Enhancing Agricultural Entrepreneurship Through Mobile Applications in Greece

Author(s):  
Alexandra Pliakoura ◽  
Grigorios N. Beligiannis ◽  
Achilleas Kontogeorgos

The use of portable applications in the primary sector is undoubtedly an innovation that offers a truly important tool that helps farmers to utilize their farms and an approach to enhance agricultural entrepreneurship systematically and effectively. The chapter examined 10 agribusiness in the region of Western Greece and their owners were asked to manage their farms with the help of a “farm management” application for a period of 4-6 months. This case study focuses on assessment of mobile application usability. It examines the matter of evaluating the usability of mobile applications and is mainly aimed at evaluating a “proposal” to systematically record the technical and financial data of a farm using a farm management system. The results show that users find that the most important feature of mobile applications is the ease of use and utility.

Author(s):  
Nor Hayati Kassim ◽  
Norlina Mohamed Noor ◽  
Jati Kasuma ◽  
Juliza Saleh ◽  
Ceaser Dealwis ◽  
...  

Companies are now recognizing that their employees require a spectrum of mobile applications in order to achieve maximum efficiency at the workplace. Mobile applications such as WeChat, Twitter and WhatsApp via smartphones have become influential tools and extensively used by employees at the workplace. This state-of-the-art technology in communication has penetrated various fields, including routine administrative jobs at the workplace. The objective of this research is toinvestigate the acceptance of the WhatsApp mobile application for formal use among support staff at The Commission of the City of Kuching North, Sarawak (DBKU). Perceived usefulness, perceived ease of use and behavioral intention of the users in using WhatsApp are the variables measured for job performance. The researchers utilized convenience sampling, whereby a total of 105 employees from two departments participated in the investigation. Data was collected using a set of selfadministered questionnaires which was adapted from Davis. The findings revealed that perceived usefulness and perceived ease of use of WhatsApp as a means of communication were significant for job performance at DBKU. The employees felt more competent during their formal interaction at the workplace as less effort was needed while using WhatsApp. The existence of features which were user-friendly and easy operational functions helped to create positive attitudes when utilizing the application. Faster feedback, ease of use, and convenience were some of the reasons for the employees’ willingness to use WhatsApp for communication at the workplace.


2014 ◽  
Vol 5 (1) ◽  
pp. 20-26
Author(s):  
Ellynia Ellynia ◽  
Viany Utami Tjhin

In establish good relationship with customer, companies need to have a good customer relationship management system as well. The purpose of this study is to explore the level of development of the use of instant messaging applications that are used for mobility of companies in establishing relationships with customers; and to investigate the factors considered important for the success of the mobility of companies in establishing relationships with their customers. In this study it was found that not all instant messaging application has a feature which serves to establish rapport with customers. The results showed some of the determinants of success in the utilization of instant messaging applications is the ease of use, target the most used mobile devices, operating systems most used by users, and mobile application user interface that is used. Index Terms - customer, relationship, management, application, messanging, instant


2021 ◽  
pp. 135676672110665
Author(s):  
Tahir Albayrak ◽  
M. Rosario González-Rodríguez ◽  
Meltem Caber ◽  
Sezer Karasakal

The increasing use of mobile applications by travellers and the high adaption of tourism companies into this new contact and sales platform, made it necessary to comprehensively investigate the mobile application users’ behaviours. This research combines the Stimulus-Organism-Response (S-O-R) framework and Technology Acceptance Model (TAM) to develop a theoretical background in examining travel booking behaviour of mobile application users. The conceptual model suggests that mobile application quality (MAQ) directly affects perceived ease of use (PEOU) and perceived usefulness (PU) which influence the intention to use (IU) mobile applications. Moreover, the offline brand trust (BT) has been hypothesised as a moderator between PEOU and PU's impacts on IU mobile applications. Analyses results indicated that system and service quality dimensions of MAQ significantly affect IU mobile application via PEOU and PU. Moreover, offline BT had both direct and moderator influences on the formation of IU mobile application. The study findings contributed to the theory in understanding mobile application users’ behaviours and suggested valuable managerial strategies in the m-commerce context.


Author(s):  
José Rouillard

Designing and developing multimodal mobile applications is an important knowledge for researchers and industrial engineers. It is crucial to be able to rapidly develop prototypes for smartphones and tablet devices in order to test and evaluate mobile multimedia solutions, without necessarily being an expert in signal processing (image processing, objects recognition, sensors processing, etc.). This chapter proposes to follow the development process of a scientific experiment, in which a mobile application will be used to determine which modality (touch, voice, QRcode) is preferred for entering expiration dates of alimentary products. For the conception and the generation of the mobile application, the AppInventor framework is used. Benefits and limitations of this visual tool are presented across the “Pervasive Fridge” case study, and the obtained final prototype is discussed.


2020 ◽  
Author(s):  
Friederike Klan ◽  
Christopher C.M. Kyba ◽  
Nona Schulte-Römer ◽  
Helga U. Kuechly ◽  
Jürgen Oberst ◽  
...  

<p>Data contributed by citizen scientists raise increasing interest in many areas of scientific research. Increasingly, projects rely on information technology such as mobile applications (apps) to facilitate data collection activities by lay people. When developing such smartphone apps, it is essential to account for both the requirements of the scientists interested in acquiring data and the needs of the citizen scientists contributing data. Citizens and participating scientists should therefore ideally work together during the conception, design and testing of mobile applications used in a citizen science project. This will benefit both sides, as both scientists and citizens can bring in their expectations, desires, knowledge, and commitment early on, thereby making better use of the potential of citizen science. Such processes of app co-design are highly transdisciplinary, and thus pose challenges in terms of the diversity of interests, skills, and background knowledge involved.</p><p>Our “Nachtlicht-BüHNE” citizen science project addresses these issues. Its major goal is the development of a co-design process enabling scientists and citizens to jointly develop citizen science projects based on smartphone apps. This includes (1) the conception and development of a mobile application for a specific scientific purpose, (2) the design, planning and organization of field campaigns using the mobile application, and (3) the evaluation of the approach. In Nachtlicht-BüHNE, the co-design approach is developed within the scope of two parallel pilot studies in the environmental and space sciences. Case study 1 deals with the problem of light pollution. Currently, little is known about how much different light source types contribute to emissions from Earth. Within the project, citizens and researchers will develop and use an app to capture information about all types of light sources visible from public streets. Case study 2 focuses on meteors. They are of great scientific interest because their pathways and traces of light can be used to derive dynamic and physical properties of comets and asteroids. Since the surveillance of the sky with cameras is usually incomplete, reports of fireball sightings are important. Within the project, citizens and scientists will create and use the first German-language app that allows reporting meteor sightings.</p><p>We will share our experiences on how researchers and communities of citizen scientists with backgrounds in the geosciences, space research, the social sciences, computer science and other disciplines work together in the Nachtlicht-BüHNE project to co-design mobile applications. We highlight challenges that arose and present different strategies for co-design that evolved within the project accounting for the specific needs and interests of the communities involved.</p>


At this time the application for mobile applications on an industrial scale and companies are still considered very lacking for it’s application, it is because the industry that is currently running is still likely to use a desktop. Which with the mobile application opportunity and understanding of technology from everyone in the company, business process automation can be done more efficiently through mobile applications. Planning of this people management system aims to resolve the problem experienced by one of the telecommunications companies in Indonesia, which at present employees find it very difficult to make requests for overtime, leave and claims, because the current system is still in desktop or manual form filling which still depends on the office network environment. Therefore, a mobile application-based People Management System (PMS) will be made in which the process will run in real time and can be done anywhere. For the initial stages of development planning Mobile applications for People Management System (PMS) will greatly help the company problems mentioned earlier. By using Heuristic Task Analysis (HTA) as a method for reviewing the effectiveness of work and activities that are not properly carried out, so it can be obtained desirable productivity (Stanton, 2006)., and the System Usability Scale (SUS) method for interface testing which is carried out directly by end users (Martoyo & Falahah,2015). Based on the provisions of the System Usability Scale score, the assessment results of 10 respondents for the People management system application of 79.0 where the score is the Acceptability Ranges in the Acceptable category and are in grade B. From these results it is felt that there is still need for further development because current planning is for the initial planning phase, there needs to be further development to improve the performance of the company and comfort for employees.


Healthcare ◽  
2020 ◽  
Vol 8 (3) ◽  
pp. 315
Author(s):  
María Vanessa Villasana ◽  
Ivan Miguel Pires ◽  
Juliana Sá ◽  
Nuno M. Garcia ◽  
Maria Canavarro Teixeira ◽  
...  

Educating teenagers about nutrition and promoting active lifestyles is essential in reducing the long-term health risks and one idea to achieve this is by using mobile applications. Previous studies showed that the existing mobile applications have similar functionalities, such as intervention with questionnaires, and the use of gamification techniques to improve interactiveness. However, unlike our study, some studies are not validated and verified by healthcare professionals. Additionally, this study intends to promote the interaction between the teenagers and the medical communities. In this study, we analyze the benefits of the proposed mobile application, which features monitoring of physical activity, daily tips and curiosities, questionnaires, and gamification through earning points. Most of the teenagers were satisfied with the physical activity monitoring and found the tips, curiosities, and weekly questionnaires useful. The study started with 26 teenagers from two schools in the center of Portugal that would use the mobile application for five weeks. Still, at the end of the study, only 7 teenagers finalized the study. The decreasing number of teenagers in the study was affected by the lack of social interaction caused by the pandemic situation. During the period, the mobile application would engage the users with notifications on nutrition and physical activity, challenges concerning the number of steps and calories they would have to spend, and questionnaires related to the curiosities and suggestions from the previous week. We used Fisher’s test to investigate the relationship between the assessment obtained in the responses to the questionnaires, and the adoption of healthier eating and sports practices. In summary, participants were satisfied with the mobile application and experienced some improvements in diet and habits.


Author(s):  
Keyla Nalvarte Dionisio ◽  
◽  
Carlos Diaz Nuñez ◽  
Alexi Delgado ◽  
Enrique Lee Huamaní

Abstract— This year, citizens were complaining that the power companies were overcharging their bills because of the pandemic, but investigations in previous years also showed claims in Peru and internationally. In this work, the Scrum Methodology was used for the development of the mobile application and the Balsamiq tool was used for the design of the prototype. In addition, the Arduino tool was used for the electricity consumption meter. As for the case study, we developed the prototypes of the application with its functions and the methodology of how it is elaborated, at the same time we described the way in which the meter will be implemented with Arduino. The results obtained from the research are that people can compare the consumption of the bill issued by the electricity company and the consumption shown by the Arduino meter, in addition to the union of the mobile application with the meter will allow them to consult the consumption and also issue reports having a better control of electricity. This work can be implemented not only in the cities, but also in remote places where traditional meters have not been implemented. Keywords— Arduino; Mobile applications; Power consumption; Scrum methodology


Author(s):  
Daniel Watanabe

This chapter explains the design and execution of a pre-service teacher training case study using Augmented Reality (AR), Quick Response (QR) codes, and social media mobile applications installed on iPads. The ScavengAR Hunt activity centered on a story narrative inspired by works of fine art using trigger images from the AR mobile application ARART® and incorporated elements of the board game Clue®. Pre-service teachers in the study were divided into groups of 4-6 and assigned specific, individual roles related to a mobile application used in the ScavengAR Hunt, and completed specific tasks while exploring the campus of a midwestern university. The research monitored the groups in real-time through reports submitted on Twitter and responses from QR code scans. The ScavengAR Hunt served as a model for designing a mobile learning activity incorporating multiple mobile applications.


This study examines factors that influence users’ continuance intention to use a mobile application. There exist few empirical researches focused solely on examining factors influencing users’ continuance intention of using mobile applications. An empirical analysis is conducted with data collected from 431 smartphone users in China. Two Application Personality dimensions i.e., Enthusiasm and Unpleasantness and one User Perception dimension i.e., Aesthetics found to have no significant impact on Application Continuance Intention; while Genuineness and Sophistication from Application Personality dimensions and Ease of Use and Perceived Control from User Perception dimensions have a positive significant influence. This study provides an insight to application developers on how to improve the quality and usability of mobile applications and enhance continues use.


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