliable communication service to be used in search and rescue missions. We formulate a new problem for UAVs optimal deployment which considers not only WiFi coverage but also the mac sublayer (i.e., quality of service). Our goal is to dispatch the minimum number of UAVs for provisioning a WiFi network that enables reliable VoIP communications in disaster scenarios. Among valid solutions, we choose the one that minimizes energy expenditure at the user’s WiFi interface card in order to extend ground user’s smartphone battery life as much as possible. Solutions are found using well-known heuristics such as K-means clusterization and genetic algorithms. Via numerical results, we show that the IEEE 802.11 standard revision has a decisive impact on the number of UAVs required to cover large areas, and that the user’s average energy expenditure (attributable to communications) can be reduced by limiting the maximum altitude for drones or by increasing the VoIP speech quality.
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Hasan, Roshidul, M. A. Haque, Md Mahmudul Haque, and Tapas R. Chakraborty. "Mobile App for Maize: State of the Art, Potential Areas, and Future Directions in Bangladesh." American Journal of Agricultural Science, Engineering, and Technology 4, no. 4 (April 23, 2019): 1–11. http://dx.doi.org/10.54536/ajaset.v4i4.48.

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The mobile phone is no longer just a communication device, but also an essential part of people’s entertainment and daily life. Now android system in the electronics market is becoming more and more popular, especially in the smartphone market. The most popular smartphone application is games followed by listening to music, watching videos, communicating with social media, exploring photos, taking selfies, etc. Mobile apps also become more popular than desktop computer-based software. The mobile phone is used for different purposes activities from simple communication to video conferencing, from playing games to the utilization of apps for day to day life. Since Mobile networks reach every corner of Bangladesh, it is now a potential time to use the mobile phone for providing need-based information to the farming communities for their benefit. Since Bangladesh is an agriculture-based country and most of the farming communities subsist in the northern part of Bangladesh. It was found that Nilphamari (Northern district of Bangladesh) suitable area for providing benefits to the farming communities by developing a mobile app. The researchers chose the disease identification and their’ management for the Maize crop as Maize is the 3rd most common in that area. This paper mainly discussed two sections; 1. The application interface in the Bengali language with multimodal function; text, voice with the local language, and images; 2. Feedback from the users about the app. It was found that most of the end-users were able to properly identify the diseases and manage them well.
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Hasan, Roshidul, M. A. Haque, Md Mahmudul Haque, and Tapas R. Chakraborty. "Mobile App for Maize: State of the Art, Potential Areas, and Future Directions in Bangladesh." American Journal of Agricultural Science, Engineering, and Technology 3, no. 1 (April 23, 2019): 1–9. http://dx.doi.org/10.54536/ajaset.v3i1.48.

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The mobile phone is no longer just a communication device, but also an essential part of people’s entertainment and daily life. Now android system in the electronics market is becoming more and more popular, especially in the smartphone market. The most popular smartphone application is games followed by listening to music, watching videos, communicating with social media, exploring photos, taking selfies, etc. Mobile apps also become more popular than desktop computer-based software. The mobile phone is used for different purposes activities from simple communication to video conferencing, from playing games to the utilization of apps for day to day life. Since Mobile networks reach every corner of Bangladesh, it is now a potential time to use the mobile phone for providing need-based information to the farming communities for their benefit. Since Bangladesh is an agriculture-based country and most of the farming communities subsist in the northern part of Bangladesh. It was found that Nilphamari (Northern district of Bangladesh) suitable area for providing benefits to the farming communities by developing a mobile app. The researchers chose the disease identification and their’ management for the Maize crop as Maize is the 3rd most common in that area. This paper mainly discussed two sections; 1. The application interface in the Bengali language with multimodal function; text, voice with the local language, and images; 2. Feedback from the users about the app. It was found that most of the end-users were able to properly identify the diseases and manage them well.
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Simangunsong, Eliot. "CYBERBULLYING: IDENTIFICATION OF FACTORS AFFECTING THE QUALITY OF HIGHER EDUCATION IN INDONESIA." Education, Sustainability And Society 3, no. 1 (January 24, 2020): 15–29. http://dx.doi.org/10.26480/ess.01.2020.15.19.

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The use of cell phones has undergone a rapid change and will continue to change. Previously used for voice communication in the 1980s, now mobile phones have various functions so that they are known as smartphones. The various functions of this smartphone are not only used for a positive purpose, but also create new problems, such as cyberbullying. Cyberbullying is a type of social abuse by utilizing electronic gadgets such as smartphones. The growing population of smartphone owners among students raises new problems in the classroom. Misuse of smartphone use, especially in the perspective of cyberbullying, can result in disruption of the quality of learning in the classroom and the academic atmosphere on campus. Compared to traditional bullying, cyberbullying can happen anywhere and anytime. Text, photo or video information used in cyberbullies can be delivered directly to the target person. This research aims to study the factors why students conduct cyberbullying and the effects of cyberbullying. The result of analysis shows enough evidence that there is a misuse in the use of smartphones when in the classroom. Various factors have been identified such as high frequency of smartphone usage which is not related to lessons in class, chatting in social media and bullying for fun or joke. The negative effect of cyberbullying is mostly feel humiliated followed by worried and isolated. The results of this research help higher education institutions to anticipate the impact of smartphone use among students earlier and take appropriate steps or policies to maintain the learning process and quality learning atmosphere.
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Park, Jinsoo, and Taekyung Kim. "Kakao in Korea: Increasingly Shaking the Market." Asian Case Research Journal 20, no. 01 (June 2016): 55–88. http://dx.doi.org/10.1142/s0218927516500036.

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Kakao is a fast growing software company focused on providing innovative smartphone applications. The company is rooted in the Korean mobile communication market where customer demands for high speed connectivity have been growing sharply. Kakao maintains the top position in the category of mobile communication utility tool for the last three years and competes successfully with other new comers. However, the company faces tremendous external threat from traditional smartphone carriers, SK Telecom, KT and LG U+. Those telecommunication conglomerates view the rapid growth of Kakao as a dangerous possibility that may deprive them of revenue streams from their traditional cash cows of texting and voice calling. Moreover, traditional software champions, Naver and Daum, steadily expand their market shares by differentiating themselves. Those competitors have strong brand assets, innovation capabilities and market sensitivity. After three years in the mobile software market, Kakao faces constraints to its growth potential. Kakao tries to overcome the situation by positioning itself as a new mobile platform leader that connects potential customers and game publishers. In addition, the company wants to speed up innovation for sustaining its reputation through a financial transfusion from external investors. Instead of choosing an easier option of being merged or acquired, the company clearly sets its course to fight against external challenges. How can Kakao overcome the difficulty and sustain growth? What kind of strategic choices can be executable?
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Khusro, Shah, Babar Shah, Inayat Khan, and Sumayya Rahman. "Haptic Feedback to Assist Blind People in Indoor Environment Using Vibration Patterns." Sensors 22, no. 1 (January 4, 2022): 361. http://dx.doi.org/10.3390/s22010361.

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Feedback is one of the significant factors for the mental mapping of an environment. It is the communication of spatial information to blind people to perceive the surroundings. The assistive smartphone technologies deliver feedback for different activities using several feedback mediums, including voice, sonification and vibration. Researchers 0have proposed various solutions for conveying feedback messages to blind people using these mediums. Voice and sonification feedback are effective solutions to convey information. However, these solutions are not applicable in a noisy environment and may occupy the most important auditory sense. The privacy of a blind user can also be compromised with speech feedback. The vibration feedback could effectively be used as an alternative approach to these mediums. This paper proposes a real-time feedback system specifically designed for blind people to convey information to them based on vibration patterns. The proposed solution has been evaluated through an empirical study by collecting data from 24 blind people through a mixed-mode survey using a questionnaire. Results show the average recognition accuracy for 10 different vibration patterns are 90%, 82%, 75%, 87%, 65%, and 70%.
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Sahrun, Nori. "ANALISIS DAN PERANCANGAN SISTEM INFORMASI MANAJEMEN BERITA HASIL LIPUTAN WARTAWAN." JURNAL TEKNOLOGI INFORMASI 3, no. 2 (December 31, 2019): 160. http://dx.doi.org/10.36294/jurti.v3i2.1014.

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With the development of increasingly sophisticated communication technology today, communication is not only done in the form of voice but also in the form of data. So that was born the technology of the first generation to the 5th generation. In the media of data communication that is needed today is the communication in the form of sending services of text messages, images, sound and video in real time. Basically a web-based service is the best solution to support the performance of journalists in managing news more updated and complementing news in accordance with the journalistic code of ethics in avoiding Hoax news. Thus, every reporter when and wherever he is can send news data by accessing the website through a smartphone. Information or news today is very important, wherever and whenever everyone will need an information / news that is happening. The media to get news now is very much, among others, newspapers, television, radio, internet and others. A lot of information is needed, but information seekers are very limited. This system allows us to balance the need for news with news seekers.
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Wardi, Wardi, Zulfajri Basri Hasanuddin, Andani Andani, Jeffry Jo Salli, and Andi Muhammad Syafaat. "Improving Network Performance of IP PBX Based Telecommunication System." Lontar Komputer : Jurnal Ilmiah Teknologi Informasi 11, no. 2 (August 22, 2020): 101. http://dx.doi.org/10.24843/lkjiti.2020.v11.i02.p04.

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IP-PBX based communication has become a human need in the era of technology. Some researchers design a wireless telecommunication system based on IP PBX using Raspberry Pi. The previous researches have small network coverage and problematic on the ability of the system to support multiple concurrent connections. Based on these problems, these research aims are to expand the coverage area and increase the number of concurrent calls. This study used Asterisk FreePBX for the media configuration of the servers. The clients: laptops and smartphone devices used Linkin and Bria softphone. The testing was conducted in terms of voice and video services in the form of signal strength, CPU performance of servers, and network performance parameters such as delay, jitter, and packet loss. The results obtained that the CPU performance of the servers for seven calls simultaneously is around 16.9% compared with previous research, at an average of 45%. Based on ETSI standards, the measurement of network performance parameters when communicating between clients outperform than previous research. The clients can communicate well up to 390 meters.
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PRESTON, CLAIRE, and STEPHEN MOORE. "Ringing the changes: the role of telephone communication in a helpline and befriending service targeting loneliness in older people." Ageing and Society 39, no. 7 (March 4, 2018): 1528–51. http://dx.doi.org/10.1017/s0144686x18000120.

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ABSTRACTThe drive to deliver services addressing loneliness in older people by telephone and online makes it increasingly relevant to consider how the mode of communication affects the way people interact with services and the capacity of services to meet their needs. This paper is based on the qualitative strand of a larger mixed-methods study of a national phoneline tackling loneliness in older people in the United Kingdom. The research comprised thematic analysis of four focus groups with staff and 42 semi-structured interviews with callers. It explored the associations between telephone-delivery, how individuals used the services and how the services were able to respond. To understand these associations, it was useful to identify some constituent characteristics of telephone communication in this context: namely its availability, reach and non-visual nature. This enabled various insights and comparison with other communication media. For example, the availability of the services attracted people seeking frequent emotional support but this presented challenges to staff. More positively, the ability of the services to connect disparate individuals enabled them to form different kinds of satisfying relationships. The evolution of mixed communication forms, such as internet-based voice communication and smartphone-based visual communication, makes analysis at the level of a technology's characteristics useful. Such a cross-cutting perspective can inform both the design of interventions and assessment of their suitability for different manifestations of loneliness.
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Hayat, Shamaila, Aimal Rextin, and Anas Bilal. "Understanding the usability issues in contact management of illiterate and semi-literate users." PLOS ONE 16, no. 12 (December 2, 2021): e0259719. http://dx.doi.org/10.1371/journal.pone.0259719.

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The effective utilization of a communication channel like calling a person involves two steps. The first step is storing the contact information of another user, and the second step is finding contact information to initiate a voice or text communication. However, the current smartphone interfaces for contact management are mainly textual; which leaves many emergent users at a severe disadvantage in using this most basic functionality to the fullest. Previous studies indicated that less-educated users adopt various coping strategies to store and identify contacts. However, all of these studies investigated the contact management issues of these users from a qualitative angle. Although qualitative or subjective investigations are very useful, they generally need to be augmented by a quantitative investigation for a comprehensive problem understanding. This work presents an exploratory study to identify the usability issues and coping strategies in contact management by emergent users; by using a mixture of qualitative and quantitative approaches. We identified coping strategies of the Pakistani population and the effectiveness of these strategies through a semi-structured qualitative study of 15 participants and a usability study of 9 participants, respectively. We then obtained logged data of 30 emergent and 30 traditional users, including contact-books and dual-channel (call and text messages) logs to infer a more detailed understanding; and to analyse the differences in the composition of contact-books of both user groups. The analysis of the log data confirmed problems that affect the emergent users’ communication behaviour due to the various difficulties they face in storing and searching contacts. Our findings revealed serious usability issues in current communication interfaces over smartphones. The emergent users were found to have smaller contact-books and preferred voice communication due to reading/writing difficulties. They also reported taking help from others for contact saving and text reading. The alternative contact management strategies adopted by our participants include: memorizing whole number or last few digits to recall important contacts; adding special character sequence with contact numbers for better recall; writing a contact from scratch rather than searching it in the phone-book; voice search; and use of recent call logs to redial a contact. The identified coping strategies of emergent users could aid the developers and designers to come up with solutions according to emergent users’ mental models and needs.
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Georgiou, Myria, and Koen Leurs. "Smartphones as personal digital archives? Recentring migrant authority as curating and storytelling subjects." Journalism 23, no. 3 (February 15, 2022): 668–89. http://dx.doi.org/10.1177/14648849211060629.

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This article addresses the smartphone as a complicated technology of forced migration: a device that accompanies those who move, but which also records and catalogues digital traces within life contexts of conflict, uprooting, migration and resettlement. We conceptualise smartphones as personal digital archives: migrants’ curation of their own stories on their own portable devices. Personal digital archives, we argue, reflect the migrant gaze and constitute mobile subaltern subjects’ record of forced migration. Inductively learning from fieldwork conducted across five sites over 5 years, we analyse how the personal digital archive records and reflects the mediation of migration in its three dimensions: symbolic, affective and material. By focussing on personal digital archives, we recentre the authority of migrants as witnessing subjects of their own life stories. Their archives as autonomous migrant records provide a powerful basis to reflect upon and potentially contest mainstream western journalism cultures, which too often reduce migration to a spectacle and the migrant to a dehistoricised figure with little agency or voice.
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Kamat, Rachana, Aishwarya Danoji, Aishwarya Dhage, Priya Puranik, and Sharmila Sengupta. "MonVoix-An Android Application for the acoustically challenged people." Journal of Communications Technology, Electronics and Computer Science 8 (November 7, 2016): 24. http://dx.doi.org/10.22385/jctecs.v8i0.123.

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Human communication is the most valuable foundation in developing a cooperative environment for sharing information and knowledge by interactive sessions. Normal individual vocalizes his views through shared intentions like facial expressions and hand gestures. People with acoustical disabilities are obligated to rely on interpreters for day-to-day conversations. Interpretation of various Sign Languages is important as it will shorten the social drift and act as an agent of communal integration. This paper proposes an Android Application for a coherent interpretation of Sign Languages. MonVoix- a French remark for my voice, would act as a boon for the deaf and the mute by completely eliminating the requisite of a human interpreter. This approach utilizes a user’s Smartphone camera to capture a series of hand gestures and convert the image file to the corresponding message and audio using image processing techniques and database emulation for identification of image.
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Kim, Dae-Young, Dae-sik Ko, and Seokhoon Kim. "Network Access Control for Location-Based Mobile Services in Heterogeneous Wireless Networks." Mobile Information Systems 2017 (2017): 1–10. http://dx.doi.org/10.1155/2017/6195024.

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Recent advances in information communication technology and software have enabled mobile terminals to employ various capabilities as a smartphone. They adopt multiple interfaces for wireless communication and run as a portable computer. Mobile services are also transferred from voice to data. Mobile terminals can access Internet for data services anytime anywhere. By using location-based information, improved mobile services are enabled in heterogeneous networks. In the mobile service environment, it is required that mobile terminals should efficiently use wireless network resources. In addition, because video stream becomes a major service among the data services of mobile terminals in heterogeneous networks, the necessity of the efficient network access control for heterogeneous wireless networks is raised as an important topic. That is, quality of services of the location-based video stream is determined by the network access control. Therefore, this paper proposes a novel network access control in the heterogeneous wireless networks. The proposed method estimates the network status with Naïve Bayesian Classifier and performs network access control according to the estimated network status. Thus, it improves data transmission efficiency to satisfy the quality of services. The efficiency of the proposed method is validated through the extensive computer simulation.
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Wibowo, Mochammad Fadjar, Anil A. Kumar, Surahyo Sumarsono, and Rashmi Rodrigues. "Perceived usefulness of receiving a potential smoking cessation intervention via mobile phones among smokers in Indonesia." Wellcome Open Research 4 (June 11, 2019): 94. http://dx.doi.org/10.12688/wellcomeopenres.15135.1.

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Background: The use of technology to support healthcare in Indonesia holds new promise in light of decreasing costs of owning mobile devices and ease of access to internet. However, it is necessary to assess end-user perceptions regarding mobile health interventions prior to its implementation. This would throw light on the acceptability of mobile phone communication in bringing about behavioural changes among the target Indonesian population. The aim of this study was to explore the perceived usefulness of receiving a potential smoking cessation intervention via mobile phones. Methods: This is an exploratory cross-sectional study involving current and former adult tobacco smokers residing in Indonesia. Online advertisement and snowballing were used to recruit respondents. Data was collected using a web-based survey over a period of 4 weeks. Those willing to participate signed an online consent and were subsequently directed to the online questionnaire that obtained demographics, tobacco usage patterns, perceived usefulness of a mobile phone smoking cessation application and its design. Results: A total of 161 people who smoked tobacco responded to the online survey. The mean age of the participants was 29.4. Of the 123 respondents, 102 were men. Prior experience with using a mobile phone for health communication (OR 3.6, P=0.014) and those willing to quit smoking (OR 5.1, P=0.043) were likely to perceive a mobile phone smoking cessation intervention as useful. A smartphone application was preferred over text messages, media messages or interactive voice response technology. Content comprising of motivational messages highlighting the methods and benefits of quitting smoking were requested. Conclusion: People who smoke in Indonesia perceived receiving a potential smoking cessation intervention via mobile phones as useful. A multi-component, personalized smartphone application was the desired intervention technique. Such an intervention developed and implemented within a public health program could help address the tobacco epidemic in Indonesia.
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Wibowo, Mochammad Fadjar, Anil A. Kumar, Surahyo Sumarsono, and Rashmi Rodrigues. "Perceived usefulness of receiving a potential smoking cessation intervention via mobile phones among smokers in Indonesia." Wellcome Open Research 4 (August 19, 2020): 94. http://dx.doi.org/10.12688/wellcomeopenres.15135.2.

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Background: The use of technology to support healthcare in Indonesia holds new promise in light of decreasing costs of owning mobile devices and ease of access to internet. However, it is necessary to assess end-user perceptions regarding mobile health interventions prior to its implementation. This would throw light on the acceptability of mobile phone communication in bringing about behavioral changes among the target Indonesian population. The aim of this study was to explore the perceived usefulness of receiving a potential smoking cessation intervention via mobile phones. Methods: This is an exploratory cross-sectional study involving current and former adult tobacco smokers residing in Indonesia. Online advertisement and snowballing were used to recruit respondents. Data was collected using a web-based survey over a period of 4 weeks. Those willing to participate signed an online consent and were subsequently directed to the online questionnaire that obtained demographics, tobacco usage patterns, perceived usefulness of a mobile phone smoking cessation application and its design. Results: A total of 161 people who smoked tobacco responded to the online survey. The mean age of the participants was 29.4. Of the 123 respondents, 102 were men. Prior experience with using a mobile phone for health communication (OR 3.6, P=0.014) and those willing to quit smoking (OR 5.1, P=0.043) were likely to perceive a mobile phone smoking cessation intervention as useful. A smartphone application was preferred over text messages, media messages or interactive voice response technology. Content consisting of motivational messages highlighting the methods and benefits of quitting smoking were requested. Conclusion: People who smoke in Indonesia perceived receiving a potential smoking cessation intervention via mobile phones as useful. A multi-component, personalized smartphone application was the desired intervention technique. Such an intervention developed and implemented within a public health program could help address the tobacco epidemic in Indonesia.
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Hawaijana, Ikfina, and Warnindah. "The Use of Whatsapp as A Communication Medium in English Learning." Conference on English Language Teaching 1 (June 19, 2021): 157–71. http://dx.doi.org/10.24090/celti.v1.16.

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This study aims to determine the use of WhatsApp as a communication medium in learning English. This research was carried out at SMK N 1 Kawunganten with the object of the research are XI and XII grade from TKR department and English teachers in this school. Nowadays, social media is very easy to be accessed by smartphone users anywhere, anytime and in any activity. If viewed more specifically, currently there are types of social networks that have special features such as direct messages known as chat, voice features, even image or photo upload service features at social network users who also have the application. WhatsApp is one of the applications that are very popular and most downloaded in most of people. In the part of education ,WhatsAppis known as the most widely used online media between students and teachers or students and lecturers. The benefit of using WhatsApp ijn short made online learning is easier, the example is providing information about learning, materials, communication between students and teachers or students and lecturers, both personal and group, and even be used as a learning evaluation media. The method that we use in this study is a qualitative research with data collection techniques are interviews and observation. The first step we conduct interview with three of the English teachers in this schools. The next step we plan an observation used WhatsApp group. Based on the data we got a result that WhatsApp application was chosen because it has a practical and appropriate side to be used in SMK N 1 Kawunganten during learning from home. In conclusion, WhatsApp is suitable to be used as a communication medium in English learning at SMK N 1 Kawunganten
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Torres, Adalberto, David E. Milov, Daniela Melendez, Joseph Negron, John J. Zhao, and Stephen T. Lawless. "A new approach to alarm management: mitigating failure-prone systems." Journal of Hospital Administration 3, no. 6 (October 9, 2014): 79. http://dx.doi.org/10.5430/jha.v3n6p79.

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Alarm management that effectively reduces alarm fatigue and improves patient safety has yet to be convincingly demonstrated. The leaders of our newly constructed children’s hospital envisioned and created a hospital department dedicated to tackling this daunting task. The Clinical Logistics Center (CLC) is the hospital’s hub where all of its monitoring technology is integrated and tracked twenty-four hours a day, seven days a week by trained paramedics. Redundancy has been added to the alarm management process through automatic escalation of alarms from bedside staff to CLC staff in a timely manner. The paramedic alerting the bedside staff to true alarms based on good signal quality and confirmed by direct visual confirmation of the patient through bedside cameras distinguishes true alarms from nuisance/false alarms in real time. Communication between CLC and bedside staff occurs primarily via smartphone texts to avoid disruption of clinical activities. The paramedics also continuously monitor physiologic variables for early indicators of clinical deterioration, which leads to early interventions through mechanisms such as rapid response team activation. Hands-free voice communication via room intercoms facilitates CLC logistical support of the bedside staff during acute clinical crises/resuscitations. Standard work is maintained through protocol-driven process steps and serial training of both bedside and CLC staff. This innovative approach to prioritize alarms for the bedside staff is a promising solution to improving alarm management.
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Rouillard, José, and Jean-Marc Vannobel. "Multimodal Interaction for Cobot Using MQTT." Multimodal Technologies and Interaction 7, no. 8 (August 3, 2023): 78. http://dx.doi.org/10.3390/mti7080078.

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For greater efficiency, human–machine and human–robot interactions must be designed with the idea of multimodality in mind. To allow the use of several interaction modalities, such as the use of voice, touch, gaze tracking, on several different devices (computer, smartphone, tablets, etc.) and to integrate possible connected objects, it is necessary to have an effective and secure means of communication between the different parts of the system. This is even more important with the use of a collaborative robot (cobot) sharing the same space and very close to the human during their tasks. This study present research work in the field of multimodal interaction for a cobot using the MQTT protocol, in virtual (Webots) and real worlds (ESP microcontrollers, Arduino, IOT2040). We show how MQTT can be used efficiently, with a common publish/subscribe mechanism for several entities of the system, in order to interact with connected objects (like LEDs and conveyor belts), robotic arms (like the Ned Niryo), or mobile robots. We compare the use of MQTT with that of the Firebase Realtime Database used in several of our previous research works. We show how a “pick–wait–choose–and place” task can be carried out jointly by a cobot and a human, and what this implies in terms of communication and ergonomic rules, via health or industrial concerns (people with disabilities, and teleoperation).
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Shinokawa, Sakino, Hiroki Abe, Risa Takashima, Ryuta Onishi, and Michiyo Hirano. "Verification of the Effectiveness of a Communication Application in Improving Social Connectedness and Physical Health among Unacquainted Older Men: A Mixed-Methods Pilot Study." International Journal of Environmental Research and Public Health 20, no. 3 (January 19, 2023): 1884. http://dx.doi.org/10.3390/ijerph20031884.

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This study aimed to verify the effectiveness of an application (app) in establishing social connectedness among unacquainted older men, as well as improving their physical health. The nine participants were men aged 65 and older in the subarctic zone of Hokkaido, Japan. A mix of quantitative and qualitative methods were adopted as the study design. A questionnaire survey was completed before and after the intervention, and a semi-structured interview was conducted after the intervention. An app-installed smartphone was loaned to the participants, which allowed them to share pictures, voice recordings, and their step count. Quantitative data were analyzed using descriptive statistics and the Wilcoxon signed-rank test, and qualitative data were analyzed using qualitative descriptive analysis to generate categories. The average age of the participants was 77.7 years. The relationship between participants who were interacting for the first time through the app advanced as their understanding of each other’s personalities deepened. The average step count during the third and fourth months was significantly higher than in the first two months. By using the app, older men were able to build relationships with one another. In addition, visualizing the number of steps on the app was effective in improving the number of steps.
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Ilamsyah, Ilamsyah, Hendri Iksan Setyawan, and Alfianti Syahfitri. "ROBOT PENCARI BENDA MENGGUNAKAN PERINTAH SUARA BERBASIS ARDUINO UNO." Journal CERITA 3, no. 2 (August 1, 2017): 206–16. http://dx.doi.org/10.33050/cerita.v3i2.658.

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The progress of the computerized field is generally high in the field of microcontrollers are increasingly increasing especially in the community. This study aims to determine the feasibility of a technology by using media robot search objects that are useful for the community. Thisresearch uses development research approach and continued with research of observation action. This research uses RGB color filtering method where a sensor chooses according to the color you want to search and activate sound to move a robot. Data processing research conducted by descriptive quantitative. In the field of computers that have a very important role in the world of information technology and serves as a medium that can process creativity, and imagination into a real form, then designed an object-finding robot using arduino uno-based voice command that has the intelligence to help people forget to put a object. Using available sensors, ie light-colored sensors to detect objects, use ultrasonic sensors to avoid robotic collisions with objects. Equipped with a desktop application to display the distance of a specified object with a wheel spin scale. Connect using bluetooth. As a robot to help humans in terms of finding an object. For the construction of robots using multiple motors and sensors. But the processing power, memory, and communication capabilities are not much different from other robots that use PDA or laptop devices. This robot system uses ARM voice in control using a smartphone, so the robot is more effective to use, and useful to help the job.
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Skokov, Roman. "Analysis of Consumer Behavior and Offers in the Mobile App Market." Vestnik Volgogradskogo gosudarstvennogo universiteta. Ekonomika, no. 2 (August 2022): 38–48. http://dx.doi.org/10.15688/ek.jvolsu.2022.2.3.

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According to a sociological study in December 2021, an analysis was made of the consumer behavior of smartphone owners, an analysis of the supply and main business models of digital companies. It was found that young people spent about 8 hours a day in front of smartphone screens, of which 52% were on social networks and instant messaging and voice communication services and 12% on video hosting services, 7% on games, 4% on browsers, 5% on productivity apps, 1% on shopping, 1% on personal photos and videos, 18% on other applications. The main screen time is used by young people for unproductive purposes. It is necessary to regulate screen time, control the quality of information resources, conduct educational and explanatory work. The most popular and attention-consuming applications were social networks and video hosting, which collectively accounted for more than 58% of all screen time, an average of 5.8 hours per day. The business model of screen time companies is to advertise, collect and commercialize user data. The companies owning the majority of the main screen time applications were social networks. Digital platforms may own and operate infrastructure or provide a specific service on which merchants and developers depend. In the specific markets of digital goods, the efforts of business to monopolize are great. To protect competition, it is necessary to make adjustments to the antimonopoly legislation. The criteria for assessing the level of monopolization of the company’s market position, along with price and market share, are proposed to be expanded, such as network effects, switching costs, access to crucial data for competition, competitive pressure by innovation.
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Sumra, Mehreen, Sohail Asghar, Khalid S. Khan, Juan M. Fernández-Luna, Juan F. Huete, and Aurora Bueno-Cavanillas. "Smartphone Apps for Domestic Violence Prevention: A Systematic Review." International Journal of Environmental Research and Public Health 20, no. 7 (March 23, 2023): 5246. http://dx.doi.org/10.3390/ijerph20075246.

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Smartphone applications or apps are increasingly being produced to help with protection against the risk of domestic violence. There is a need to formally evaluate their features. Objective: This study systematically reviewed app-based interventions for domestic violence prevention, which will be helpful for app developers. Methods: We overviewed all apps concerning domestic violence awareness and prevention without language restrictions, collating information about features and limitations. We conducted searches in Google, the Google Play Store, and the App Store (iOS) covering a 10-year time period (2012–2022). We collected data related to the apps from the developers’ descriptions, peer reviewed research articles, critical reviews in blogs, news articles, and other online sources. Results: The search identified 621 potentially relevant apps of which 136 were selected for review. There were five app categories: emergency assistance (n = 61, 44.9%), avoidance (n = 29, 21.3%), informative (n = 29, 21.3%), legal information (n = 10, 7.4%), and self-assessment (n = 7, 5.1%). Over half the apps (n = 97, 71%) were released in 2020–22. Around a half were from north-east America (n = 63, 46.3%). Where emergency alerts existed, they required triggering by the potential victim. There was no automation. Content analysis showed 20 apps with unique features, including geo-fences, accelerometer-based alert, shake-based alert, functionality under low resources, alert auto-cancellation, anonymous communication, and data encryption. None of the apps deployed artificial intelligence to assist the potential victims. Conclusions: Apps currently have many limitations. Future apps should focus on automation, making better use of artificial intelligence deploying multimedia (voice, video, image capture, text and sentiment analysis), speech recognition, and pitch detection to aid in live analysis of the situation and for accurately generating emergency alerts.
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Saputra, Dhanar Intan Surya, I. Putu Dody Suarnatha, Fajar Mahardika, Andik Wijanarko, and Sitaresmi Wahyu Handani. "IoT-Based Smart Air Conditioner as a Preventive in the Post-COVID-19 Era: A Review." Journal of Robotics and Control (JRC) 4, no. 1 (February 22, 2023): 60–70. http://dx.doi.org/10.18196/jrc.v4i1.17090.

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The Internet of Things (IoT) refers to physical objects with sensors, computing power, software, and other technologies that communicate and exchange data with other devices, platforms, and systems over the Internet or other communication networks. Remarkable developments in IoT have paved the way for new possibilities, enabling the creation and automation of innovative services and advanced applications and constituting a collection of crucial enabling technologies for smart homes. In this New-Normal Era, the concept of an IoT-based Smart Air Conditioner (AC) as a Preventive Effort against COVID-19 is a proposed innovation and application. The Smart AC is designed based on the analysis of existing problems and is equipped with literature obtained in the study. The purpose of this study is to review the research literature on IoT-enabled Smart AC to emphasize the main trends and open problems of integrating IoT technology to create sustainable and efficient Smart homes. The IoT-based Smart AC was designed and equipped with air quality filter features, human sensors, temperature control, voice control, Cloud Storage, and Solar Panel services that can be controlled via smartphone devices. From the framework and study results, the IoT offers many benefits. The IoT-based Smart AC concept is one step ahead of existing AC products.
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Betjeman, Thomas J., Samara E. Soghoian, and Mark P. Foran. "mHealth in Sub-Saharan Africa." International Journal of Telemedicine and Applications 2013 (2013): 1–7. http://dx.doi.org/10.1155/2013/482324.

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Mobile phone penetration rates have reached 63% in sub-Saharan Africa (SSA) and are projected to pass 70% by 2013. In SSA, millions of people who never used traditional landlines now use mobile phones on a regular basis. Mobile health, or mHealth, is the utilization of short messaging service (SMS), wireless data transmission, voice calling, and smartphone applications to transmit health-related information or direct care. This systematic review analyzes and summarizes key articles from the current body of peer-reviewed literature on PubMed on the topic of mHealth in SSA. Studies included in the review demonstrate that mHealth can improve and reduce the cost of patient monitoring, medication adherence, and healthcare worker communication, especially in rural areas. mHealth has also shown initial promise in emergency and disaster response, helping standardize, store, analyze, and share patient information. Challenges for mHealth implementation in SSA include operating costs, knowledge, infrastructure, and policy among many others. Further studies of the effectiveness of mHealth interventions are being hindered by similar factors as well as a lack of standardization in study design. Overall, the current evidence is not strong enough to warrant large-scale implementation of existing mHealth interventions in SSA, but rapid progress of both infrastructure and mHealth-related research in the region could justify scale-up of the most promising programs in the near future.
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Rosmansyah, Yusep, Mohamad Achiruzaman, and Ariq Bani Hardi. "A 3D Multiuser Virtual Learning Environment for Online Training of Agriculture Surveyors." Journal of Information Technology Education: Research 18 (2019): 481–507. http://dx.doi.org/10.28945/4455.

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Aim/Purpose: This research proposed a 3D multiuser virtual learning environment (3DMUVLE) educational game design framework by combining ATMSG, ADDIE, E-Simulation, and 3D Open Simulator Technology Architecture. This paper focused on a case study of online training for food crops productivity data surveys. Background: The conventional online training still lacks engagement, immersion, and curiosity aspects, which decreases learners’ learning seriousness because the instructors and participants do not meet directly. Integration of 3DMUVLE and gamification in online training has a good potential to tackle the issue. Methodology: This research applied the Design Research Method (DRM) to propose a 3DMUVLE educational game design framework. The proposed framework was applied in training that involved 30 participants (first group), and the result was compared with that of 30 other participants (second group) who studied using the conventional method, which was an e-book and web-based learning. Authors compared the perceived usefulness and heightened enjoyment in using the proposed 3DMUVLE using linear regression analysis on HMSAM model. Contribution: Through statistical tests on the case study data, this research indicated that the 3DMUVLE resulted in better knowledge gain. Findings: Some important findings in this paper include (1) the development steps of a 3DMUVLE educational game design framework for online training of food crops productivity data survey; (2) statistical analysis result that the proposed 3DMUVLE lead to better knowledge gain, enjoyment, curiosity, immersion, and usefulness aspects; (3) the statistical analytic also showed that enjoyment and perceived of usefulness factors represented the strongest variables that influenced behavioral intention to use. Recommendations for Practitioners: The 3DMUVLE is suggested to produce better knowledge gain, yet it still has to be proven further through similar statistical analysis in real field survey scenarios. Recommendation for Researchers: The proposed 3DMUVLE can be adapted to other domains. Pleasing features in the game can be improved, such as quality of instruction in the simulation, in the hope that these will increase engagement and knowledge gain. Voice communication among users and instructors to improve interactivity may also be introduced. Impact on Society: 3DMUVLE potentially offers better knowledge gain that can be applied in various fields of online training. Future Research: An immediate future research includes a development targeted for smartphone platform, in Virtual Reality (VR) or non-VR mode. VR improves immersion aspect further but is more complicated to perform. Smartphone is relatively cheaper than a computer and more accessible by more people. Training using a smartphone-based 3DMUVLE can be carried out in wider scenarios.
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Gustafson, David H., Marie-Louise Mares, Darcie C. Johnston, Gina Landucci, Klaren Pe-Romashko, Olivia J. Vjorn, Yaxin Hu, et al. "Using Smart Displays to Implement an eHealth System for Older Adults With Multiple Chronic Conditions: Protocol for a Randomized Controlled Trial." JMIR Research Protocols 11, no. 5 (May 5, 2022): e37522. http://dx.doi.org/10.2196/37522.

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Background Voice-controlled smart speakers and displays have a unique but unproven potential for delivering eHealth interventions. Many laptop- and smartphone-based interventions have been shown to improve multiple outcomes, but voice-controlled platforms have not been tested in large-scale rigorous trials. Older adults with multiple chronic health conditions, who need tools to help with their daily management, may be especially good candidates for interventions on voice-controlled devices because these patients often have physical limitations, such as tremors or vision problems, that make the use of laptops and smartphones challenging. Objective The aim of this study is to assess whether participants using an evidence-based intervention (ElderTree) on a smart display will experience decreased pain interference and improved quality of life and related measures in comparison with participants using ElderTree on a laptop and control participants who are given no device or access to ElderTree. Methods A total of 291 adults aged ≥60 years with chronic pain and ≥3 additional chronic conditions will be recruited from primary care clinics and community organizations and randomized 1:1:1 to ElderTree access on a smart display along with their usual care, ElderTree access on a touch screen laptop along with usual care, or usual care alone. All patients will be followed for 8 months. The primary outcomes are differences between groups in measures of pain interference and psychosocial quality of life. The secondary outcomes are between-group differences in system use at 8 months, physical quality of life, pain intensity, hospital readmissions, communication with medical providers, health distress, well-being, loneliness, and irritability. We will also examine mediators and moderators of the effects of ElderTree on both platforms. At baseline, 4 months, and 8 months, patients will complete written surveys comprising validated scales selected for good psychometric properties with similar populations. ElderTree use data will be collected continuously in system logs. We will use linear mixed-effects models to evaluate outcomes over time, with treatment condition and time acting as between-participant factors. Separate analyses will be conducted for each outcome. Results Recruitment began in August 2021 and will run through April 2023. The intervention period will end in December 2023. The findings will be disseminated via peer-reviewed publications. Conclusions To our knowledge, this is the first study with a large sample and long time frame to examine whether a voice-controlled smart device can perform as well as or better than a laptop in implementing a health intervention for older patients with multiple chronic health conditions. As patients with multiple conditions are such a large cohort, the implications for cost as well as patient well-being are significant. Making the best use of current and developing technologies is a critical part of this effort. Trial Registration ClinicalTrials.gov NCT04798196; https://clinicaltrials.gov/ct2/show/NCT04798196 International Registered Report Identifier (IRRID) PRR1-10.2196/37522
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Milehkina, Tatyana A., and Alla N. Baikulova. "Speech preferences of modern children: The influence of the Internet, foreign languages and cultures." Izvestiya of Saratov University. Philology. Journalism 23, no. 1 (February 21, 2023): 29–35. http://dx.doi.org/10.18500/1817-7115-2023-23-1-29-35.

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The article analyzes the modern speech of children aged from 2-3 to 14 years and examines how other languages and cultures influence it. The research material comprises handwritten and transcribed audio and video recordings of children’s colloquial speech, correspondence of children in the Viber messenger. The material was collected during 2016–2022, its total volume amounts to about 22,000 instances of word usage. The methods used are those of included observation and discursive analysis. The vocabulary of children aged 2-3 to 14 years was shown to be actively supplied with lexical units sourced from the English language and Internet slang. The analysis of oral and written genres (post, stories, battle, live broadcast) created by children within the popular social networks TikTok, Likee, Instagram (2017) allowed us to establish that children typically copy speech patterns and behaviors of popular bloggers. A study of children’s voice and written messages in smartphone messengers Viber, Telegram (2022) revealed the formation of a specific vocabulary in children’s speech, including not only Anglicisms and school jargon, but also a telltale sign of Internet communication – the reduction of words to one syllable. Written messages are organized in a specific manner, consisting of statements, each of which is presented as a separate post. Various surveys and different types of tasks based on the “reply and send to a friend” pattern are common. Using virtual reality, children strive for self-realization: they sing, act out dialogues with toys, conduct “scientific research”, but in the process they use less than perfect, most often foreign, role models. The authors conclude that not only the English language content of the Internet, but also the speech behavior, ideals and values advertised by popular, primarily Western, leaders of the blogosphere, have a significant impact on modern children’s speech.
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Akulwar, Isha S. "What’s up! WhatsApp: An Additional Teaching-Learning Tool in Physiotherapy Education." Communication, Society and Media 2, no. 4 (September 11, 2019): p136. http://dx.doi.org/10.22158/csm.v2n4p136.

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Introduction: More recently, there is growing use of WhatsApp as a communication platform for teachers and their students. It seems that WhatsApp has advantages over other technological tools employed by the educational system. However, in the context of medical education this concept is still nascent. Hence, the purpose of this retrospective analysis is to explore the effects of WhatsApp use for Physiotherapy education as an adjunct to traditional teaching and to determine the opinions of the students towards this process.Methods: A facilitator created a group for the students, separate for every class. A total of 250 students from I year to IV year Physiotherapy undergraduate program participated voluntarily. Activities undertaken were discussion on academic topics, feedback on exam performance, guidance on seminar presentation, etc., and students’ doubts were answered with more elaborate explanation on the topic. Retrospective analysis of the students’ feedback obtained at the end of the program and content analysis was done from the themes identified.Results: Success of the program:• Professional, as well as comfortable learning environment, is created on WhatsApp• Low cost, simplicity, accessibility, efficiency & natural language• Fosters high interactions with the facilitator and knowledge sharing between students as well• Learning material—easy accessibility, variety of resources increases the flexibility, quick sharing of related links• Use of different emotional gestures add humor and fun to TL• Promotes proactive learning and critical thinking • Learning independently at anytime and anywhere (no geographical boundaries)• Students are more open to ask questions as it provides privacy and confidentiality• One student’s doubt solving benefits the entire group • Especially helpful during exam preparation for immediate feedback & quick problem solving, discussion of important topics, etc.• Effective method for doubt solving, explanation with voice notes, video calls is possibleProblems encountered:• Conceptual learning could be challenging • Technical challenges: need for a smartphone & internet facility; message flooding, eye strain, time consuming if large amount of context has to be discussed • High expectations on teacher’s availability• Students attention and understanding cannot be assured• Effectiveness depends upon teacher’s skills of use of related software applications• Distractions from other messages received simultaneously • Sometimes when the internet speed is slow, disruptions in the flow when many people are participating in the discussionConclusion: WhatsApp enables learning beyond classroom borders and can potentially enhance learning process in Physiotherapy education.
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Kabadayi, Abdülkadir. "EVALUATION OF THE EFFECTS OF SMARTPHONE USE ON CHILDREN." Actual Problems in the System of Education: General Secondary Education Institution – Pre-University Training – Higher Education Institution, no. 2 (June 26, 2022): 28–36. http://dx.doi.org/10.18372/2786-5487.1.16579.

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In addition to providing communication and messaging in the historical process, mobile phones serve as a computer rather than their existing function in terms of providing large-scale multimedia. With the increase in the frequency of mobile internet usage which has become an indispensable part of daily life, it has become inevitable to investigate the effects of children on mental and physical health. Today, mobile phones are widely used in technological means such as voice and video communication, online messaging, gaming, video watching, listening to music, being active in social media, and doing research. This study aims to give general information about the use of smartphones of children, to examine the research, to focus on the physical, social and psychological problems that can be caused by the use of smartphones and to make some suggestions to the families, teachers and administrators.
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Katuk, Norliza, Nur Haryani Zakaria, and Ku-Ruhana Ku-Mahamud. "Mobile Phone Sensing using the Built-in Camera." International Journal of Interactive Mobile Technologies (iJIM) 13, no. 02 (February 22, 2019): 102. http://dx.doi.org/10.3991/ijim.v13i02.10166.

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Modern mobile phones or smartphones have multipurpose functions apart from being used as a device for voice and text communications. They are also embedded with many useful sensors, including camera, barometer, accelerometer, and digital compass. Unlike other types of sensor, the smartphone camera has been underutilized. This paper aims to fill the gap by analyzing and reviewing the hardware and software components of smartphones and highlighting the potential uses of the smartphone camera to support human daily life activities. A simple search of research papers indexed in Google Scholar was carried out using guided terms. The papers were filtered to match the research questions for this study. Only relevant papers were analyzed and reviewed. The results of the analysis suggested that the rapid development in the smartphone hardware has extended the use of the smartphone cameras beyond personal and social photography. Consequently, applications (apps) based on smartphone cameras emerge, such as barcode readers, document digitizing tools, augmented reality, translation tools, and indoor positioning device. These apps benefit users and facilitate them in their daily life activities.
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Sudarto, Ferry, Moch Ibnu Safari, and Muhammad Fazri. "PROTOTIPE PENGONTROLAN RUNNING TEXT MENGGUNAKAN VOICE DAN ARDUINO UNO VIA SMARTPHONE ANDROID." CCIT Journal 10, no. 1 (February 1, 2017): 75–82. http://dx.doi.org/10.33050/ccit.v10i1.519.

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Running text or commonly known as text running a medium to deliver information that is most often encountered as a means of advertising that are informative. Running text display is generally in the form of LED-LED are connected and assembled into a row of LED or may be a dot matrix. Submission of information by displaying the running text has not been effective and efficient in terms of use. There are still shortcomings that enable people to experience vision errors and too long waiting for the text to be displayed. Thus the necessary tools to deliver information that can work optimally to minimize shortages by designing a control tool running text using voice (voice) and arduino uno. This tool uses a series of android smartphones facilities to provide input sound is converted into a data string and compiled in arduino using serial communications, and will be displayed on the LED Dotmatrix as output. Submission of information by using running text that comes with using sound can improve efficiency and effectiveness in the use and also the time required so that it can reduce the level of difficulty of the user in receiving the information
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