Abstract: In an era when everything is increasingly digital, consumers are always looking for new options in solutions to their everyday needs. In this context, mobile apps are developing at an exponential pace. One of the fastest growing segments of mobile technologies is, obviously, e-commerce. It can be predicted that mobile commerce will record nearly three times the global growth of e-commerce across all platforms, which indicates its importance in the given segment. The current coronavirus pandemic is also changing many of the existing paradigms both socially, economically, and technologically, which has a major impact on changing consumer behavior and the emphasis on simplification and clarity of mobile solutions. This is the area that User Experience (UX) and User Interface (UI) designers deal with. Their task is to design a sufficiently attractive and interesting solution that will be available on all mobile devices and at the same time will be easy enough for the customer/visitor to get to the destination or to get the necessary information in a few clicks. The basis for changes in UX design can now be obtained not only through online analytical tools, but also through neuromarketing, especially in the case of mobile devices. The paper highlights possibilities for testing UX design applications on mobile devices using a special platform that combines a stationary eye camera (eye tracking) and facial analysis (facial coding).
Abstract: This paper presents a proposal for a mobile government
adoption and utilization model (MGAUM), which is a framework
designed to increase the adoption rate of m-government services
in Saudi Arabia. Recent advances in mobile technologies such are
Mobile compatibilities, The development of wireless communication,
mobile applications and devices are enabling governments to
deliver services in new ways to citizens more efficiently and
economically. In the last decade, many governments around the
globe are utilizing these advances effectively to develop their next
generation of e-government services. However, a low adoption rate of
m-government services by citizens is a common problem in Arabian
countries, including Saudi Arabia. Yet, to our knowledge, very little
research has been conducted focused on understanding the factors
that influence citizen adoption of these m-government services in
this part of the world. A set of social, cultural and technological
factors have been identified in the literature, which has led to the
formulation of associated research questions and hypotheses. These
hypotheses will be tested on Saudi citizens using questionnaires and
interview methods based around the technology acceptance model.
A key objective of the MGAUM framework is to investigate and
understand Saudi citizens perception towards adoption and utilization
of m-government services.
Abstract: With the rapid changes occurring in the last twenty five years, mobile phone technology has influenced every aspect of life. Technological developments within the Internet and mobile phone areas have not only changed communication practices; it has also changed the everyday life practices of individuals. This article has focused on understanding how people’s communication practices and everyday life practices have changed with the smartphone usage. The study was conducted by using in-depth interview method and the research was conducted on twenty Turkish Cypriots who live in Northern Cyprus. According to the research results, communicating via Internet has rapidly replaced face to face communication in recent years. However, results have changed according to generations. Younger generations can easily adapt themselves to technological changes because they are already gaining everyday life practices right now. However, the older generations practices are already present in their everyday life.
Abstract: Social networks play an important role in the lives of children and young people. Along with the high penetration of mobile technologies such as smartphones and tablets among the younger generation, there is an increasing use of social networks already in elementary school. The paper presents the results of research, which was realized at schools in the Hradec Králové region. In this research, the authors focused on issues related to communications on social networks for children, teenagers and young people in the Czech Republic. This research was conducted at selected elementary, secondary and high schools using anonymous questionnaires. The results are evaluated and compared with the results of the research, which has been realized in 2008. The authors focused on the possibilities of using social networks in education. The paper presents the possibility of using the most popular social networks in education, with emphasis on increasing motivation for learning. The paper presents comparative analysis of social networks, with regard to the possibility of using in education as well.
Abstract: The aim of the study is to describe and analyze design
of mobile teaching for students collaborative learning in distance
higher education with a focus on mobile technologies as online
webinars (web-based seminars or conferencing) by using laptops,
smart phones, or tablets. These multimedia tools can provide face-toface
interactions, recorded flipped classroom videos and parallel chat
communications. The data collection consists of interviews with 22
students and observations of online face-to-face webinars, as well
two surveys. Theoretically, the study joins the research tradition of
Computer Supported Collaborative learning, CSCL, as well as
Computer Self-Efficacy, CSE concerned with individuals’ media and
information literacy. Important conclusions from the study
demonstrated mobile interactions increased student centered
learning. As the students were appreciating the working methods,
they became more engaged and motivated. The mobile technology
using among student also contributes to increased flexibility between
space and place, as well as media and information literacy.
Abstract: Nowadays, several research studies point up that an
active lifestyle is essential for physical and mental health benefits.
Mobile phones have greatly influenced people’s habits and attitudes
also in the way they exercise. Our research work is mainly focused on
investigating how to exploit mobile technologies to favour people’s
exertion experience. To this end, we developed an exertion framework
users can exploit through a real world mobile application, called
EverywhereSport Run (EWRun), designed to act as a virtual personal
trainer to support runners during their trainings. In this work, inspired
by both previous findings in the field of interaction design for people
with visual impairments, feedback gathered from real users of our
framework, and positive results obtained from two experimentations,
we present some new interaction facilities we designed to enhance
the interaction experience during a training. The positive obtained
results helped us to derive some interaction design recommendations
we believe will be a valid support for designers of future mobile
systems conceived to be used in circumstances where there are limited
possibilities of interaction.
Abstract: The following paper presents the results of a study
aimed at achieving a better understanding of the psychological
readiness for mobile learning (m-learning) among Saudi students,
while also evaluating m-learning readiness as a whole in Saudi
Arabia - a topic that has not yet received adequate attention from
researchers. Data was acquired via a questionnaire administered to
131 Saudi students at UK universities, in July 2013. The study
confirmed that students are confident about using mobile devices in
their daily lives, and that they would welcome more opportunities for
mobile learning. The findings also indicated that Saudi higher
education students are very familiar with, and psychologically ready
for, m-learning.
Abstract: Mobile communication provides access to the outside world without borders everywhere and at any time. The learning method that related to mobile communication technology is known as mobile learning (M-learning). It is a method that communicates learning materials with mobile device technology. The purpose of this method is to increase the interest in learning among students and assist them in obtaining learning materials at Kolej Poly-Tech MARA (KPTM) in order to improve the student’s performance in their study and to encourage educators to diversify the teaching practices. This paper discusses the student’s awareness for enhancement of learning style using mobile technologies and their readiness to apply the elements of mobile learning in learning to improve performance and interest in learning among students. An application called Mobile EEF Learning System (MEEFLS) has been developed as a tool to be used as a pilot test in KPTM.
Abstract: Numerous threats have been identified when using social networks. The question is whether young people are aware of these negative impacts of online and mobile technologies. Will they identify threats when needed? Will they know where to get help? Students and school children were part of a survey where their behavior and use of Facebook and an instant messaging application - MXit were studied. This paper presents some of the results. It can be concluded that awareness on security and privacy issues should be raised. The benefit of doing such a survey is that it may help to direct educational efforts from a young age. In this way children – with their parents – can strive towards more secure behavior. Educators can focus their lessons towards the areas that need attention resulting in safer cyber interaction and ultimately more responsible online use.
Abstract: Through the course of this paper we outline how
mobile Business Intelligence (m-BI) can help businesses to work
smarter and to improve their agility. When we analyze the industry
from the usage perspective or how interaction with the enterprise BI
system happens via mobile devices, we may easily understand that
there are two major types of mobile BI: passive and active. Active
mobile BI gives provisions for users to interact with the BI systems
on-the-fly. Active mobile business intelligence often works as a
combination of both “push and pull" techniques. Some mistakes were
done in the up-to-day progress of mobile technologies and mobile BI,
as well as some problems that still have to be resolved. We discussed
in the paper rather broadly.
Abstract: This paper describes an experience of research,
development and innovation applied in Industrial Naval at (Science
and Technology Corporation for the Development of Shipbuilding
Industry, Naval in Colombia (COTECMAR) particularly through
processes of research, innovation and technological development,
based on theoretical models related to organizational knowledge
management, technology management and management of human
talent and integration of technology platforms. It seeks ways to
facilitate the initial establishment of environments rich in
information, knowledge and content-supported collaborative
strategies on dynamic processes missionary, seeking further
development in the context of research, development and innovation
of the Naval Engineering in Colombia, making it a distinct basis for
the generation of knowledge assets from COTECMAR.
The integration of information and communication technologies,
supported on emerging technologies (mobile technologies, wireless,
digital content via PDA, and content delivery services on the Web 2.0
and Web 3.0) as a view of the strategic thrusts in any organization
facilitates the redefinition of processes for managing information and
knowledge, enabling the redesign of workflows, the adaptation of
new forms of organization - preferably in networking and support the
creation of symbolic-inside-knowledge promotes the development of
new skills, knowledge and attitudes of the knowledge worker
Abstract: Wireless mobile communications have experienced
the phenomenal growth through last decades. The advances in
wireless mobile technologies have brought about a demand for high
quality multimedia applications and services. For such applications
and services to work, signaling protocol is required for establishing,
maintaining and tearing down multimedia sessions. The Session
Initiation Protocol (SIP) is an application layer signaling protocols,
based on request/response transaction model. This paper considers
SIP INVITE transaction over an unreliable medium, since it has been
recently modified in Request for Comments (RFC) 6026. In order to
help in assuring that the functional correctness of this modification is
achieved, the SIP INVITE transaction is modeled and analyzed using
Colored Petri Nets (CPNs). Based on the model analysis, it is
concluded that the SIP INVITE transaction is free of livelocks and
dead codes, and in the same time it has both desirable and
undesirable deadlocks. Therefore, SIP INVITE transaction should be
subjected for additional updates in order to eliminate undesirable
deadlocks. In order to reduce the cost of implementation and
maintenance of SIP, additional remodeling of the SIP INVITE
transaction is recommended.