scholarly journals LocaTag - An NFC-Based System Enhancing Instant Messaging Tools with Real-Time User Location

Author(s):  
Felix Köbler ◽  
Philip Koene ◽  
Helmut Krcmar ◽  
Matthias Altmann ◽  
Jan Marco Leimeister
2021 ◽  
Vol 9 (1) ◽  
pp. e001934
Author(s):  
Anne M Doherty ◽  
Anne Herrmann-Werner ◽  
Arann Rowe ◽  
Jennie Brown ◽  
Scott Weich ◽  
...  

IntroductionThis study examines the feasibility of conducting diabetes-focused cognitive–behavioral therapy (CBT) via a secure online real-time instant messaging system intervention to support self-management and improve glycemic control in people with type 1 diabetes.Research design and methodsWe used a pre–post uncontrolled intervention design over 12 months. We recruited adults with type 1 diabetes and suboptimal glycemic control (HbA1c ≥69 mmol/mol (DCCT 8.5%) for 12 months) across four hospitals in London. The intervention comprised 10 sessions of diabetes-focused CBT delivered by diabetes specialist nurses. The primary outcomes were number of eligible patients, rates of recruitment and follow-up, number of sessions completed and SD of the main outcome measure, change in HbA1c over 12 months. We measured the feasibility of collecting secondary outcomes, that is, depression measured using Patient Health Questionnaire-9 (PHQ-9), anxiety measured Generalised Anxiety Disorder (GAD) and the Diabetes Distress Scale (DDS).ResultsWe screened 3177 patients, of whom 638 were potentially eligible, from whom 71 (11.1%) were recruited. The mean age was 28.1 (13.1) years, and the mean HbA1c was 84.6 mmol/mol (17.8), DCCT 9.9%. Forty-six (65%) patients had at least 1 session and 29 (41%) completed all sessions. There was a significant reduction in HbA1c over 12 months (mean difference −6.2 (2.3) mmol/mol, DCCT 0.6%, p=0.038). The change scores in PHQ-9, GAD and DDS also improved.ConclusionsIt would be feasible to conduct a full-scale text-based synchronized real-time diabetes-focused CBT as an efficacy randomized controlled trial.


2020 ◽  
Vol 7 (2) ◽  
pp. 305-314
Author(s):  
Evi Zulfiana ◽  
Riska Arsita Harnawati
Keyword(s):  

Kementerian Komunikasi dan Informatika tahun 2012 menemukan bahwa 80% responden yang disurvei merupakan penggunaan Internet. Kehadiran teknologi Internet telah membuka munculnya bentuk-bentuk perilaku seksual baru seperti Cyber-Sex. Cyber-Sex adalah dua atau lebih individu yang terlibat dalam percakapan secara simultan, real-time, berinteraksi sexual atau erotis dengan menggunakan media online (misalnya chatroom, instant messaging, dan bentuk-bentuk baru dari aplikasi berbasis ponsel). Tujuan dari penelitian ini adalah untuk mengetahui dampak perilaku Perilaku Cyber-sex dikalangan Generasi Millennial pada remaja di Madrasah Aliyah Negeri (MAN) Wilayah Kota Tegal. Metode penelitian yang digunakan yaitu penelitian kualitatif, sedangkan pendekatan yang digunakan dalam penelitian ini adalah fenomenologis, Pengambilan data dijalankan dengan teknik indepth interview sesuai pedoman.  Hasil info yang didapat lalu direkam dan dibuat catatan lahan untuk mencegah terjadinya subyektifitas. Hasil wawancara dengan responden didapatkan informasi tentang Dampak perilaku pengaruh tentang cyber sex adalah semua responden mengenal situs porno pada usia remaja putri 14 tahun remaja laki- laki 17 Tahun. Situs yang dilihat mayoritas melihat foto atau gambar gambar wanita cantik, seksi, telanjang dan ada yang sampai melihat ke yang lebih jauh yaitu hubungan seksual. Hasil penelitian ini didapatkan bahwa remaja kecenderungan mengakses situs porno pada pada usia 15-17 tahun, remaja mengunjungi situs porno mengenai gambar-gambar waita cantik, seksi dan film BF, komunikasi dengan pacar melalui chating dan vidio call dengan membahasan sex, pelampiasan setelah menonton situs porno dengan pacar ciuman, berpelukan dan sampai nekcing, responden sering onani setelah menonton/ melihat situs porno, perasaan penasaran dan rasa ingin tahu yang menyebabkan responden ingin membuka situs porno, dalam seminggu responden mengakses 3-4 kali dan lamanya 1-2 jam perhari, setelah menonton situs porno responden merasa puas dan terhibur.


2016 ◽  
Vol 6 (1) ◽  
pp. 10
Author(s):  
Halil Arslan

Communication protocols are used for data communication between different parties in computer networks. Research on improvement and generalization of the usage areas of these protocols keeps going. One of these protocols, Extensible Messaging and Presence Protocol (XMPP), draws the attention with the advantages of providing an open communication infrastructure for real-time transmission and usage of XML format along with packet definition, which is also available in other protocols. In this study, a new model was developed making the use of XMPP advantages. The developed model can interoperate with the software using other protocols and is intended for efficient, location-independent communication of people and business applications with each other. To verify the constructed model, a new enterprise application including an instant messaging service was developed that is able to interoperate with business applications. A new area was added to the usage areas of XMPP that contributes to the generalization of the protocol.Keywords: XMPP, business application, instant messaging, presence management  


2014 ◽  
Vol 10 (4) ◽  
pp. 361-384
Author(s):  
Francisco M. Borrego-Jaraba ◽  
Irene Luque Ruiz ◽  
Miguel Ángel Gómez-Nieto

In this paper we present a pervasive proposal for advertising using mobile phones, Near Field Communication, geolocation and air hand gestures. Advertising post built by users in public/private spaces can store multiple ads containing any kind of textual, graphic or multimedia information. Ads are automatically shows in the mobile phone of the users using a notification based process considering relative user location between the posts and the user preferences. Moreover, ads can be stored and retrieved from the post using hand gestures and Near Field Communication technology. Secure management of information about users, posts, and notifications and the use of instant messaging enable the development of systems to extend the current advertising strategies based on Web, large displays or digital signage.


First Monday ◽  
2020 ◽  
Author(s):  
Devendra Dilip Potnis ◽  
Bhakti Gala ◽  
Kanchan Deosthali

In an online survey, 108 mobile phone users in the age bracket of 18 to 21 in India reported their emotional responses to six humorous, warning, and philosophical messages in real time. Using open coding, researchers coded respondents’ sentiments into positive, negative, and neutral categories and traced their effect on (a) the respondents’ intention to forward the messages, which was captured in real time; and, (b) potential recipients of the forwarded messages. Findings inform the research on electronic word-of-mouth on social media-based instant messaging platforms and mobile phones. Implications in terms of identifying and containing the spread of misinformation on social media are discussed.


2016 ◽  
Vol 6 (1) ◽  
pp. 10
Author(s):  
Hasan Arslan ◽  
Sinan Tuncel ◽  
Osman Gun

Communication protocols are used for data communication between different parties in computer networks. Research on improvement and generalization of the usage areas of these protocols keeps going. One of these protocols, Extensible Messaging and Presence Protocol (XMPP), draws the attention with the advantages of providing an open communication infrastructure for real-time transmission and usage of XML format along with packet definition, which is also available in other protocols. In this study, a new model was developed making the use of XMPP advantages. The developed model can interoperate with the software using other protocols and is intended for efficient, location-independent communication of people and business applications with each other. To verify the constructed model, a new enterprise application including an instant messaging service was developed that is able to interoperate with business applications. A new area was added to the usage areas of XMPP that contributes to the generalization of the protocol.Keywords: XMPP, business application, instant messaging, presence management


Author(s):  
Santiago Jesús Ramos Gutiérrez ◽  
Juan Francisco De la Osa Resina ◽  
Francisco Jesús De Toro Negro

Este trabajo presenta GESCLAV, una plataforma para la gestión de clases virtuales a través de Internet con un alto grado de interactividad profesor-alumno. GESCLAV gestiona la intercomunicación entre profesor y alumno por medio de video, audio y mensajería instantánea, simulando el entorno de un aula real, y permitiendo a alumnos y profesor interaccionar para la formulación y resolución de cuestiones respectivamente. Además, GESCLAV ofrece otros servicios offline tales como gestión de asignaturas, gestión de alumnado y videoteca de clases.AbstractThis work presents GESCLAV, a technological platform for virtual classes’ management in Internetwith a high degree of interactivity professor-student.GESCLAV handles communication between student and professor by using video, audio and instant messaging solutions simulating a real classroom conditions and enabling real time interaction between students and professor for making and solving questions respectively.Besides, GESCLAV offers classical offline virtual teaching services such as subjects and student management and old classes’ repository.


2021 ◽  
Author(s):  
Rebecka A. Calderwood

The purpose of this research is to improve an understanding of travellers as users of mobile travel applications (apps). Research was conducted on travel motives, mapping and navigation-related technology, as well as mobile travel app attributes to find the best design and performance solutions for user engagement. Secondary research and a competitive analysis of current mobile travel apps was performed to rate the effectiveness of app interfaces. Using these findings as a guide, it proposes an interactive self-guided travel app under the title DROP/PIN. DROP/PIN allows travellers to explore urban environments in real-time through personalized interests, big data, instant messaging and navigational technology. Through this implementation, a prototype of the app was created. DROP/PIN aims to foster a traveller’s digital identity through constant personalization and data recognition, social interactions by profile compatibility, and a common interest in global exploration.


2021 ◽  
Author(s):  
Rebecka A. Calderwood

The purpose of this research is to improve an understanding of travellers as users of mobile travel applications (apps). Research was conducted on travel motives, mapping and navigation-related technology, as well as mobile travel app attributes to find the best design and performance solutions for user engagement. Secondary research and a competitive analysis of current mobile travel apps was performed to rate the effectiveness of app interfaces. Using these findings as a guide, it proposes an interactive self-guided travel app under the title DROP/PIN. DROP/PIN allows travellers to explore urban environments in real-time through personalized interests, big data, instant messaging and navigational technology. Through this implementation, a prototype of the app was created. DROP/PIN aims to foster a traveller’s digital identity through constant personalization and data recognition, social interactions by profile compatibility, and a common interest in global exploration.


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