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1

Baraković, Sabina, and Lea Skorin-Kapov. "Multidimensional modelling of quality of experience for mobile Web browsing." Computers in Human Behavior 50 (September 2015): 314–32. http://dx.doi.org/10.1016/j.chb.2015.03.071.

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2

Jung, Jinhwa, and Donghyeok An. "Access Latency Reduction in the QUIC Protocol Based on Communication History." Electronics 8, no. 10 (October 22, 2019): 1204. http://dx.doi.org/10.3390/electronics8101204.

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Анотація:
Internet traffic is experiencing rapid growth, with the majority of traffic generated from video steaming, web data services and Internet of Things. As these services include the transmission of small data, such as web pages, video chunks and sensing data, data latency affects the quality of experience rather than the throughput. Therefore, this study aims to decrease latency to improve the quality of the user experience. To this end, we measure the web service delay and throughput in mobile networks. The results indicate a low quality experience for mobile users, even though mobile networks support a large throughput. We therefore propose a light-weight latency reduction scheme for the Quick UDP Internet Connections (QUIC) protocol. The proposed scheme calculates the average congestion window, which is utilized as the initial congestion window when a new connection is established. The proposed scheme is evaluated through experiments on a testbed. The results show that our scheme reduces latency significantly. The results of this study can help improve user experiences of video streaming and web data services.
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3

Enriquez, Juan Gabriel, and Sandra Isabel Casas. "QoS (Quality of Service) and QoE (Quality of Experience) Study for Web Services Consumed from a Mobile Mashup." Ingeniería y Desarrollo 39, no. 1 (October 21, 2021): 175–89. http://dx.doi.org/10.14482/inde.39.1.620.004.

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El objetivo de este trabajo consiste en el estudio de la QoS y la QoE de APIs de servicios web consumidos por aplicaciones mashup móvil. El estudio se enfoca en recolectar y analizar indicadores de QoS y de QoE. La metodología usada para el desarrollo de este trabajo es experimental, se ha realizado una experiencia que permitió recolectar los datos del estudio. Para tal fin, se desarrolló un mashup móvil que consume tres APIs REST y una librería que permite recolectar indicadores de QoS y de QoE. El estudio se realizó durante 60 días y se recolectaron 1.012 valores de indicadores. Los resultados obtenidos prueban que realizar un análisis parcial de QoS y de QoE considerando indicadores de manera aislada puede llevar a conclusiones inexactas, se debe realizar un análisis y evaluación más integral, teniendo en cuenta la mayor cantidad de factores que afectan la QoS y la QoE.
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4

Liu, Chang, Huilin Song, Ting Fang, Qiaofeng Ou, Geng Yu, Tao You, and Ming Ying. "Web-Cloud Collaborative Mobile Online 3D Rendering System." Security and Communication Networks 2022 (September 27, 2022): 1–12. http://dx.doi.org/10.1155/2022/4748946.

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The collaborative online 3D rendering system proposed in this paper ensures the quality of user experience and protects online rendering resources. In this system, the conditional generative adversarial network is used to calculate complex global illumination information instead of rendering them on cloud servers. The web front-end generates high-frequency direct lighting information in real-time and displays the final result which is a blend of front-end direct lighting information and back-end indirect lighting information. Experiments show that our proposed system can improve the rendering quality of the Web3D front-end, ensure Web-Cloud load balance, and protect rendering resources online.
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5

Pibernik, Jesenka, Jurica Dolic, Hrvoje Abraham Milicevic, and Bojan Kanizaj. "The Effects of the Floating Action Button on Quality of Experience." Future Internet 11, no. 7 (July 6, 2019): 148. http://dx.doi.org/10.3390/fi11070148.

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Google’s Material Design, created in 2014, led to the extended application of floating action buttons (FAB) in user interfaces of web pages and mobile applications. FAB’s roll is to trigger an activity either on the present screen, or it can play out an activity that makes another screen. A few specialists in user experience (UX) and user interface (UI) design are sceptical regarding the usability of FAB in the interfaces of both web pages and mobile applications. They claim that the use of FAB easily distracts users and that it interferes with using other important functions of the applications, and it is unusable in applications designed for iOS systems. The aim of this paper is to investigate by an experiment the quality of experience (QoE) of a static and animated FAB and compare it to the toolbar alternative. The experimental results of different testing methods rejected the hypothesis that the usage and animation of this UI element has a positive influence on the application usability. However, its static and animated utilization enhanced the ratings of hedonic and aesthetic features of the user experience, justifying the usage of this type of button.
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6

Mohd Razali, Noraziah, Azahar Harun, and Ruslan Abdul Rahim. "Virtual skin: Assessing Player Experience of Attractiveness with the User Experience Questionnaire (UEQ)." INTERNATIONAL JOURNAL OF ART AND DESIGN 5, no. 2 (October 7, 2021): 33–44. http://dx.doi.org/10.24191/ijad.v5i2.4.

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Анотація:
There are numerous subfields within visual communication, one of which is new media, alongside conventional practices such as advertising, photography, the web, animation, and signage. Blogs, social media, video games, email and the pervasiveness of smartphones have all resulted in the emergence of new media that are inextricably linked to the internet and the online environment. since the first mobile game, "Tetris", in 1994 and “Snakes" in 1997, the visual element in mobile games has evolved significantly, culminating in the modern-day mobile gaming world. These changes have involved progress from the black and white images of the early games to the variety of colours used in game visuals today and the creation of virtual goods in-app games. A skin is one of these virtual goods or items and is synonymous with a virtual appearance, outfit or cosmetic item that can be used to modify and enhance the appearance of a player's avatar. This is a cosmetic item and purely aesthetic in nature, serving no functional purpose. Among players, the desire for a skin is undeniable. Apart from the "beauty factor," another hidden value is inherent in players' perceptions of their interactions with purely aesthetic items. To determine the attractiveness of the skin in mobile games, preliminary research on skin evaluation was conducted to ascertain players' perceptions of recent virtual skins they had used in-game. The purpose of the study was to identify players’ perceptions of the attractiveness of the skin they used. To conduct the research, the Standard User Experience Questionnaire (UEQ) was used to determine the attractiveness of the skin as a virtual product. The UEQ is composed of six scales and twenty-six items that assess attractiveness on a hedonic and pragmatic level. Thirty respondents were chosen, and data analysis was performed using UEQ Data Analysis Tools. The product's benchmark was divided into five UX quality categories: excellent, good, above average, below average, and bad. The results indicate that stimulation is an excellent proxy for the UX quality of skin and efficiency is above average; meanwhile, attractiveness, perspicuity, dependability, and novelty were below average.
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7

Schwartz, Christian, Tobias Hoßfeld, Frank Lehrieder, and Phuoc Tran-Gia. "Angry Apps: The Impact of Network Timer Selection on Power Consumption, Signalling Load, and Web QoE." Journal of Computer Networks and Communications 2013 (2013): 1–13. http://dx.doi.org/10.1155/2013/176217.

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Анотація:
The popularity of smartphones and mobile applications has experienced a considerable growth during the recent years, and this growth is expected to continue in the future. Since smartphones have only very limited energy resources, battery efficiency is one of the determining factors for a good user experience. Therefore, some smartphones tear down connectionsto the mobile network soon after a completed data transmission to reduce the power consumption of their transmission unit. However, frequent connection reestablishments caused by apps which send or receive small amounts of data often lead to a heavy signalling load within the mobile network. One of the major contributions of this paper is the investigation of the resulting tradeoff between energy consumption at the smartphone and the generated signalling traffic in the mobile network. We explain that this tradeoff can be controlled by the connection release timeout and study the impact of this parameter for a number of popular apps that cover a wide range of traffic characteristics in terms of bandwidth requirements and resulting signalling traffic. Finally, we study the impact of the timer settings on Quality of Experience (QoE) for web traffic. This is an important aspect since connection establishments not only lead to signalling traffic but also increase the load time of web pages.
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8

Morton, Emma, Rachelle Hole, Greg Murray, Simone Buzwell, and Erin Michalak. "Experiences of a Web-Based Quality of Life Self-Monitoring Tool for Individuals With Bipolar Disorder: A Qualitative Exploration." JMIR Mental Health 6, no. 12 (December 4, 2019): e16121. http://dx.doi.org/10.2196/16121.

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Background Self-monitoring of symptoms is a cornerstone of psychological interventions in bipolar disorder (BD), but individuals with lived experience also value tracking holistic outcomes, such as quality of life (QoL). Importantly, self-monitoring is not always experienced positively by people with BD and may have lower than expected rates of engagement. Therefore, before progressing into QoL tracking tools, it is important to explore user perspectives to identify possible risks and benefits, optimal methods to support engagement, and possible avenues to integrate QoL self-monitoring practices into clinical work. Objective This study aimed to conduct a qualitative exploration of how individuals with BD engaged with a Web-based version of a BD-specific QoL self-monitoring instrument, the QoL tool. Methods A total of 43 individuals with BD engaged with a self-management intervention with an optional Web-based QoL self-assessment tool as part of an overarching mixed method study. Individuals were later interviewed about personal experiences of engagement with the intervention, including experiences of gauging their own QoL. A thematic analysis was used to identify salient aspects of the experience of QoL self-monitoring in BD. Results In total, 4 categories describing people’s experiences of QoL self-monitoring were identified: (1) breadth of QoL monitoring, (2) highlighting the positive, (3) connecting self-monitoring to action, and (4) self-directed patterns of use. Conclusions The findings of this research generate novel insights into ways in which individuals with BD experience the Web-based QoL self-assessment tool. The value of tracking the breadth of domains was an overarching aspect, facilitating the identification of both areas of strength and life domains in need of intervention. Importantly, monitoring QoL appeared to have an inherently therapeutic quality, through validating flourishing areas and reinforcing self-management efforts. This contrasts the evidence suggesting that symptom tracking may be distressing because of its focus on negative experiences and positions QoL as a valuable adjunctive target of observation in BD. Flexibility and personalization of use of the QoL tool were key to engagement, informing considerations for health care providers wishing to support self-monitoring and future research into Web- or mobile phone–based apps.
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9

Calabrich, Simone L. "Learners’ Perceptions of the Use of Mobile Technology in a Task-Based Language Teaching Experience." International Education Studies 9, no. 12 (November 28, 2016): 120. http://dx.doi.org/10.5539/ies.v9n12p120.

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<p class="apa">This research explored perceptions of learners studying English in private language schools regarding the use of mobile technology to support language learning. Learners were first exposed to both a mobile assisted and a mobile unassisted language learning experience, and then asked to express their thoughts on the incorporation of mobile devices into the language classroom. The mobile assisted tasks involved learners posting a review online based on a real past experience, as well as using web-search engines to gather enough information to plan a hypothetical trip. Findings revealed overall positive attitudes amongst the students surveyed. Arguments in favour of the incorporation of mobile technology in the language classroom included: the possibility of having access to a range of materials superior in both quality and quantity when using mobile devices to access the Internet, among others. However, a significant amount of scepticism towards Mobile Assisted Language Learning emerged. Arguments against suggested that the format of presentation, rather than the type of task, seemed to constitute a motivational factor that played a psychologically significant role to some of the learners.</p>
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10

Cernat, Alexandru, and Mingnan Liu. "Radio buttons in web surveys: Searching for alternatives." International Journal of Market Research 61, no. 3 (December 3, 2018): 266–86. http://dx.doi.org/10.1177/1470785318813520.

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Анотація:
Web surveys are struggling to attract and retain respondents due to high burden and competition for the users’ attention. One possible solution to this issue is the improvement of the visual design of surveys. In this article, we evaluate the impact of visual aids such as smiley faces, stars, hearts, and thumbs as alternatives to traditional radio buttons. We use an experimental design in a nonprobability online survey to investigate how the new designs compare with radio buttons and how the results might interact with device used for completion (PC vs mobile), the use of labels, the type of response scale (bipolar vs unipolar), and the number of response categories (5 vs 7 point). While we do not find big differences in response, quality and experience, there seem to be some indication that the use of smiley faces leads to worse data quality.
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11

Andrews, Lynda, Rebekah Russell Bennett, and Judy Drennan. "Capturing Affective Experiences using the SMS Experience Sampling (SMS-ES) method." International Journal of Market Research 53, no. 4 (July 2011): 479–506. http://dx.doi.org/10.2501/ijmr-53-4-479-506.

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This paper reports the feasibility and methodological considerations of using the Short Message System Experience Sampling (SMS-ES) method, which is an experience sampling research method developed to assist researchers to collect repeat measures of consumers' affective experiences. The method combines SMS with web-based technology in a simple yet effective way. It is described using a practical implementation study that collected consumers' emotions in response to using mobile phones in everyday situations. The method is further evaluated in terms of the quality of data collected in the study, as well as against the methodological considerations for experience sampling studies. These two evaluations suggest that the SMS-ES method is both a valid and reliable approach for collecting consumers' affective experiences. Moreover, the method can be applied across a range of for-profit and not-for-profit contexts where researchers want to capture repeated measures of consumers' affective experiences occurring over a period of time. The benefits of the method are discussed, to assist researchers who wish to apply the SMS-ES method in their own research designs.
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12

Anh, Trinh Hien, Trinh Xuan Hung, and Ha Manh Toan. "A Technique to Estimate the Mobile Position and Rotation." INTERNATIONAL JOURNAL OF COMPUTERS & TECHNOLOGY 22 (December 29, 2022): 171–80. http://dx.doi.org/10.24297/ijct.v22i.9335.

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Nowadays, almost all applications, especially augmented reality (AR) applications, run on the web. In these applications, determining the position and rotation of the mobile device is an indispensable basic step. The speed and accuracy of this work greatly affect the quality of the user experience. Therefore, estimating the rotational position of mobile devices on the Web is necessary and meaningful in practice. In this paper, we propose a way to estimate the position and rotation of the mobile device using the image of the marker obtained from the camera combined with the data from the device’s tilt angle sensor. The proposal has been experimentally installed and evaluated for performance onWeb Assembly, Java Script, and C++ platforms. Along with that, to ensure objectivity, we compared the speed and calculation error of the proposed technique with the P3P and PnP techniques installed in the OpenCV open-source library. We also use the proposal method to develop the Virtual Museum application for the Vietnam National Museum of Nature
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13

Kim, Bo-Yeoul, Kyu-Joo Park, and Seung-Bum Ryoo. "Effects of a Mobile Educational Program for Colorectal Cancer Patients Undergoing the Enhanced Recovery After Surgery." Open Nursing Journal 12, no. 1 (July 31, 2018): 142–54. http://dx.doi.org/10.2174/1874434601812010142.

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Background:The Enhanced Recovery After Surgery (ERAS) program hastens recovery from colorectal cancer by shortening the treatment period and enabling a return to normal activities. However, patients with colorectal cancer treated under the ERAS program have fewer opportunities to consult with medical staff and receive education regarding self-care and experience more affective stress and anxiety.Objective:This study aimed to develop and assess an educational program for patients with colorectal cancer treated under the ERAS program, considering affective aspects.Method:Patients with colorectal cancer (n= 118) who underwent open colon surgery under the ERAS program were assigned alternately in the order of admission on a 1:1 basis to a treatment group (n= 59) and conventional care group (n= 59). The treatment group received a two-week mobile-based intervention, whereas the control group received conventional care. Quality of life, self-efficacy, anxiety, and depression were compared between the two groups.Results:The mobile web-based educational program significantly reduced the negative impact of surgery on the quality of life in the treatment group, compared with the conventional care group, and triggered a noticeable decline in anxiety and depression and increase in self-efficacy.Conclusion:The developed mobile web-based educational program effectively enhanced self-efficacy, positively impacted the quality of life, and reduced anxiety and depression. The program could have a positive effect on the quality of life of patients with colorectal cancer treated under the ERAS program.
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14

Ominike, Akpovi, Jonah Joshua, Oludele Awodele, and Achimba Ogbonna. "Assessment of Quality of Experience (QoE) of Web and Video Services over a Mobile Network Using a Network Emulator." Journal of Computer and Communications 08, no. 05 (2020): 89–95. http://dx.doi.org/10.4236/jcc.2020.85005.

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15

Baraković, Sabina, and Lea Skorin-Kapov. "Corrigendum to “Multidimensional modelling of quality of experience for mobile Web browsing” [Comput. Hum. Behav. 50 (2015) 314–332]." Computers in Human Behavior 56 (March 2016): 376. http://dx.doi.org/10.1016/j.chb.2015.06.033.

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16

Baraković, Sabina, and Lea Skorin-Kapov. "Modelling the relationship between design/performance factors and perceptual features contributing to Quality of Experience for mobile Web browsing." Computers in Human Behavior 74 (September 2017): 311–29. http://dx.doi.org/10.1016/j.chb.2017.04.046.

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17

Alahmadi, Mohannad, Peter Pocta, and Hugh Melvin. "An Adaptive Bitrate Switching Algorithm for Speech Applications in Context of WebRTC." ACM Transactions on Multimedia Computing, Communications, and Applications 17, no. 4 (November 30, 2021): 1–21. http://dx.doi.org/10.1145/3458751.

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Web Real-Time Communication (WebRTC) combines a set of standards and technologies to enable high-quality audio, video, and auxiliary data exchange in web browsers and mobile applications. It enables peer-to-peer multimedia sessions over IP networks without the need for additional plugins. The Opus codec, which is deployed as the default audio codec for speech and music streaming in WebRTC, supports a wide range of bitrates. This range of bitrates covers narrowband, wideband, and super-wideband up to fullband bandwidths. Users of IP-based telephony always demand high-quality audio. In addition to users’ expectation, their emotional state, content type, and many other psychological factors; network quality of service; and distortions introduced at the end terminals could determine their quality of experience. To measure the quality experienced by the end user for voice transmission service, the E-model standardized in the ITU-T Rec. G.107 (a narrowband version), ITU-T Rec. G.107.1 (a wideband version), and the most recent ITU-T Rec. G.107.2 extension for the super-wideband E-model can be used. In this work, we present a quality of experience model built on the E-model to measure the impact of coding and packet loss to assess the quality perceived by the end user in WebRTC speech applications. Based on the computed Mean Opinion Score, a real-time adaptive codec parameter switching mechanism is used to switch to the most optimum codec bitrate under the present network conditions. We present the evaluation results to show the effectiveness of the proposed approach when compared with the default codec configuration in WebRTC.
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18

Roberts, Caroline, Jessica M. E. Herzing, Marc Asensio Manjon, Philip Abbet, and Daniel Gatica-Perez. "Response Burden and Dropout in a Probability-Based Online Panel Study – A Comparison between an App and Browser-Based Design." Journal of Official Statistics 38, no. 4 (December 1, 2022): 987–1017. http://dx.doi.org/10.2478/jos-2022-0043.

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Abstract Survey respondents can complete web surveys using different Internet-enabled devices (PCs versus mobile phones and tablets) and using different software (web browser versus a mobile software application, “app”). Previous research has found that completing questionnaires via a browser on mobile devices can lead to higher breakoff rates and reduced measurement quality compared to using PCs, especially where questionnaires have not been adapted for mobile administration. A key explanation is that using a mobile browser is more burdensome and less enjoyable for respondents. There are reasons to assume apps should perform better than browsers, but so far, there have been few attempts to assess this empirically. In this study, we investigate variation in experienced burden across device and software in wave 1 of a three-wave panel study, comparing an app with a browser-based survey, in which sample members were encouraged to use a mobile device. We also assess device/software effects on participation at wave 2. We find that compared to mobile browser respondents, app respondents were less likely to drop out of the study after the first wave and the effect of the device used was mediated by subjective burden experienced during wave 1.
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19

Jonoski, A., A. Almoradie, K. Khan, I. Popescu, and S. J. van Andel. "Google Android mobile phone applications for water quality information management." Journal of Hydroinformatics 15, no. 4 (August 31, 2012): 1137–49. http://dx.doi.org/10.2166/hydro.2012.147.

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This paper introduces some experiences with developing mobile phone demonstrator applications for water quality information management using the Google Android platform. The work presented is part of an EU research project named LENVIS (Localised ENVironmental and health Information Services for all). The applications are focused on delivery of water quality information related to outdoor bathing waters in two case study areas in the Netherlands. Both monitored and modelled water quality information is delivered via mobile phone applications that are integrated with web applications. The applications also have functionalities for collecting user feedback on bathing water quality from the field and integrating it with the information provided by the water management authorities. Initial test results of the applications with targeted user groups are also presented, which demonstrate the promising potential of this technology for water quality information management applications and they indicate potential use in other application areas.
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20

Pristouris, Kostis, Harry Nakos, Yannis Stavrakas, Konstantinos I. Kotsopoulos, Theofanis Alexandridis, Myrto S. Barda, and Konstantinos P. Ferentinos. "An Integrated System for Urban Parks Touring and Management." Urban Science 5, no. 4 (November 23, 2021): 91. http://dx.doi.org/10.3390/urbansci5040091.

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Urban parks are important recreational spaces of environmental interest for citizens and city visitors. Targeted and attractive promotion of these areas can help develop alternative forms of “green tourism” and increase environmental awareness among citizens, which is particularly important and vital for the future of the planet. New technologies are a key tool for improving the experience of touring urban parks, as they can make the tour much more attractive by highlighting interesting information about the flora and fauna of the park, as well as various other points of interest. This paper presents an integrated system based on augmented reality, artificial intelligence, and data analytics methodologies, comprising both mobile and web applications, focusing on urban parks touring and management, respectively. Through the mobile app for the park visitors, an attractive, interactive touring environment is created which highlights the environmental and historical interest of those areas. At the same time, the web applications for the park managers receive and analyze visitor data to help improve the visitor experience and the overall quality of the park. Finally, the developed integrated system is evaluated to ensure that it meets all user requirements and that its usability and functional components satisfy both groups of potential users, i.e., park visitors and park managers.
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21

Stern, Michael J., Ipek Bilgen, Colleen McClain, and Brian Hunscher. "Effective Sampling From Social Media Sites and Search Engines for Web Surveys." Social Science Computer Review 35, no. 6 (December 27, 2016): 713–32. http://dx.doi.org/10.1177/0894439316683344.

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With proliferation of web surveys, the relative affordability of recruitment, and increasing nonresponse in other survey modes, nonprobability methods are increasingly being considered by researchers and government offices alike. However, research needs to more fully understand how the demographic characteristics of respondents may depend heavily on the source of sample, mode of recruitment, and context of the survey experience. As a first step in exploring the potential implications of recruitment source on response quality, we use data from a web survey fielded in 2013 to compare data quality indicators in survey data from the two recruitment platforms (Google and Facebook advertisements). In so doing, taking into account demographic differences that may arise from various steps in the recruitment process, we explore the effect of demographics, device and technology usage, incentives, and recruitment platform on data quality and response strategy. Our results show differences between platforms in comparability to national benchmarks, breakoffs, completion time, nonsubstantive answers, and numeric response strategies. Importantly, some variation in substantive responses was explained by demographic differences related to mobile device usage, which varied by recruitment platform. With the use of nonprobability samples on the rise, future work should build from these results to more directly assess the role of recruitment source in data quality.
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22

Kapetanakis, Kostas, Markos Zampoglou, Athanasios G. Malamos, Spyros Panagiotakis, and Emmanuel Maravelakis. "An MPEG-DASH Methodology for QoE-Aware Web3D Streaming." International Journal of Wireless Networks and Broadband Technologies 3, no. 4 (October 2014): 1–20. http://dx.doi.org/10.4018/ijwnbt.2014100101.

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Recent advances in web technologies have now created a ubiquitous environment for cross-platform and cross-device multimedia applications. Media files can now be reproduced in a wide range of devices, from mobile phones to desktop computers and web-enabled televisions, using a common infrastructure. This trend towards unifying the technological infrastructure, however, has given rise to a new array of problems resulting from the varying technological capabilities of the different devices and environments. This paper, proposes an adaptive streaming framework for the display of 3D models on a wide range of web-enabled devices. The open, XML-based X3D language for 3D graphics is combined with the MPEG-DASH standard for adaptive streaming. The end result is a framework that can adaptively display 3D graphics in the face of network or computational limitations, and dynamically adapt data flow to maximize user Quality of Experience in any situation.
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23

Wafa, Sarah, Brooke Colaiezzi, Jerome Some, Winnie Bell, Cathleen Prata, Hallie Perlick, Beatrice Rogers, and Jennifer Coates. "INDDEX24: An Innovative Global Dietary Assessment Platform to Scale Up the Availability, Access, and Use of Dietary Data." Current Developments in Nutrition 4, Supplement_2 (May 29, 2020): 1180. http://dx.doi.org/10.1093/cdn/nzaa056_027.

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Abstract Objectives Regular collection and use of dietary data, particularly in low- and middle-income countries (LMICs), is hindered by the lack of available and accessible dietary data research infrastructure (e.g., accessible food composition tables (FCT), portion conversions, and standard recipes; electronic dietary assessment tools). INDDEX24 is a global dietary assessment platform that addresses these bottlenecks. Methods Priority technical specification were drafted and reviewed by experts with extensive dietary assessment experience in LMICs. Specifications included use of the multiple pass 24-hour dietary recall method, offline data collection capability, contextual adaptability, and an interviewer-administered format. Existing dietary assessment platforms were evaluated against the technical specifications via a structured literature review and key informant interviews. An initial version of INDDEX24 was developed and tested through feasibility studies in Vietnam and Burkina Faso. Feedback from potential users of the platform was gathered during webinars. The platform was subsequently revised, and its relative validity, time, and cost compared to use of paper-based 24-hour dietary recalls were then evaluated in Vietnam and Burkina Faso. Results INDDEX24 is comprised of a mobile application (app) that is linked with a web app. The web app is used by researchers to manage the dietary data inputs for their survey context (i.e., FCT data, recipes, food descriptors, and portion conversions). Users can search the web app for dietary data inputs and integrate them into their workspace or upload their own inputs. The INDDEX24 mobile app is a 24-hour dietary recall app that has been built using CommCare mobile platform technology. Users can adapt mobile app questionnaire text to their survey language and context, add survey modules, conduct data monitoring, and basic food matching. To maximize the time and cost saving benefits of the platform, a concerted effort will be needed to populate the web app with dietary data inputs from LMICs. Conclusions The extensive consultative process and evidence driven design has produced a high-quality platform that balances flexibility of adaptation to a range of contexts with quality control and standardization. Funding Sources Bill and Melinda Gates Foundation.
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Prayogi, Yanuar Risah, Fadilah Fahrul Hardiansyah, Nana Ramadijanti, Ahmad Syauqi Ahsan, and Urfiyatul Erifani. "PENERAPAN APLIKASI PELAYANAN DESA BERBASIS MOBILE DENGAN KONSEP SMART VILLAGE DI DESA PEGANTENAN, KECAMATAN PEGANTENAN, KABUPATEN PAMEKASAN." SELAPARANG Jurnal Pengabdian Masyarakat Berkemajuan 4, no. 1 (November 19, 2020): 646. http://dx.doi.org/10.31764/jpmb.v4i1.3370.

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ABSTRAKDi Desa Pegantenan hingga saat ini belum ada suatu sistem yang mampu menjembatani antara pemerintah dan masyarakat Desa Pegantenan yang memanfaatkan teknologi informasi. Pelayanan pemerintah desa masih menerapkan sistem konvensional, yang mengharuskan warga datang ke kantor desa dan membutuhkan waktu yang cukup lama. Masyarakat juga kesulitan dalam menerima informasi dan menyampaikan laporan terkait keadan desa. Pada pengabdian masyarakat ini dikembangkan sebuah aplikasi pelayanan desa berbasis mobile sehingga dapat diakses oleh seluruh masyarakat Desa Pegantenan dalam rangka mewujudkan program Smart Village dan upaya menuju Penyelenggaraan Pemerintah Desa yang transparan dan berkemajuan. Metode pelaksanaan kegiatan terdiri dari tahap pengumpulan data seperti bisnis proses dan formulir yang digunakan warga ketika mengurus surat. Tahap berikutnya pembuatan aplikasi berbasis mobile dan sosialisasi aplikasi di Desa Pegantenan sekaligus sharing session tentang pengalaman selama memakai aplikasi. Hasil dari pengabdian ini adalah berupa sistem aplikasi pelayanan Desa Pegantenan yang berbasis mobile. Selain aplikasi mobile juga ada aplikasi web yang digunakan sebagai administrator. Aplikasi mobile ditujukan untuk warga sedangkan aplikasi web ditujukan untuk admin yaitu perangkat desa. Sistem aplikasi yang barbasis mobile dan web memungkinkan warga dapat mengakses sistem dimana saja dan kapan saja sehingga meningkatkan kualitas layanan Pemerintah Desa kepada warga atau masyarakat. Kata kunci: aplikasi pelayanan desa; aplikasi mobile; smart village; desa pegantenan. ABSTRACTUntil now, in Pegantenan Village, there is no system capable of bridging between the government and Pegantenan Village residents using information technology. Village government services still apply the conventional system, which requires residents to come to the village office and takes a long time. Residents also have difficulty receiving information and submitting reports related to village conditions. In this service, a mobile-based village service application was developed so that it can be accessed by all residents in order to realize the Smart Village program and efforts towards implementing a transparent and progressive Village Government. The method of implementing activities consists of the data collection stage such as business processes and forms that residents use when handling letters. The next stage is making mobile-based applications and application socialization as well as sharing sessions about experiences while using the application. The result of this service is a mobile-based service application system for Pegantenan Village. There is also a web application that is used as an administrator. The mobile application is intended for residents while the web application is intended for admins, namely village officials. Mobile and web-based application systems allow residents to access the system anywhere and anytime so as to improve the quality of village government services to residents. Keywords: village service application; mobile application; smart village; pegantenan village.
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Cosquer, François J. N., and Annie Ohayon-Dekel. "Mobility and Enterprise 2.0." International Journal of Interdisciplinary Telecommunications and Networking 1, no. 4 (October 2009): 1–15. http://dx.doi.org/10.4018/jitn.2009092801.

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The emergence of Web 2.0 and its rapid adoption by the corporate world, known as Enterprise 2.0, has radically modified access to tacit knowledge and significantly reduced business latency. Meanwhile, technology for wireless LAN and mobile communication, combined with advances in handsets, has allowed for superior quality of experience with acceptable productivity level. Combining mobility with Enterprise 2.0 is the next big step in evolution. This article presents the drivers for Enterprise 2.0 and the challenge of tapping tacit knowledge and, in parallel, the evolution of wireless and mobile technologies. The era of mobile broadband life is made possible, creating new ways of use and expectations for Millennials. The next business generation will be able to unleash the full potential of mobility and Enterprise 2.0. Three scenarios selected from different vertical domains—healthcare, education and emergency services—illustrate the benefits of mobility and Enterprise 2.0 in action. With the expected continued strong growth of wireless access, mobility support is one, if not the, key success factor for Enterprise 2.0.
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Marelli, Davide, Simone Bianco, and Gianluigi Ciocca. "Designing an AI-Based Virtual Try-On Web Application." Sensors 22, no. 10 (May 18, 2022): 3832. http://dx.doi.org/10.3390/s22103832.

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In the last few years, Augmented Reality, Virtual Reality, and Artificial Intelligence (AI) have been increasingly employed in different application domains. Among them, the retail market presents the opportunity to allow people to check the appearance of accessories, makeup, hairstyle, hair color, and clothes on themselves, exploiting virtual try-on applications. In this paper, we propose an eyewear virtual try-on experience based on a framework that leverages advanced deep learning-based computer vision techniques. The virtual try-on is performed on a 3D face reconstructed from a single input image. In designing our system, we started by studying the underlying architecture, components, and their interactions. Then, we assessed and compared existing face reconstruction approaches. To this end, we performed an extensive analysis and experiments for evaluating their design, complexity, geometry reconstruction errors, and reconstructed texture quality. The experiments allowed us to select the most suitable approach for our proposed try-on framework. Our system considers actual glasses and face sizes to provide a realistic fit estimation using a markerless approach. The user interacts with the system by using a web application optimized for desktop and mobile devices. Finally, we performed a usability study that showed an above-average score of our eyewear virtual try-on application.
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Barbosa, Flávio, and Guido de Souza Filho. "BemTV: Hybrid CDN/Peer-to-Peer Architecture for Live Video Distribution over the Internet." SET INTERNATIONAL JOURNAL OF BROADCAST ENGINEERING 2020, no. 6 (August 1, 2020): 67–74. http://dx.doi.org/10.18580/setijbe.2020.6.

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Assuming that video streaming is now responsible for the absolute majority of the Internet traffic and considering that the audience uses WebRTC-enabled web browsers and mobile devices to access and retrieve content, this work proposes the development of a peer-to-peer overlay network to assist the delivery of video streaming events that use HTTP-based protocols without the need to install additional software. Using the peer-to-peer network, the client/server model becomes hybrid, where network nodes that are watching the same event can retrieve portions of the video content directly from the server or neighboring nodes. This approach has two main objectives; decrease the client/server traffic and consequently the economic cost of delivery while improving the quality of the users' experience, given that communication between neighboring nodes can support the flow of better quality videos between the points
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Nxele, Siphesihle Robin, Boitumelo Moetlhoa, Kabelo Kgarosi, and Tivani Mashamba-Thompson. "A scoping review protocol on integration of mobile-linked POC diagnostics in community-based healthcare: User experience." PLOS ONE 18, no. 2 (February 8, 2023): e0276827. http://dx.doi.org/10.1371/journal.pone.0276827.

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Background Mobile-linked point-of-care diagnostics forms an integral part of diagnostic health services for efficient communication between patients and healthcare professionals despite geographical location and time of diagnosis. The efficiency of this technology lies in the user experience which means that the interaction of the user with the implemented technology needs to be simple, convenient, and consistent. Having a well-structured user experience of these devices in community-based healthcare will aid in sustainable implementation. Herein, we propose to conduct a literature search to systematically map out evidence based on mobile-linked POC diagnostics user experience at a community level in resource-limited settings. Methodology The proposed scoping review will be guided by the advanced Arksey and O’Malley methodological framework and further advanced by Levac et al. A comprehensive search will be conducted to find relevant published literature from the following electronic databases: Scopus, Web of Science, EBSCOhost (Medline, CINAHL, Africa-wide, Academic Search Complete). Grey literature will also be searched, including reports from government and international organizations such as World Health Organization (WHO), Foundation for Innovative New Diagnostics (FIND), and the Food and Drug Administration (FDA). Two independent reviewers will screen the relevant studies and the degree of the agreement will be determined by calculating Cohen’s kappa statistic. The quality of eligible data will also be appraised using the mixed method appraisal tool version 2018. Discussion We anticipate that the planned scoping review will present useful evidence to inform stakeholders on the integration of mobile-linked diagnostic devices in community-based healthcare which will guide further research on the subject.
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Amour, Lamine, and Abdulhalim Dandoush. "Crowdsourcing Based Performance Analysis of Mobile User Heterogeneous Services." Electronics 11, no. 7 (March 24, 2022): 1011. http://dx.doi.org/10.3390/electronics11071011.

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In mobile networks, crowdsourcing in Quality of Experience (QoE) assessment phase involves collecting data from the user terminals or dedicated collection devices. A mobile operator or a research group may provide applications that can be run in different mobility test modes such as walk or drive tests. Crowdsourcing using users’ terminals (e.g., a smartphone) is a cheap approach for operators or researchers for addressing large scale area and may help to improve the allocated resources of a given service and/or the network provisioning in some segments. In this work, we first collect a dataset for three popular Internet services: on-demand video streaming, web browsing and file downloading at the user terminal level. We consider two user terminals from two different vendors and many mobility test modes. The dataset contains more than 220,000 measures from one of the major French mobile operators in the Île-de-France region. The measurements are effectuated for six months in 2021. Then, we implement different models from the literature for estimating the QoE in terms of user’s Mean Opinion Score (MOS) for every service using features at radio or application levels. After that, we provide an in-depth analysis of the collected dataset for detecting the root cause of poor performance. We show that the radio provisioning issues is not the only cause of detected anomalies. Finally, we discuss the prediction quality of HD video streaming service (i.e., launch time, the bitrate and the MOS) based only on the physical indicators. Our analysis is applied on both plain-text and encrypted traffic within different mobility modes.
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Ariffin, Shamsul Arrieya, Azniah Azniah Ismail, Maizatul Hayati Yatim, and Salman Firdaus Sidek. "An Assessment of Culturally Appropriate Design: A Malaysian University Context." International Journal of Interactive Mobile Technologies (iJIM) 12, no. 2 (March 29, 2018): 207. http://dx.doi.org/10.3991/ijim.v12i2.8014.

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<p class="0abstract">The growing popularity of mobile devices, together with the constant technological improvement of mobile websites and applications informed about the quality of the user interface design. However, the particularities of mobile devices require special attention in terms of their usability aspects, such as culture. Therefore, this study evaluated the use of culturally appropriate design guidelines for a mobile learning web site. The research methodology used comprised a survey from heuristic evaluation questionnaires with undergraduate students. This research captured the students’ experiences in using the MLearn website of Universiti Pendidikan Sultan Idris, Malaysia. From the study, the lowest ranking is realistic error management at 3.5, and the highest is suitable content for local culture at 4.6. This study affirmed that general usability and cultural principles in design are important for a usable mobile learning website system in a local university context.</p>
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Patel, Ujas, Sudeep Tanwar, and Anuja Nair. "Performance Analysis of Video On-demand and Live Video Streaming using Cloud based Services." Scalable Computing: Practice and Experience 21, no. 3 (August 1, 2020): 479–96. http://dx.doi.org/10.12694/scpe.v21i3.1764.

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The advent of Cyber-Physical Systems (CPS) has brought a revolutionary change coined as a mixture of information, communication, computation, and control. With applications in smart grid, health monitoring, automatic avionics, distributed robotics, etc., CPS is currently an area of attention among the academia and industry. The advancement of mobile communications and embedded technology has made it possible to build large scale CPS consisting of the interconnection of mobile phones. These devices collect information about the surrounding environment at any time anywhere basis through real-time video capture. Video streaming has proven to be a massive industry that is growing rapidly playing an important role in everyday life. Customer-driven approach wanting best experience with quality has to be the core offering of contemporary scenario. Video streaming is categorized into Video-On-Demand Streaming (VoDS) and Live Video Streaming (LVS) showing the current state-of-art opportunities. Many diverse applications of video streaming are military video surveillance using drones, live sports match player face recognition, on-demand video characters recognition, movie summarization like identifying parts of the movie which are viewed many times by different users, movie and series recognition, motion detection, gesture recognition, image segmentation, etc. This paper introduces an approach to develop video analysis on VoD and LVS using cloud-based services and analyzes the impact of Quality of Experience (QoE), cost, and bandwidth on the cloud. To achieve the best user experience for video streaming and video analysis, Content Delivery Network (CDN) offers the best QoE at various analyzed locations using various cloud providers like Amazon Web Services (AWS) CloudFront, Google Cloud CDN, Azure CDN, Akamai CDN, etc.
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Coppini, Giovanni, Palmalisa Marra, Rita Lecci, Nadia Pinardi, Sergio Cretì, Mario Scalas, Luca Tedesco, et al. "SeaConditions: a web and mobile service for safer professional and recreational activities in the Mediterranean Sea." Natural Hazards and Earth System Sciences 17, no. 4 (April 13, 2017): 533–47. http://dx.doi.org/10.5194/nhess-17-533-2017.

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Abstract. Reliable and timely information on the environmental conditions at sea is key to the safety of professional and recreational users as well as to the optimal execution of their activities. The possibility of users obtaining environmental information in due time and with adequate accuracy in the marine and coastal environment is defined as sea situational awareness (SSA). Without adequate information on the environmental meteorological and oceanographic conditions, users have a limited capacity to respond, which has led to loss of lives and to large environmental disasters with enormous consequent damage to the economy, society and ecosystems. Within the framework of the TESSA project, new SSA services for the Mediterranean Sea have been developed. In this paper we present SeaConditions, which is a web and mobile application for the provision of meteorological and oceanographic observation and forecasting products. Model forecasts and satellite products from operational services, such as ECMWF and CMEMS, can be visualized in SeaConditions. In addition, layers of information related to bathymetry, sea level and ocean-colour data (chl a and water transparency) are displayed. Ocean forecasts at high spatial resolutions are included in the version of SeaConditions presented here. SeaConditions provides a user-friendly experience with a fluid zoom capability, facilitating the appropriate display of data with different levels of detail. SeaConditions is a single point of access to interactive maps from different geophysical fields, providing high-quality information based on advanced oceanographic models. The SeaConditions services are available through both web and mobile applications. The web application is available at www.sea-conditions.com and is accessible and compatible with present-day browsers. Interoperability with GIS software is implemented. User feedback has been collected and taken into account in order to improve the service. The SeaConditions iOS and Android apps have been downloaded by more than 105 000 users to date (May 2016), and more than 100 000 users have visited the web version.
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Vaezipour, Atiyeh, Jessica Campbell, Deborah Theodoros, and Trevor Russell. "Mobile Apps for Speech-Language Therapy in Adults With Communication Disorders: Review of Content and Quality." JMIR mHealth and uHealth 8, no. 10 (October 29, 2020): e18858. http://dx.doi.org/10.2196/18858.

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Background Worldwide, more than 75% of people with acquired brain injury (ABI) experience communication disorders. Communication disorders are impairments in the ability to communicate effectively, that is, sending, receiving, processing, and comprehending verbal and nonverbal concepts and symbols. Such disorders may have enduring impacts on employment, social participation, and quality of life. Technology-enabled interventions such as mobile apps have the potential to increase the reach of speech-language therapy to treat communication disorders. However, ensuring that apps are evidence-based and of high quality is critical for facilitating safe and effective treatment for adults with communication disorders. Objective The aim of this review is to identify mobile apps that are currently widely available to adults with communication disorders for speech-language therapy and to assess their content and quality using the validated Mobile App Rating Scale (MARS). Methods Google Play Store, Apple App Store, and webpages were searched to identify mobile apps for speech-language therapy. Apps were included in the review if they were designed for the treatment of adult communication disorders after ABI, were in English, and were either free or for purchase. Certified speech-language pathologists used the MARS to assess the quality of the apps. Results From a total of 2680 apps identified from Google Play Store, Apple App Store, and web searches, 2.61% (70/2680) apps met the eligibility criteria for inclusion. Overall, 61% (43/70) were available for download on the iPhone Operating System (iOS) platform, 20% (14/70) on the Android platform, and 19% (13/70) on both iOS and Android platforms. A content analysis of the apps revealed 43 apps for language, 17 apps for speech, 8 apps for cognitive communication, 6 apps for voice, and 5 apps for oromotor function or numeracy. The overall MARS mean score was 3.7 out of 5, SD 0.6, ranging between 2.1 and 4.5, with functionality being the highest-scored subscale (4.3, SD 0.6), followed by aesthetics (3.8, SD 0.8), information (3.4, SD 0.6), and engagement (3.3, SD 0.6). The top 5 apps were Naming Therapy (4.6/5), Speech Flipbook Standard (4.6/5), Number Therapy (4.5/5), Answering Therapy, and Constant Therapy (4.4/5). Conclusions To our knowledge, this is the first study to systematically identify and evaluate a broad range of mobile apps for speech-language therapy for adults with communication disorders after sustaining ABI. We found a lack of interactive and engaging elements in the apps, a critical factor in sustaining self-managed speech-language therapy. More evidence-based apps with a focus on human factors, user experience, and a patient-led design approach are required to enhance effectiveness and long-term use.
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OSADCHUK, Mikhail A., Maxim V. TRUSHIN, Alexey M. OSADCHUK, Ekaterina D. MIRONOVA, Karina S. SOLODENKOVA, and Alisa E. LAZAREVA. "Rehabilitation Tourism Opportunities in the Russian Federation for Recovering COVID-19 Patients." Journal of Environmental Management and Tourism 11, no. 7 (November 30, 2020): 1871. http://dx.doi.org/10.14505//jemt.v11.7(47).25.

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The COVID-19 pandemic determined the necessity for prompt diagnostics and optimal routing of patients, followed by rehabilitation and secondary prevention, as domestic tourism intensifies. The epidemic increased the importance of digital systems for the tourism service market. Digitalization took leading positions in the tourism industry and made market participants adapt to these changes for optimizing their activities and increasing revenues. Further development of tourism in Russia, giving the ongoing pandemic, would require digital technologies such as multilanguage informational services overcoming language barriers, digital tourist cards, mobile apps introducing cultural and national landmarks online, web services for preparing tourist routes. Judging from scientific and practical experience, we can expect that medical, social, physical and psychological rehabilitation supervised by medical personnel will improve body functioning including heart, lungs, central nervous system as well as restore patients’ quality of life in general.
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Qiao, Liang, Xin Chen, Ye Zhang, Jingna Zhang, Yi Wu, Ying Li, Xuemei Mo, Wei Chen, Bing Xie, and Mingguo Qiu. "An HTML5-Based Pure Website Solution for Rapidly Viewing and Processing Large-Scale 3D Medical Volume Reconstruction on Mobile Internet." International Journal of Telemedicine and Applications 2017 (2017): 1–13. http://dx.doi.org/10.1155/2017/4074137.

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This study aimed to propose a pure web-based solution to serve users to access large-scale 3D medical volume anywhere with good user experience and complete details. A novel solution of the Master-Slave interaction mode was proposed, which absorbed advantages of remote volume rendering and surface rendering. On server side, we designed a message-responding mechanism to listen to interactive requests from clients (Slave model) and to guide Master volume rendering. On client side, we used HTML5 to normalize user-interactive behaviors on Slave model and enhance the accuracy of behavior request and user-friendly experience. The results showed that more than four independent tasks (each with a data size of 249.4 MB) could be simultaneously carried out with a 100-KBps client bandwidth (extreme test); the first loading time was <12 s, and the response time of each behavior request for final high quality image remained at approximately 1 s, while the peak value of bandwidth was <50-KBps. Meanwhile, the FPS value for each client was ≥40. This solution could serve the users by rapidly accessing the application via one URL hyperlink without special software and hardware requirement in a diversified network environment and could be easily integrated into other telemedical systems seamlessly.
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Bai, Xuelian. "Teaching Design of English Writing Based on UMU." Mathematical Problems in Engineering 2022 (October 6, 2022): 1–8. http://dx.doi.org/10.1155/2022/9075380.

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With the development of time, traditional teaching methods cannot meet the needs of education and society for innovative talents. Blended learning conforms to the reform of education and teaching and is becoming the new normal of future education. Blended learning is a kind of teaching mode that integrates face-to-face teaching and online learning after people reflect on online learning to improve the learning effect. This kind of teaching mode that transcends the limitation of time and space brings great convenience to students and teachers. Blended learning can not only satisfy students’ personalized learning style and the independent construction of personalized knowledge but also fully reflect the characteristics of students as cognitive subjects in the learning process. Compared with traditional education, blended learning pays more attention to the perspective of students and creates a truly highly participatory and personalized learning experience for students by using the Internet, mobile technology, and face-to-face teaching, which is the promotion and improvement of classroom teaching. In mixed learning in the Internet age, various online teaching platforms can provide students with diversified learning resources and learning methods. Supported by information technology, the UMU interactive learning platform provides independent learning methods, open learning space, and two-way interaction. The platform has the basic functions of online discussion, uploading and downloading learning resources, and submitting assignments. At the same time, it can be used on the Web and mobile phones to organize classes and interactions at any time. Teachers can create a variety of activities and courses on the platform and can also add interaction in the content link to improve the quality and experience of traditional education through mobile Internet technology.
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Mohammed Bello, Isah, Abubakar Sadiq Umar, Godwin Ubong Akpan, Joseph Okeibunor, Chukwudi Shibeshi, Messeret Eshetu, Chakauya Jethro Magwati, et al. "Implementation of Mobile Phone Data Collection in the Conduct EPI Comprehensive Review in East and Southern African Countries." Journal of Immunological Sciences Special Issue, no. 2 (April 30, 2021): 55–62. http://dx.doi.org/10.29245/2578-3009/2021/s2.1108.

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Mobile phone data collection tools are increasingly becoming very usable collecting, collating and analysing data in the health sector. In this paper, we documented the experiences with mobile phone data collection, collation and analysis in 5 countries of the East and Southern African, using Open Data Kit (ODK), where questionnaires were designed and coded on an XML form, uploaded and data collected using Android-Based mobile phones, with a web-based system to monitor data in real-time during EPI comprehensive review. The ODK interface supports in real-time monitoring of the flow of data, detection of missing or incomplete data, coordinate location of all locations visited, embedded charts for basic analysis. It also minimized data quality errors at entry level with the use of validation codes and constraint developed into the checklist. These benefits, combined with the improvement that mobile phones offer over paper-based in terms of timeliness, data loss, collation, and real-time data collection, analysis and uploading difficulties, make mobile phone data collection a feasible method of data collection that needs to be further explored in the conduct of all surveys in the organization.
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A P, Shareef, and Shakila Banu M A. "The way OLX transformed pre-owned automobile market; an empirical analysis on users’ experience." Journal of Management and Science 12, no. 2 (June 30, 2022): 10–12. http://dx.doi.org/10.26524/jms.12.22.

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OLX, the world renowned web / mobile based classifieds application is one of the leading platforms for buying and selling preowned automobiles. Along with digitalization in all spheres of human life, pre-owned auto marketplace also has taken a digital turn. This paper is an attempt to understand users’ experience with OLX, the leading platform in India that connects buyers and sellers of pre-owned vehicles. The researcher has chosen two wheelers and four wheelers market for the study as they are the commonly bought and sold items via OLX. The survey was undertaken among OLX users with at least one buying or selling experience. The study primarily examines the factors such as price, time taken for completing the deal, number of enquiries made/received and quality of deals on one hand. Secondly it studies the reasons for not choosing second hand dealers offline for selling or buying by users. The study reveals the most important fact that the users are provided with a cheap and best experience with thousands of buyers and sellers connected on their fingertips. They are now able to connect to thousands of buyers and sellers and get rid of unreasonable prices charged by second hand dealers.
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Akinola, Ayotuyi Tosin, and Matthew Olusegun Adigun. "Approaches to Addressing Service Selection Ties in Ad Hoc Mobile Cloud Computing." Journal of Computer Networks and Communications 2018 (2018): 1–17. http://dx.doi.org/10.1155/2018/4505290.

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The ad hoc mobile cloud (AMC) allows mobile devices to connect together through a wireless connection or any other means and send a request for web services from one to another within the mobile cloud. However, one of the major challenges in the AMC is the occurrence of dissatisfaction experienced by the users. This is because there are many services with similar functionalities but varying nonfunctional properties. Moreover, another resultant cause of user dissatisfaction being coupled with runtime redundancy is the attainment of similar quality computations during service selection, often referred to as “service selection ties.” In an attempt to address this challenge, service selection mechanisms for the AMC were developed in this work. This includes the use of selected quality of service properties coupled with user feedback data to determine the most suitable service. These mechanisms were evaluated using the experimental method. The evaluation of the mechanisms mainly focused on the metrics that evaluate the satisfaction of users' interest via the quantitative evaluation. The experiments affirmed that the use of the shortest distance can help to break selection ties between potential servicing nodes. Also, a continuous use of updated and unlimited range of users' assessments enhances an optimal service selection.
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Liu, Lili. "Construction of a 5G Wireless Semantic Web-Assisted English Digital Learning Resource Query System." Discrete Dynamics in Nature and Society 2021 (December 14, 2021): 1–10. http://dx.doi.org/10.1155/2021/8514944.

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Based on the 5G wireless semantic network, this paper realizes the construction of the English digital learning resources query system, providing the query and management functions for English digital learning resources, and realizes the integration of functions and resources on the digital learning system and mobile learning system. The platform is put into practical application, and data analysis is conducted to conclude how this system is used and whether it is conducive to improving students’ interest in learning English and their English proficiency. We propose a quality algorithm for 5G wireless networks, which not only captures the characteristics of 5G wireless networks such as local broadcast and node movement but also combines quality predicates as guards with broadcast reception actions, which are used to portray that a node can continue to execute subsequent processes only when the node reception actions satisfy certain conditions, which works together with the node default value mechanism to reduce the impact caused by unreliable links. The query content is interpreted and supplemented at the semantic level by using synonym expansion, and the knowledge base is used to filter the synonym expansion and further expand the synonym expansion query based on knowledge structure, to tap the implicit knowledge points related to the query, and to fuse the two extensions to realize the knowledge-based query expansion. We use 5G wireless semantic web-related technologies to build an English digital learning resource query system with complete functions and good experience across terminals. Through the questionnaire survey and data analysis of the users of this system, it is found that the system is well used and effectively enhances students’ interest in learning English and improves learning efficiency. By applying the experimental comparison method, it is known that this system has improved students’ English proficiency to a certain extent.
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41

Dijmărescu, Irina, Mariana Iatagan, Iulian Hurloiu, Marinela Geamănu, Ciprian Rusescu, and Adrian Dijmărescu. "Neuromanagement decision making in facial recognition biometric authentication as a mobile payment technology in retail, restaurant, and hotel business models." Oeconomia Copernicana 13, no. 1 (March 30, 2022): 225–50. http://dx.doi.org/10.24136/oc.2022.007.

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Research background: With growing evidence of biometric identification techniques as authentication, there is a pivotal need for comprehending contactless payments by use of facial recognition algorithms in retail, restaurant, and hotel business models. Purpose of the article: In this research, previous findings were cumulated showing that harnessing facial recognition payment applications as software-based contactless biometric algorithms results in remarkably qualitative enhancement in purchasing experience. Methods: Throughout March and November 2021, a quantitative literature review of the Web of Science, Scopus, and ProQuest databases was carried out, with search terms including ?facial recognition payment technology?, ?facial recognition payment system?, ?facial recognition payment application?, ?face recognition-based payment service?, ?facial authentication for mobile payment transactions?, and ?contactless payment through facial recognition algorithms.? As the analyzed research was published between 2017 and 2021, only 187 articles satisfied the eligibility criteria. By removing questionable or unclear findings (limited/nonessential data), results unsubstantiated by replication, too general content, or having quite similar titles, 38, mainly empirical, sources were selected. The Systematic Review Data Repository was harnessed, a software program for the gathering, processing, and analysis of data for our systematic review. The quality of the selected scholarly sources was assessed by employing the Mixed Method Appraisal Tool. Findings & value added: Harnessing facial recognition payment applications as software-based contactless biometric algorithms results in remarkably qualitative enhancement in purchasing experience. Subsequent attention should be directed to whether perceived value and trust shape customers? adoption of biometric recognition payment devices.
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Lee, Jae Moon, In Hwan Jung, and Kitae Hwang. "Classification of Beef by Using Artificial Intelligence." Webology 19, no. 1 (January 20, 2022): 4639–47. http://dx.doi.org/10.14704/web/v19i1/web19308.

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This paper aims to develop an application that classifies the quality of beef via Artificial Intelligence technology, which has experienced rapid technological growth in recent years. The application will allow users to obtain information including, but not limited to, cuts of beef, freshness, and marbling of the beef they are about to purchase. Deep learning image classification was used to classify the cuts of beef, and OpenCV technology was used to determine the freshness and marbling of the beef. The application was developed in a client-server system for real-time action. The mobile phone of the user (the client) will take a photo of the beef and send it to the server, and the server will analyze the received image to identify and determine the cuts of beef, freshness, and marbling of the beef. The results will then be sent back to the client from the server. Artificial Intelligence technology is used to develop applications with these functions. Image classification technology is used for the classification function of beef parts, and OpenCV's clustering technology is used to determine the freshness and marbling grade of beef. Also, Flask web server is used to apply the client-server structure. The developed system worked well for tenderloin, sirloin, and ribs. It provided high confidence over 75% for these cuts. However, it worked poor for other beef cuts. This is simply a learning problem for image classifiers.
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43

Larco, Andres, Paul Peñafiel, Cesar Yanez, and Sergio Luján-Mora. "Thinking about Inclusion: Designing a Digital App Catalog for People with Motor Disability." Sustainability 13, no. 19 (October 3, 2021): 10989. http://dx.doi.org/10.3390/su131910989.

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Some apps serve as assistive technologies or digital therapeutic tools that can be used by rehabilitation professionals in the motor disability context, bringing benefits to therapists and people with disabilities. However, websites or catalogs do not provide reliable information, easy search, and intuitive access to these apps, causing access information difficulties. Therefore, this work proposes to develop a digital catalog of software focused on motor disability. This work performed a systematic search of websites and catalogs related to motor disability, a systematic search of the apps that the digital catalog would show, and a quality evaluation of selected apps using the Mobile Application Rating Scale tool. The digital catalog was developed with the information obtained in the previous phases combining the Prototyping and User Experience criteria, then assessed by final users, software testers, and a web accessibility evaluation tool. The catalog obtained a satisfactory quality score based on the end-users’ and therapists’ satisfaction when finding technological resources to use in their professional and health-care activities. This research aims to contribute to those interested in developing software for people with disabilities and encouraging them to create and design their implementations based on this study.
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Sanyal, Amit, Sara Mistretta, Morgan Fulton, and Clemens walter Janssen. "Mobile-health tool for timely management of cancer treatment toxicity." Journal of Clinical Oncology 39, no. 28_suppl (October 1, 2021): 321. http://dx.doi.org/10.1200/jco.2020.39.28_suppl.321.

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321 Background: Treatment related side effects after chemotherapy are common, with significant toxicities seen in 78.2% to 98.3% of patients allocated to two study arms of a lymphoma trial [1]. While most oncology clinics provide patient education before treatment, onetime delivery of large amounts of information without reiteration of crucial facts results in information gaps, delay in seeking care, culminating in potentially avoidable ED visits and hospitalizations. Technology based symptom monitoring can facilitate early detection of complications, reduce symptom burden and cost of care. Here we update our study [2] of utility of a mobile-health tool for timely management of cancer treatment related toxicities in a community-based oncology practice. Methods: A web-based mobile application consisting of a patient interface, a provider interface and an embedded analytic platform was developed. Patient ‘check-ins’ incorporating a brief introduction and chemotherapy toxicity questionnaires are delivered through automated text or email. Toxicity questionnaires are based on the NCI-PRO-CTCAE ITEMS-ENGLISH form builder. The provider interface incorporates a ‘patient records summary’ page and a ‘tracker’ page, allowing the oncology care team to monitor responses in real-time. Responses exceeding pre-specified thresholds generate a color-coded ‘flag’ and are marked for follow up. Flags result in a phone call followed by in-person evaluation if necessary. All interventions are time stamped. Patient experience is measured concurrently using a Likert-scale as well as free-text response box. Results: 310 patients were enrolled as of January 21, 2021. Median age was 64 years. There were 49% females.8916 check-ins were sent out and 2963 responses recorded for an overall response rate of 33.23%. 531 responses provided by 109 unique patients were flagged for follow up, amounting to 6% of all responses. Fatigue was the most common symptom flagged for follow-up (454), followed by nausea/vomiting or diarrhea (167), abdominal pain (140), cough/dyspnea (140) and numbness/tingling (138). Follow up was prompt, with 60% of patient symptoms followed up on the same day and of these, 84% followed-up within 4 hours of patient reported symptom. Patient experience was consistently favorable. 72% of patients reported an experience score of ≥ 4 (1-5 scale, 5 being the most favorable). Conclusions: Electronic capture of symptoms using connected technology is feasible and can be used for timely management of treatment related complications. References: Bartlett, N.L., et al., Dose-Adjusted EPOCH-R Compared With R-CHOP as Frontline Therapy for Diffuse Large B-Cell Lymphoma: Clinical Outcomes of the Phase III Intergroup Trial Alliance/CALGB 50303. J Clin Oncol, 2019. 37(21): p. 1790-1799. Sanyal, A. Mobile health tool for monitoring cancer treatment complications. 2020. ASCO Quality Care Symposium: American Society of Clinical Oncology.
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45

Li, Jiaqi, Haoming Xia, Yaochen Qin, Pinde Fu, Xuan Guo, Rumeng Li, and Xiaoyang Zhao. "Web GIS for Sustainable Education: Towards Natural Disaster Education for High School Students." Sustainability 14, no. 5 (February 25, 2022): 2694. http://dx.doi.org/10.3390/su14052694.

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The rapid development of the web geographic information system (Web GIS) has promoted new vitality in high school geography education, relieved the stress of geography teachers caused by software and technical problems, and made it possible for teachers to devote more energy to geography teaching and research activities. Natural disaster education is not only an important part of the geography curriculum, but also an indispensable aspect of education for sustainable development (ESD) for high school students. The application of Web GIS in the dynamic monitoring, forecast, and early warning of natural disasters is becoming more experienced. Therefore, the application of Web GIS in natural disaster education is quite feasible. How to build a bridge between them is the purpose of this paper. Thus, the paper selects ArcGIS Online, which is not limited by time and space, and analyzes several functions that apply it to geography teaching. These include smart mapping, story maps, 3D web maps, and mobile GIS. Meanwhile, it analyzes the knowledge structure of “natural disasters” in Chinese geography textbooks to guide the subsequent case design. Then, the Web GIS inquiry-based teaching case is formed based on “7.20 Zhengzhou Torrential Rain”. It contains knowledge about natural disasters and designs from many aspects, such as the causes, manifestations, and prevention and control of disasters. The discussion identifies a range of specific educational benefits of applying Web GIS to natural disaster education for teachers and schools. Ultimately, it can provide some reference values for geography teachers and other developers to explore curriculum resources and create quality educational models.
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46

Frej, Asmae, Mireia Cano, José A. Ruiz-Postigo, Paul Macharia, Richard Odame Phillips, Yaw Ampem Amoako, and Carme Carrion. "Assessing the Quality of the World Health Organization’s Skin NTDs App as a Training Tool in Ghana and Kenya: Protocol for a Cross-sectional Study." JMIR Research Protocols 11, no. 12 (December 8, 2022): e39393. http://dx.doi.org/10.2196/39393.

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Background Neglected tropical diseases (NTDs) affect over 1.5 billion people worldwide, the majority of them belonging to impoverished populations in low- and middle-income countries (LMICs). Skin NTDs are a subgroup of NTDs that manifest primarily as skin lesions. The diagnosis and treatment of skin NTDs entail considerable resources, including trained personnel and financial backing. Many interventions are being launched and evaluated, particularly mobile health (mHealth) interventions, such as Skin NTDs App, a training and decision support tool offered by the World Health Organization (WHO) for frontline health workers (FHWs). As most digital health guidelines prioritize the thorough evaluation of mHealth interventions, it is essential to conduct a rigorous and validated assessment of Skin NTDs App. Objective We aim to assess the quality of version 3 of Skin NTDs App, developed for the WHO by Universal Doctor and Netherlands Leprosy Relief as a training and decision support tool for FHWs. Methods A cross-sectional study will be conducted in 2 LMICs: Ghana and Kenya. We will use snowball sampling recruitment to select 48 participants from the target population of all FHWs dealing with skin NTDs. The sample group of FHWs will be asked to download and use Skin NTDs App for at least 5 days before answering a web-based survey containing demographic variables and the user Mobile App Rating Scale (uMARS) questionnaire. A semistructured interview will then be conducted. Quantitative and qualitative data will be analyzed using SPSS (version 25; SPSS Inc), with statistical significance for all tests set at a 95% CI and P≤.05 considered significant. Data derived from the semistructured interviews will be clustered in themes and coded to enable analysis of various dimensions using ATLAS.ti. Results The estimated completion date of the study is in the third quarter of 2022. The results are expected to show that Skin NTDs App version 3 has a good reported user experience, as assessed using the uMARS scale. No differences are expected to be found, except for those related to experience in dermatology and the use of mobile technology that could influence the final score. Semistructured interviews are expected to complete the results obtained on the uMARS scale. Moreover, they will be the previous step before assessing other aspects of the app, such as its efficiency and how it should be disseminated or implemented. Conclusions This study is the first step in a qualitative and quantitative assessment of Skin NTDs App as a training and support tool for FHWs diagnosing and managing skin NTDs. Our results will serve to improve future versions of the App. International Registered Report Identifier (IRRID) PRR1-10.2196/39393
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47

Floch, Jacqueline, Thomas Vilarinho, Annabel Zettl, Gema Ibanez-Sanchez, Joaquim Calvo-Lerma, Erlend Stav, Peter Halland Haro, Asbjørn Lein Aalberg, Alvaro Fides-Valero, and José Luis Bayo Montón. "Users’ Experiences of a Mobile Health Self-Management Approach for the Treatment of Cystic Fibrosis: Mixed Methods Study." JMIR mHealth and uHealth 8, no. 7 (July 8, 2020): e15896. http://dx.doi.org/10.2196/15896.

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Background Despite a large number of clinical trials aiming at evaluating the digital self-management of chronic diseases, there is little discussion about users’ experiences with digital approaches. However, a good user experience is a critical factor for technology adoption. Understanding users’ experiences can inform the design of approaches toward increased motivation for digital self-management. Objective This study aimed to evaluate the self-management of cystic fibrosis (CF) with a focus on gastrointestinal concerns and the care of young patients. Following a user-centered design approach, we developed a self-management app for patients and parents and a web tool for health care professionals (HCPs). To evaluate the proposed solutions, a 6-month clinical trial was conducted in 6 European CF competence centers. This paper analyzes the user acceptance of the technology and the benefits and disadvantages perceived by the trial participants. Methods A mixed methods approach was applied. Data were collected through 41 semistructured qualitative interviews of patients, parents, and HCPs involved in the clinical trial. In addition, data were collected through questionnaires embedded in the self-management app. Results Support for enzyme dose calculation and nutrition management was found to be particularly useful. Patients and parents rapidly strengthened their knowledge about the treatment and increased their self-efficacy. Reported benefits include reduced occurrence of symptoms and enhanced quality of life. Patients and parents had different skills, requiring follow-up by HCPs in an introductory phase. HCPs valued obtaining precise information about the patients, allowing for more personalized advice. However, the tight follow-up of several patients led to an increased workload. Over time, as patient self-efficacy increased, patient motivation for using the app decreased and the quality of the reported data was reduced. Conclusions Self-management enfolds a collaboration between patients and HCPs. To be successful, a self-management approach should be accepted by both parties. Through understanding behaviors and experiences, this study defines recommendations for a complex case—the demanding treatment of CF. We identify target patient groups and situations for which the app is most beneficial and suggest focusing on these rather than motivating for regular app usage over a long time. We also advise the personalized supervision of patients during the introduction of the approach. Finally, we propose to develop guidance for HCPs to facilitate changes in practice. As personalization and technology literacy are factors found to influence the acceptance of digital self-management of other chronic diseases, it is relevant to consider the proposed recommendations beyond the case of CF.
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Wesselman, Linda MP, Astrid M. Hooghiemstra, Linda J. Schoonmade, Marjolein CJ de Wit, Wiesje M. van der Flier, and Sietske AM Sikkes. "Web-Based Multidomain Lifestyle Programs for Brain Health: Comprehensive Overview and Meta-Analysis." JMIR Mental Health 6, no. 4 (April 9, 2019): e12104. http://dx.doi.org/10.2196/12104.

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BackgroundThe number of people living with dementia is increasing worldwide, mainly because of aging of the population. To date, there is no pharmaceutical intervention to delay or treat cognitive decline or dementia. As an estimated one-third of dementia cases might be attributable to modifiable lifestyle factors (such as cognitive and physical activity), multidomain lifestyle interventions are a promising way to maintain or improve brain health. Offering programs online would enable large-scale implementation. An overview of multidomain Web-based lifestyle programs for brain health would facilitate comparison and improvement of such programs to develop effective and sustainable interventions.ObjectiveThis study aimed to (1) provide a comprehensive overview of Web-based multidomain lifestyle programs aimed at optimizing brain health in healthy adult populations and (2) describe the programs and targeted lifestyle factors, availability, and evaluation of adherence and user experience. In addition, a meta-analysis was performed to evaluate the effectiveness of these programs.MethodsElectronic databases (PubMed, EMBASE, and PsycINFO) were searched for Web-based lifestyle programs that were included when the program (1) aimed to optimize brain health, (2) focused on multiple lifestyle factors, (3) was completely Web-based (website, Web application or mobile app), (4) consisted of multiple sessions, and (5) focused on a healthy adult population. Program characteristics (target population, duration, frequency, tailoring, platform, and availability) and results of program evaluations (effectiveness, user evaluations, and adherence) were extracted and compared. Studies using a controlled design were included in a random-effects meta-analysis on the effectiveness on brain health outcomes. Study quality was assessed using the physiotherapy evidence database (PEDro) scale.ResultsThe electronic searches yielded 44 documents describing 14 Web-based lifestyle programs; physical and cognitive activities were targeted in all programs. Four programs (4/14, 29%) were publicly available and free of charge, whereas others were restricted to research settings (5/14, 36%), available after payment (1/14, 7%), or not available at all (2/14, 14%). User evaluations were reported for 8 (57%) of the 14 programs. Reported dropout of the intervention groups ranged from 2% to 52%. Overall, 3 studies evaluated the effectiveness of a program using a controlled design and were included in the meta-analysis (moderate-to-high quality). Pooled results showed a significant small-to-medium effect of the Web-based multidomain lifestyle interventions on outcome measures for brain health (global cognition score, subjective cognitive score, and lifestyle risk score; standard mean difference=0.45; 95% CI 0.12-0.78), with a high degree heterogeneity across studies (I2=75%; P=.02).ConclusionsIn total, 14 Web-based multidomain lifestyle programs aimed at optimizing brain health were found. The programs showed heterogeneity in both characteristics and effectiveness evaluation. Despite this heterogeneity, this meta-analysis suggests that Web-based lifestyle programs can positively influence brain health outcomes and have the potential to contribute to the prevention of dementia.
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Hudson, Georgie, Esther Negbenose, Martha Neary, Sonja M. Jansli, Stephen M. Schueller, Til Wykes, and Sagar Jilka. "Comparing Professional and Consumer Ratings of Mental Health Apps: Mixed Methods Study." JMIR Formative Research 6, no. 9 (September 23, 2022): e39813. http://dx.doi.org/10.2196/39813.

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Background As the number of mental health apps has grown, increasing efforts have been focused on establishing quality tailored reviews. These reviews prioritize clinician and academic views rather than the views of those who use them, particularly those with lived experiences of mental health problems. Given that the COVID-19 pandemic has increased reliance on web-based and mobile mental health support, understanding the views of those with mental health conditions is of increasing importance. Objective This study aimed to understand the opinions of people with mental health problems on mental health apps and how they differ from established ratings by professionals. Methods A mixed methods study was conducted using a web-based survey administered between December 2020 and April 2021, assessing 11 mental health apps. We recruited individuals who had experienced mental health problems to download and use 3 apps for 3 days and complete a survey. The survey consisted of the One Mind PsyberGuide Consumer Review Questionnaire and 2 items from the Mobile App Rating Scale (star and recommendation ratings from 1 to 5). The consumer review questionnaire contained a series of open-ended questions, which were thematically analyzed and using a predefined protocol, converted into binary (positive or negative) ratings, and compared with app ratings by professionals and star ratings from app stores. Results We found low agreement between the participants’ and professionals’ ratings. More than half of the app ratings showed disagreement between participants and professionals (198/372, 53.2%). Compared with participants, professionals gave the apps higher star ratings (3.58 vs 4.56) and were more likely to recommend the apps to others (3.44 vs 4.39). Participants’ star ratings were weakly positively correlated with app store ratings (r=0.32, P=.01). Thematic analysis found 11 themes, including issues of user experience, ease of use and interactivity, privacy concerns, customization, and integration with daily life. Participants particularly valued certain aspects of mental health apps, which appear to be overlooked by professional reviewers. These included functions such as the ability to track and measure mental health and providing general mental health education. The cost of apps was among the most important factors for participants. Although this is already considered by professionals, this information is not always easily accessible. Conclusions As reviews on app stores and by professionals differ from those by people with lived experiences of mental health problems, these alone are not sufficient to provide people with mental health problems with the information they desire when choosing a mental health app. App rating measures must include the perspectives of mental health service users to ensure ratings represent their priorities. Additional work should be done to incorporate the features most important to mental health service users into mental health apps.
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Varandas, Leonor, João Faria, Pedro Gaspar, and Martim Aguiar. "Low-Cost IoT Remote Sensor Mesh for Large-Scale Orchard Monitorization." Journal of Sensor and Actuator Networks 9, no. 3 (September 21, 2020): 44. http://dx.doi.org/10.3390/jsan9030044.

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Population growth and climate change lead agricultural cultures to face environmental degradation and rising of resistant diseases and pests. These conditions result in reduced product quality and increasing risk of harmful toxicity to human health. Thus, the prediction of the occurrence of diseases and pests and the consequent avoidance of the erroneous use of phytosanitary products will contribute to improving food quality and safety and environmental land protection. This study presents the design and construction of a low-cost IoT sensor mesh that enables the remote measurement of parameters of large-scale orchards. The developed remote monitoring system transmits all monitored data to a central node via LoRaWAN technology. To make the system nodes fully autonomous, the individual nodes were designed to be solar-powered and to require low energy consumption. To improve the user experience, a web interface and a mobile application were developed, which allow the monitored information to be viewed in real-time. Several experimental tests were performed in an olive orchard under different environmental conditions. The results indicate an adequate precision and reliability of the system and show that the system is fully adequate to be placed in remote orchards located at a considerable distance from networks, being able to provide real-time parameters monitoring of both tree and the surrounding environment.
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