scholarly journals DESIGN AND IMPLEMENTATION OF HEALTH-BASED EMERGENCY REPORTING MOBILE APPLICATION

2020 ◽  
Vol 5 (2) ◽  
pp. 9-21
Author(s):  
O.O. Shoewu ◽  
O.J. Ayangbekun ◽  
I.S. Lamina

Every human being in distress or in health emergency cases will try to contact any available emergency and rescue services to get help from rescue services using their phone to call for help. However, the constraints of using the conventional method exits when they are in shock and they cannot communicate effectively to explain their position and condition. Thus, mobile applications are developed due to the fact that it can help people who are in emergency cases. This paper provides an application that can help any individual to immediately contact the direct emergency rescue unit of the health center. The application automatically adds the individual online and extract the user details embedded in their SIM and also provides message alert to the contact for urgent medical aids. This is built on a cross platform mobile app that runs on both android and iOS.

2021 ◽  
Vol 113 ◽  
pp. 00058
Author(s):  
M.A. Kulkova ◽  
A.I. Giniatullina ◽  
N.V. Konopleva

This article is devoted to the study of the conditions for the formation of paremiological competence in a foreign language lesson using mobile applications. Their usage allows to improve the quality of the process of learning foreign language thanks to the elements of interactivity. Mobile applications provide the ability of flexible adaptation of educational content to the individual needs of the teacher. Using the mobile application called ‘Quizlet’ is one of the most effective ways to form the paremiological component of communicative competence in schoolchildren at the initial stage of education. The success of using this mobile application in teaching English vocabulary is confirmed by the results of the pedagogical experiment.


2019 ◽  
Vol 214 ◽  
pp. 05034
Author(s):  
Martin Vassilev ◽  
Vassil Vassilev ◽  
Alexander Penev ◽  
Petya Vassileva

Collaboration in research is essential for saving time and money. The field of high-energy physics (HEP) is no different. The higher level of collaboration the stronger the community. The HEP field encourages organizing various events in format and size such as meetings, workshops and conferences. Making attending a HEP event easier leverages cooperation and dialogue and this is what makes Indico service defacto a community standard. The paper describes HEPCon, a cross-platform mobile application which collects all information available on Indico and makes it available on a portable device. It keeps most of the data locally which speeds up the interaction. HEP-Con uses a shared code base which allows easy multiplatform development and support. There are iOS and Android implementations available for free download. The project is based on C# and we use the Xamarin mobile app technology for building native iOS and Android apps. SQLite database is responsible for retrieving and storing conference data. The app can be used to preview data from past CHEP conferences but the tool is implemented generic enough to support other Indico events.


2018 ◽  
Vol 7 (2.24) ◽  
pp. 509 ◽  
Author(s):  
Uppu Shasi Kiran ◽  
Shanu Arya ◽  
M Rajasekaran

Using the idea of IOT this project explain the multi-task farming system using Arduino. The system uses a Wi-Fi module in which system is connected to the internet. A motor and two valve are controlled by this module for transporting the water to the farm on  receiving the signal from a water level sensor and soil moisture indicator. This system explain the illustration of Internet of Things (IOT). This concept does the work like weeding, spraying water, harvesting, etc. The system also does the work like determining the humidity of the soil and measuring the physical environmental factor which can be monitored by any individual from anywhere they want and the data gets recorded in the database of the webpage or the app through IOT connection and the individual gets a notification on their cellular phone through message so that he can operate the system through a push message or can be done through the mobile app if there is any requirement to the field that to be taken care of.  


2020 ◽  
Vol 72 (4) ◽  
pp. 208-213
Author(s):  
S.K. Kozhakhmet ◽  
◽  
E.P. Makashev ◽  
K.S. Dalbekova ◽  
A.K. Iskakova ◽  
...  

During the research, a mobile educational application was developed. Using a mobile app is a key tool for improving user knowledge. The app helps users to study without a teacher in their free time. The app was built using the Xcode IDE. The optional quiz includes many features such as reading, grammar, verbs, and speaking. This will be of great help for users who want to learn more Kazakh. The Kazakh language is developing rapidly. Therefore, the pace of learning the Kazakh language is growing day by day. Currently, it is beneficial to use mobile applications related to distance learning. The application helps to learn the Kazakh language anytime, anywhere. The grammar of the Kazakh language is more complex than other languages. With this in mind, each section of the appendix describes the rules of 1-2 grammars. At the end of each section there is a set of dictionaries to speed up the construction of user sentences. That is, the user who has passed all the sections speaks the Kazakh language at a high level.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Edmund Wut ◽  
Peggy Ng ◽  
Ka Shing Wilson Leung ◽  
Daisy Lee

Purpose This study aims to investigate whether gamified elements affect the use behaviour of young people (between age 12 and 25 years) on consumption-related mobile applications. Design/methodology/approach A survey was conducted on 151 young people between the ages of 12 and 25 years. Findings The results showed that use behaviour on consumption mobile applications was affected by gamification. Behavioural intention to use was affected by the performance expectancy (PE) and effort expectancy (EE) of mobile application designs. Mobile applications characteristics do not affect behavioural intention to use mobile applications but through the mediator mobile application designs. Research limitations/implications This study also proposes mechanisms that explain how mobile apps characteristics affect EE and PE through app designs. Use behaviour is affected by Gamification elements. Affective need and social need link up uses and gratification (U&G) theory and unified theory of acceptance and use of technology (UTAUT)in gamification context. This study confirms the affective need affecting behavioural intention (Thongsri et al., 2018). In this regard, the mechanism between the relationship of affective need and behavioural intention was showed. Affective need through both PE and EE influencing behavioural intention. Practical implications Corporations should consider adding gamified elements into consumption-related mobile apps to increasing usage behaviour. Lucky draws, quizzes and games could be built in for mobile apps. Mobile app designs and characteristics could improve user experience by allowing consumers to perform their search and buying processes easily. Mobile app designs will not directly influence “behavioral intention to use” but use behaviour. Social implications Practitioners need to look at the problem from technological and customer perspectives. From technological viewpoint, both mobile apps characteristics and design are important in affecting user behaviour. From customer’s perspective, it would be helpful to add gaming elements to the mobile apps and induce emotion. One may also use visual image to create an immersive experience on the development of storyline. Prospective customers might focus on what is going on in the story and pay less attention on its own logic. Thus, simply lucky draw might not have a true effect since player have its own belief working. A suitable story element could have positive effect on mobile apps use behaviour. Originality/value This study is one of the first to examine the association between gamification and use behaviour on consumption-related mobile applications. A new framework was proposed by integrating UTAUT model and U&G theory.


2017 ◽  
Vol 7 (1.1) ◽  
pp. 297
Author(s):  
D Naga Malleswari ◽  
A Dhavalya ◽  
V Divya Sai ◽  
K Srikanth

Mobile phone have user’s personal and private information. When mobile applications have the permission to access to this information they may leak it to third parties without user’s consent for their own benefits. As users are not aware of how their personal information would be used once applications are installed and permissions are granted, this raises a potential privacy concern. Therefore, there is a need for a risk assessment model that can intimate the users about the threats the mobile application poses to the user's private information. We propose an approach that helps in increasing user’s awareness of the privacy risk involved with granting permissions to Android applications. The proposed model focuses on the requested permissions of the application and determines the risk based on the permission set asked and gives a risk score.


2017 ◽  
Vol 2017 ◽  
pp. 1-9 ◽  
Author(s):  
Konglin Zhu ◽  
Zexuan Liu ◽  
Lin Zhang ◽  
Xinyu Gu

Explosive mobile applications (Apps) are proliferating with the popularity of mobile devices (e.g., smartphones, tablets). These Apps are developed to satisfy different function needs of users. Majority of existing App Stores have difficulty in recommending proper Apps for users. Therefore, it is of significance to recommend mobile Apps for users according to personal preference and various constraints of mobile devices (e.g., battery power). In this paper, we propose a mobile App recommendation framework by incorporating different requirements from users. We exploit modern portfolio theory (MPT) to combine the popularity of mobile Apps, personal preference, and mobile device constraints for mobile App recommendation. Based on this framework, we discuss the recommendation approaches by constraints of phone power and limited mobile data plan. Extensive evaluations show that the proposed mobile App recommendation framework can well adapt to power and network data plan constraints. It satisfies the user App preference and mobile device constraints.


2018 ◽  
Vol 9 (1) ◽  
pp. 45-59
Author(s):  
Charkaoui Salma ◽  
Marzak Abdelaziz ◽  
El Habib Ben Lahma ◽  
Abdelbaki Issam

This article describes how these days the mobile application market keeps getting bigger because of the different mobile operating systems. So, it has become a challenge for application vendors to provide an application planned for multiple platforms whose operating systems use different technologies. This fragmentation makes the development of mobile applications quite difficult and very expensive. This can be observed at all levels, data storage, software architecture, user interface, access to phone data, communication between applications, etc. To resolve this problem, several solutions exist in the mobile market to develop mobile applications according to the principle “develops once, use everywhere”. In this article, the authors propose a solution based on the MDA approach called “TimPhoneGenerator”. Using TimPhoneGenerator, applications only need to be coded once for all targeted platforms, which reduces development time and costs.


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