Digital Mobile Services for Everyday Life

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    Using Digital Coaching to Promote Physical Activity to University Students with Low Levels of Physical Activity: A Qualitative Intervention Study
    ( 2021-01-05) Kettunen, Eeva
    Physical activity levels of university aged people have been declining in recent years. This age group is experienced in incorporating technology into their lives. Therefore, it is worthwhile to study the role sport and wellness technology could play in health promotion to this group. This exercise psychology focused intervention study explored the effects, needs and wants related to using a digital sport and wellness technology digital coach in the pursue of a more physically active lifestyle. The target group of this study was university students with low levels of physical activity. The results suggest digital coaching can motivate people with low levels of physical activity by giving them better self-awareness related to exercising. The individualized training program and feedback was perceived as positive, and digital coaching could be more effective with development towards digital coaching having more ‘human’ elements. These results provide information for companies and professionals working in sport and health promotion.
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    Using a Physical Activity Application to Promote Physical Activity Levels Among Aged People: A Follow-Up Study
    ( 2021-01-05) Kari, Tuomas ; Makkonen, Markus ; Carlsson, Joanna ; Frank, Lauri
    The share and life expectancy of the ageing population are increasing. However, aged people are threatened by insufficient physical activity. Therefore, finding ways to support people to live a physically active life in older age is imperative. Digital wellness technologies represent a potential solution, but in order for such technologies to be effective, research is needed to gain a better understanding on their use among aged people. To address this need, this study investigated whether the use of a physical activity application can promote physical activity among aged people. The physical activity levels were measured at three different time points: before taking the application into use, after four months of use, and after 12 months of use. The results show a modest increase in the physical activity levels. When examining physical activity categories (based on the IPAQ-E), a participant rather shifted to a higher than to a lower physical activity category. Overall, the changes were more substantial after 12 months than after four months of use. The results suggest that physical activity applications used in everyday life have potential in promoting physical activity levels among aged people.
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    The impact of IT mindfulness on complex task performance
    ( 2021-01-05) Järveläinen, Jonna ; Sell, Anna ; Walden, Pirkko
    Travel bookings are time-consuming tasks as many of HICSS participants know. Finding suitable flights from Europe with minimal flying times, layovers long enough to catch the next flight but too long takes time and can be considered a complex task. However, the travel search engines are quite easy to use without many advanced features, and using them creatively does not seem probable. We set out to study whether information technology (IT) mindfulness or mindlessness have any impact on complex task performance. IT mindfulness has been found to affect the use of advanced features and finding new ways to use software. Doing something on automatic pilot has been considered to be mindless. We gave students a complex booking task and the survey results on their performance reveal the impact of IT mindfulness.
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    Switching Behaviour in Smart Phone Messaging Services – It’s a Question of Context, Content, and Features of the Service
    ( 2021-01-05) Mckenna, Brad ; Mäkinen, Petri ; Tuunanen, Tuure
    This paper studies switching behaviour in smart phone messaging services. This study aims to add knowledge about the factors affecting switching behaviour in smart phone messaging services. The empirical study is qualitative, and the data was collected with interviews using the laddering method. This study was carried out to find out the reasons behind customer decisions when choosing between smart phone messaging services. Using the Push-Pull Mooring framework, the findings of this study indicate that the switching decision regarding smart phone messaging service is influenced by three factors: the context of the message, the content of the message, and the features of the service.
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    Snake Detection and Classification using Deep Learning
    ( 2021-01-05) Yang, Zihan ; Sinnott, Richard
    Object detection is a major task in computer vision. With the rapid development of machine learning in the past few decades, and more recently deep learning, it is now possible to utilise complex machine learning models to automatically detect and classify objects from potentially complex images. In this paper we consider machine (deep) learning networks suitable for detection and classification of (Australian) snakes and their deployment and performance in a mobile environment. We explore state of the art Convolutional Neural Networks (CNNs) and their use for transfer learning. We develop an iOS application supporting an offline (model-embedded on the device) approach and an online version where images are sent to a Cloud-based server for classification. We present the results and discuss the performance differences as well as the impact on the accuracy and time for classification for the two environments.