Designing Mobile Application for Dyslexia in Reading Disorder Problem
In: International journal of academic research in business and social sciences: IJ-ARBSS, Band 8, Heft 1
ISSN: 2222-6990
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In: International journal of academic research in business and social sciences: IJ-ARBSS, Band 8, Heft 1
ISSN: 2222-6990
SSRN
Working paper
In: Socialno-ikonomičeski analizi: Socio-economic analysis, Band 11, Heft 1
ISSN: 2367-9379
This article analyses some fundamental motivational models based on the needs and expectations of mobile applications users. Some of the instruments of communication used in the Lords Mobile gaming app are described, as well as the app's structure and some of the events conducted to maintain user interest. Certain shortcomings in user communication, weaknesses and opportunities in the marketing strategy currently applied are outlined.
Crop losses are the major threat to the wellbeing of rural families, to the economy and governments, and to food security worldwide. We present a multifunctional platform for plant disease detection (PDDP). PDDP consists of a set of interconnected services and tools developed, deployed, and hosted with the help of the JINR cloud infrastructure. PDDP was designed using modern organization and deep learning technologies to provide a new level of service to the farmers' community. A mobile application allowing users to send photos and text descriptions of sick plants and get the cause of the illness and treatment is part of PDDP. We collected a special database of grape, wheat and corn leaves consisting of fifteen sets of images. We tried different neural network architectures on these data and selected the best one. The architecture and basic principles of the platform and networks are described and compared with other well-known solutions.
BASE
During the Covid-19 epidemic, health facilities were important to students, however, the government hospitals and clinics were located in the city centre away from PMU and UITM Mukah. Added with the movement control order (MCO), only 80% of staff on duty, this makes it students hard to contact the medical officer and fail to get proper treatment. In PMU and UITM students are allowed to return to the campus with some restrictions and procedures to follow. Hence the purpose of the innovations of M Clinicc Apps in mobile applications is to be created especially for students to make an appointment at Politeknik Mukah (PMU) and Uitm Campus's clinic or clinics located in Mukah Sarawak, Malaysia. Secondly to determine the level of applications among both institutions using the M Clinic Apps and the purpose of the recommendations. A total of 125 students participates in this study, which also used descriptive statistics. Overall, the students agreed the Clinic Apps were useful during Covid 19 pandemic. In addition, this mobile application innovation project also has a benefit for both institutions because this application can improve the level of management in medical and health services. The management of medical and health services at both institutions needs to be improved because the health of students was important that needs to be taken into consideration, moreover our country is still in a phase where the covid-19 pandemic has not been over yet. Lastly, the health of these students has become the responsibility and priority of the management of PMU and UITM Mukah campus because these students are not under the care of their parents after returning to campus.
BASE
In: The journal of business & industrial marketing, Band 39, Heft 3, S. 537-552
ISSN: 2052-1189
Purpose
While few studies have examined business-to-business (B2B) mobile application (app) usage, none have examined the challenges in developing these technological assets. This study aims to examine B2B marketing executives' perceptions regarding benefits, barriers and facilitators in app development.
Design/methodology/approach
A survey of 311 B2B marketing executives at selling firms in the USA was conducted to identify key themes related to the benefits, barriers and facilitators in developing B2B apps. The research featured "open-ended" questions exclusively, and advanced textual and thematic analysis of executives' responses produced several key themes.
Findings
Results show that the perceived benefit of lowering customer servicing and costs drives development more so than trying to realize new revenue opportunities (e.g. "saving" vs. "making" money). Achieving internal buy-in/participation was perceived as a larger barrier than the commitment of financial resources. Additionally, training and education were viewed as the strongest facilitators of an app's success over its design and functionality. Implications for B2B firms are discussed.
Research limitations/implications
The open-ended format of this research captures a greater breadth of perspectives at the expense of more granular analysis of any particular issue.
Originality/value
The themes generated from the responses offer novel insights into the benefits sought in developing an app, as well as the technological, organizational and environmental factors that act as barriers and facilitators. The open-ended format of this research captures a greater breadth of perspectives at the expense of a more granular analysis of any particular issue.
In: International Journal of Multidisciplinary Research and Explorer (IJMRE) March-2021; http://doi-ds.org/doilink/03.2021-63576538/IJMRE
SSRN
SSRN
In: Securing Government Information and Data in Developing Countries; Advances in Information Security, Privacy, and Ethics, S. 90-103
In: Journal of hospitality marketing & management, Band 26, Heft 4, S. 361-377
ISSN: 1936-8631
In: Scientific African, Band 21, S. e01833
ISSN: 2468-2276
In: Progress in disaster science, Band 5, S. 100052
ISSN: 2590-0617
In: International journal of information management, Band 36, Heft 3, S. 441-450
ISSN: 0268-4012
In: American journal of health promotion, Band 33, Heft 3, S. 448-451
ISSN: 2168-6602
Purpose: To evaluate the presence of gamification in popular mobile applications and whether principles from behavioral economics were incorporated in the design. Design: The top 50 ranked free health and fitness applications were downloaded. Gamification elements were predetermined through literature review, and applications were evaluated for their presence. Setting: App Store by Apple Inc. Measures: Presence of gamification, type of game element, and use of behavioral economic principles. Analysis: We classified the types and frequencies of targeted behaviors and features of gamification. Use of behavioral economic principles focused on designing rewards or points using loss aversion (allocated upfront and could be lost), variable reinforcement (not allocated constantly), and probability inflation (using drawings or lottery designs). Results: Gamification was used by 64% of mobile applications. Most applications that included gamification (97%) targeted behaviors related to physical activity and weight loss. Applications focused on other areas such as reproductive health, meditation, and sleep used gamification less often (11%). Game elements used most commonly included goal setting (78%), social influences (78%), and challenges (63%), while less common elements included points (6%) and levels (3%). No applications incorporated behavioral economics principles specified in the study. Conclusions: Gamification was commonly used by popular health and fitness mobile applications, but none used the specified behavioral economic principles to design rewards or points. Mobile applications could potentially improve their use if their design better leveraged principles from behavioral economics.