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EN
Background. The dissemination of mobile devices has created new opportunities for communication, work or reaching the client. The fight for the client takes place not only on the basis of the traditional media and websites, but also through sharing a variety of mobile applications. The aim of the research was the analysis of selected web applications and the evaluation of their functionality for innovative sources of tourist information for students. Material and methods. The research was carried out in the years 2012–2014 among 268 students of different colleges in Poznan. The research tool was a questionnaire survey, consisting of two parts. The first part concerned Internet-based technologies, while the other was dedicated to mobile applications used in tourism. Results and conclusions. The increase of the number of mobile device users encourages the creation of various applications used in tourism, which are an innovative source of information. The research shows that, according to the respondents, the use of mobile applications can result in an increase in tourism demand, regional development, as well as safety and comfort.
EN
Market still delivers too few applications that would assist people with disabilities in the hardships of daily commuting in the urban space. An additional challenge is also to find solutions in a range of existing applications. Existing solutions, in turn, are often still far from perfect, both in terms of available features and size possessing the database. The most common defects are: instability of offered applications, too small font that cannot be enlarged, the lack of both control and voice messages issued by applications, the inability of planning routes or track changes in real time (eg. traffic, weather conditions, technical difficulties, etc.), small number of users involved in creating applications, the lack of Polish language in the application, or even the availability of applications on particular platform on mobile devices. Because of the multitude of not-quite perfection of existing applications and the constantly growing demand for such services, the authors of this article conducted a preliminary analysis of mobile applications for people with disabilities of the locomotor system, in an attempt to define the basic requirements to create a certain standard. The article is also an introduction to the study of designing applications on the mobile for a provincial city in Poland.
EN
This article provides information about possible usage of mechanisms known from games in issues that are not related to games. A relatively new phenomenon, which still does not have its official name in Polish language, has recently become more popular. At the beginning of this article one will find the description of the main changes that have led to the increase of interest of this phenomenon. Next the definition of gamification, together with the description of its main features, will be provided. The final part contains the set of rules, which every system that is implementing gamification elements should contain. There is also a list of threats that should be omitted. Together with theoretical description, examples that show already implemented systems are presented in this paper.
EN
Cultural heritage institutions (e.g. museums) expand the scope of information technology adaptation and make mobile applications available to the users. Up to date mobile devices (like smartphones or tablets) become fully functional devices for display and interaction with online museum information resources. This type of information dissemination can be exploited efficiently in shaping information literacies for young users for whom mobile device has become a major tool for communication, entertainment and knowledge acquisition. The paper presents the results of comparative analysis of mobile applications for museum information services in Poland. The study covered recent and most popular mobile application for online exhibitions and for accessing museum collections and it has been limited to mobile applications for Android operation system. The analysis was based on selected applications highly rated on Google Play Store and AppBrain.com. The popularity of mobile applications was established based on statistical data- rating score, user comments and the total number of downloads. The study indicates selected features such as mobile devices capacities, built-in mechanisms (gyroscope, GPS, camera), interactivity and multimedia features.
EN
Many museums in Poland and all over the world make use of mobile technologies. Unfortunately, neither Polish nor overseas applications offer universal solutions for users with different levels of knowledge and different disabilities. People with sight and hearing disabilities, as well as those physically handicapped, are very often culturally excluded, which means they are excluded from an important aspect of social life. As part of the project ‘OPENArt – Contemporary Art for All,’ a multimedia guide was developed in the form of an application for portable devices. It was designed in accordance with the participatory design methodology and principles of universal design. It facilitates access to works of art exposed to people with hearing and visual impairments. The application can be used to educate the blind, visually impaired, the deaf and hard of hearing, as well as people working with non-disabled children in arts and language classes. In the paper the innovative features of the guide were presented, and its educational values were characterized.
EN
Today, mobile technologies have become an inseparable element of travel planning. They give travellers access to all necessary information on an ongoing basis from almost anywhere in the world. The largest group of application users on mobile devices are members of the young generation, in particular Y and Z. The practical goal of the article was to present the ways of using mobile applications in tourism by members of the Y generation. The analysis of the survey results indicated that two-thirds of the respondents used mobile applications to organize a trip, and the rest combined traditional and modern tools in order to achieve the highest efficiency. At the same time, 98.9% of respondents believed that mobile applications would take over a significant part of the tourism market or even dominate the market in the coming years along with the development of their quality and usability. Surveys were conducted among 94 users of these technological solutions and the research results are presented in descriptive and graphic form, and a characterization of the studied generation was also made
EN
Augmented reality (AR) is becoming an increasingly popular technology, used in many fields. Particular prospects for its development are inherent in the dissemination of AR-based applications on widely used mobile devices. To guide the emerging research in this field, the level of knowledge of AR technology among potential consumers needs to be identified. The aim of this study was to determine the level of awareness of AR in mobile applications among their potential users, attempting to determine whether it is possible to define the profile of a user characterized by a greater level of knowledge of AR. Statistical analysis of the results of original research carried out with the CAWI in the spring of 2020 showed that the knowledge of augmented reality technology among potential consumers is at a relatively low level. Moreover, this study found no characteristics correlated with this knowledge, in terms of either demographics, or interest in and knowledge of modern technologies in general.
EN
More and more people in Poland begin to check in detail what products they buy and what they con­sume every day. Some of these people are on adiet that reduces weight or try to match/plan meals to meet the needs of their body (e.g. a sports training plan). Mobile applications come to their aid, as they facilitate the above processes related to meal planning and diet. The aim of the article is to present the results of qualitative research and critical analysis of mobile applications available on the market in the field of meal planning, introducing areduction diet and maintaining it. The article also attempts to answer the following questions: What is the assessment and expectations for fitness mobile applications by users? Are meal planning and diets under the control of technology a trend or a necessity?
EN
The goal of the article is to declare and describe the methodology of research about Internet and mobile applications in work life and private life of digitals marketers. This article is a reflection on the research methods used, their adequacy and potential results that the research team should achieve during the research. The article is the justification for the selected research method (both quantitative and qualitative), describes the research group. The authors, based on the pilot study, also make some conclusions, which will then be verified using subsequent - more extensive and implemented on a larger scale research tools.
EN
D.L. Publications Hoff man and T.P. Novaka has already pointed to the impact of changes in Internet communications (multi-to-many communication) and changes in consumer behavior as a result of technology development. The development of the Internet and information technology, according to R.V. Kozinets has determined the emergence of virtual communities, including consumers, that are “e-consumer groups whose online interactions are based on information exchange, enthusiasm and knowledge about consumer experiences”. In today’s economy characterized by high levels of competition, the ability to generate content (content) and values that are relevant to the customer is of particular importance. For this purpose, the offered product/service, also in the form of a mobile application, should satisfy its information needs. Today’s mobile technology users expect solutions that provide immediate interaction and data availability. The aim of this article is to analyze selected mobile m-health applications and to present the results of direct research on the evaluation of sports applications by runners.
EN
The primary aim of this article is to present the potential and functions of mobile applications dedicated to the blind and visually impaired. There is no doubt that despite their enormous intellectual abilities, people with visual impairments have limited perspectives in the reception of visual culture. Dedicated smartphone applications give them a chance for greater independence in everyday activities. The paper starts with a short introduction about the place of mobile devices and applications in contemporary culture. Next, it moves on to discussing the main concepts of the works by Marshall McLuhan and Derrick de Kerckhove, highlighting the importance of tactile aspects and the eye-ear axis (critical for interfaces adopted in mobile technologies). The next section focuses on the functions of accessibility and usability of these tools in terms of their implementation. The most important design principles are presented and analysed (including the use of the compact and simple information architecture, clear visual elements, intuitive programmes, and the dark mode). The final section presents examples of mobile applications based on algorithms that recognise and describe selected aspects of reality, allow users to make sound and visual recordings, and use geolocation to create ‘auditory fields of view’.
EN
The article shows an important role of mobile medical applications as tools that improve the quality and availability of health care. It indicates that these are stabilizing solutions and that they affect positively the effectiveness of the health care system. The motivation for discussing the software is to find the reason for rare usage of the applications during treatment of the beneficiaries. The aim of the analysis was to examine patients’ knowledge of medical applications, arguing that lack of knowledge about health software among medical care recipients may be a key factor in the low interest of the providers. Moreover, it could cause the lack of motivation to take any action. The obtained results allowed us to determine the percentage of people using or not using the application. The analysis has identified the most important barriers and biases toward medical software. In addition, the data provided information on the types of applications most frequently used by the examined and indicated features that could be motivators for potential users to install them.
EN
Introduction: In recent years, with technological progress, there has been a significant increase in interest in using modern technologies in strengthening self-motivation in education. Reflections on this topic appear in psychological, pedagogical and medical sciences. Particular attention has been paid to the phenomenon of self-education in general and its determinants such as internal motivation and self-determination. These considerations are not only a theoretical response to changes in the socio-technological world, but also provide guidance for the design and implementation of practical solutions. The use of modern technologies also poses a contemporary challenge in the area of health promotion and prevention. This article reflects on the possibilities and limitations of mobile applications that support the self-motivational processes that lead to a change in health behaviors. Material and methods: This article provides an overview of the basic information on the potential of mobile applications in the area of health, as well as a qualitative description of studies of users who tested the Walk4Change application. Results: Respondents pointed to the basic elements that support the motivation to introduce and maintain changes in health behaviors in a virtual environment. The basic ones include the responsiveness of the application, the ability to compete with other users, as well as a variety of tasks and issues related to the technological side (advertizing, technical action). Conclusions: Mobile applications can be a tool for strengthening self-motivation in relation to changes in health behaviors. Attention should be paid to the design of the application and the tasks contained in them, which will ensure diversity and responsiveness for its users.
PL
Wprowadzenie: W ostatnich latach, wraz z postępem technologicznym, można zaobserwować znaczny wzrost zainteresowania wykorzystaniem nowoczesnych technologii do wzmacniania motywacji własnej w zakresie edukacji. Refleksje na ten temat pojawiają się w takich dziedzinach nauki jak: psychologia, pedagogika oraz medycyna. Szczególną uwagę poświęca się szeroko pojętemu zjawisku samokształcenia i takim jego wyznacznikom jak motywacja wewnętrzna czy autodeterminacja. Rozważania te są nie tylko teoretyczną odpowiedzią na zachodzące w świecie społeczno-technologicznym zmiany, ale także są źródłem wskazówek do projektowania i implementacji praktycznych rozwiązań. Wykorzystanie nowoczesnych technologii jest współczesnym wyzwaniem również w obszarze promocji zdrowia i profilaktyki zdrowotnej. Artykuł stanowi refleksję na temat możliwości i ograniczeń aplikacji mobilnych wspierających procesy automotywacyjne w zakresie zmiany zachowań zdrowotnych. Materiał i metody: Artykuł zawiera przegląd podstawowych informacji na temat potencjału aplikacji mobilnych w obszarze zdrowia, a także jakościowy opis badań fokusowych użytkowników testujących aplikację Walk4Change. Wyniki: Respondenci wskazali podstawowe elementy wspierające motywację do wprowadzania i utrzymywania zmian w zachowaniach zdrowotnych w środowisku wirtualnym. Do podstawowych zmian należy zaliczyć responsywność aplikacji, możliwość rywalizacji z innymi użytkownikami, różnorodność zadań oraz kwestie związane ze stroną technologiczną (reklamy, działanie techniczne). Wnioski: Aplikacje mobilne mogą stanowić narzędzie służące wzmacnianiu automotywacji w odniesieniu do zmian zachowań zdrowotnych. Należy zwrócić uwagę na taką konstrukcję aplikacji i zawartych w nich zadań, która będzie zapewniała różnorodność oraz responsywność dla ich użytkowników.
PL
W pracy przedstawiono wybrane problemy dotyczące tworzenia aplikacji mobilnych dla systemu Android na przykładzie programu „kalkulator”. Zademonstrowano możliwości dydaktycznego zastosowania tego rodzaju projektów.
EN
The paper presents selected problems concerning the development of mobile applications for Android on the example of the calculator program. The author demonstrated the possibilities of didactic application of this type of projects.
EN
This paper seeks to focus on the idea of a user-centric context-aware digital system and its rationale in a process of tourism value creation. The purpose of the study is to offer an understanding of the context-aware applications in order to analyze their usefulness in tourism marketing. This is achieved through a literature review of existing research and the demonstration of several applications in travel and hospitality which might enrich the set of marketing tools adopted by tourism regions and enterprises.
PL
W artykule przedstawiono analizę systemu cyfrowego zorientowanego na użytkownika i uzasadniono jego znaczenie w procesie tworzenia wartości. Celem badania jest wskazanie roli mobilnych aplikacji kontekstowych w marketingu turystycznym. Dokonano tego w toku przeglądu literatury istniejących badań i demonstracji przykładowych zastosowań w warunkach ruchu turystycznego. Wskazano, w jaki sposób cyfrowe systemy kontekstowe wzbogacają zestaw narzędzi marketingowych.
PL
Marketing mobilny staje się ważnym elementem w tworzeniu odpowiedniej strategii marketingowej w branży turystycznej. Wśród konsumentów rośnie trend korzystania z nowoczesnych technologii w życiu codziennym. Stale zwiększa się liczba miejsc turystycznych wykorzystujących nowe technologie i rozwiązania w celu promowania swoich produktów turystycznych i usług. Publikacja ma na celu przybliżenie technologii mobilnych oraz możliwości, które wynikają z ich zastosowania w turystyce. Niniejsze opracowanie określa istotę marketingu mobilnego jako nowej strategii promocji produktów i usług turystycznych. Analiza urządzeń mobilnych oraz możliwości ich wykorzystania pozwalają stwierdzić, że aplikacje mobilne mogą być kluczowym narzędziem marketingu przez natychmiastowe wysyłanie wiadomości do konsumentów w odpowiednim czasie oraz w odpowiednim miejscu. Liczba urządzeń mobilnych stale rośnie, dlatego też stały się one odpowiednim narzędziem do promowania produktów i usług turystycznych.
EN
Mobile marketing becomes an important element in creating an adequate marketing strategy in the tourist branch. Among consumers, there grows the trend of use modern technologies in their daily life. There is constantly growing the number of tourist venues making use of new technologies and solutions for promoting their tourist products and services. The publication is aimed at bringing closer mobile technologies and the opportunities issuing from application thereof in tourism. This study describes the essence of mobile marketing as a new strategy of promoting tourist products and services. An analysis of mobile devices and the possibilities of use thereof allow stating that mobile applications may be the key tool of marketing owing to an immediate sending news to consumers in due time and in due place. The number of mobile devices is still growing; hence they have become an adequate tool for promoting tourist products and services.
RU
Мобильный маркетинг становится важным элементом в создании соответствующей маркетинговой стратегии в туристической отрасли. Среди потребителей растет тенденция к пользованию современными технологиями в повседневной жизни. Постоянно увеличивается число туристических мест, использующих новые технологиии и решения для продвижения своих туристических продуктов и услуг. Цель публикации – приблизить мобильные технологии и возможности, которые вытекают из применения их в туризме. Настоящая разработка определяет роль мобильного маркетинга в качестве новой стретегии продвижения туристических продуктов и услуг. Анализ мобильных устройств и возможностей их использования позволяют констатировать, что мобильные аппликации могут быть ключевым инструментом маркетинга благодаря сиюминутному отправлению потребителям сообщений своевременно и в соответствующем месте. Число мобильных устройств постоянно растет, и потому они стали соответствующим инструментом для продвижения тури- стических продуктов и услуг.
17
Content available remote

LEAN AND RELIABLE DIGITAL SUPPLY CHAINS - CASE STUDY

63%
LogForum
|
2015
|
vol. 11
|
issue 1
15-27
EN
Background: Existing business model supply chains organisation results in inefficient use of transport resources, high transport costs, increasing congestions and CO2 emission. This effect has been demonstrated by research conducted by the author as well as by the European Environmental Agency. To change this situation companies are in need of affordable, realisable and trusted data-interchange solutions to take part in international trade and commerce flows. The aim of this paper is to present practical implementation of the developed by the authors concept of global freight management ecosystem and its practical implementation using T-Traco platform. Methods: Survey, desk research and real case study results were used in the paper. Reults and conclusions: Real time and global data exchange within the whole supply (including modes of transport and transport units) chain is a backbone of the lean and reliable digital supply chain.
PL
Wstęp: Istniejące modele współpracy w łańcuchach dostaw charakteryzują się mało wydajnym wykorzystaniem dostępnych zasobów transportowych, wysokimi kosztami transportu, rosnącym natężeniem ruchu na drogach oraz emisją CO2. Potwierdzają to badania przeprowadzone przez Europejską Agencję Ochrony Środowiska jak i samych autorów. Aby zmienić istniejącą sytuację przedsiębiorstwa potrzebują skutecznie, bezpiecznie i efektywnie kosztowo wymieniać informacje pomiędzy uczestnikami łańcucha dostaw. Celem artykułu jest zaprezentowanie praktycznego przykładu globalnego zarządzania łańcuchem dostaw przy wykorzystaniu platformy komunikacyjnej T-Traco. Metody: W pracy wykorzystano badania ankietowe, przegląd literatury jak i rezultaty z praktycznego wdrożenia platformy T-Traco. Wyniki i wnioski: Wymiana informacji w czasie rzeczywistym w ramach globalnych łańcuchów dostaw (włączając w to komunikację ze środkami transportu oraz jednostkami ładunkowymi) jest podstawą realizacji wiarygodnych i wydajnych procesów w ramach cyfrowych łańcuchów dostaw.
PL
Innowacje społeczne są nieodłącznym elementem polityki innowacyjnej. Stanowią odpowiedź na potrzeby społeczne, a także tworzą wartość w przestrzeni społecznej. Jednocześnie, nie sposób nie zauważyć roli jaką technologie mobilne pełnią w podnoszeniu innowacyjności oraz konkurencyjności organizacji. Celem przeprowadzonej analizy jest przedstawienie technologii mobilnych jako narzędzi wsparcia innowacji społecznych. W zaprezentowanym tekście przedstawiono rozważania oparte na analizie literatury przedmiotu oraz studium przypadku innowacji aspirującej do bycia innowacją społeczną. Przeprowadzone badania pozwoliły na stworzenie arkusza audytu cech i atrybutów innowacji społecznych. Za jego pomocą zbadano przykładową innowację wykorzystującą technologie mobilne, tym samym weryfikując użyteczność opracowanego narzędzia badawczego. Uzyskane wyniki badań mogą być przedmiotem zainteresowania nie tylko akademików, znajdują także szerokie zastosowanie praktyczne.
EN
Social innovation is an integral part of innovation policy. It can effectively address social needs as well as create new value for every society. Today, mobile technologies become an increasingly important component in leveraging innovation and thus the competitiveness of organizations. The purpose of this chapter is to present mobile technologies as tools to support social innovation. The study is based on literature review and case study analysis of social innovation implementation with the use of mobile technologies. The results present an audit sheet of the features and attributes of social innovation created based on existing studies and applied to a case study of social innovation. The effects of the usability of the developed tool is discussed. The results of the research suggest that the created audit sheet presents value for a wider practical implementations.
EN
The purpose of the paper is to identify similarities and differences in the attitudes of young consumers from Poland and China towards mobile applications. There are two reasons for addressing the issue; firstly, the growth of significance of m-commerce in electronic commerce and overall trade, and secondly, changes in the attitudes of young consumers who are active users of applications. The paper shows the benefits they notice. Also, a comparative analysis of the attitudes of young consumers from Poland and China is conducted from the perspective of their sensitiveness to the level of prices, willingness to do shopping under the impact of an impulse, or the attitude typical of the so-called “smart shoppers”. Attention is focussed on the importance of such determinants of the assessment of the perceived benefits as the lack of physical contact with the product, impulsiveness, and purchase planning. The paper includes the results of research conducted on the sample of 303 young respondents coming from Poland and China.
RU
Цель статьи – выявить сходства и отличия в отношении молодых потребителей из Польши и Китая к мобильным аппликациям. Были две предпосылки для обсуждения темы: во-первых, рост значения м-коммерции в электронной коммерции и в торговле в целом, во-вторых же – изменения в отношении молодых потребителей, являющихся активными пользователями аппликаций. В разработке указали воспринимаемые ими выгоды, а также провели сопоставительный анализ отношения молодых потребителей из Польши и Китая из перспективы их чувствительности к уровню цен, склонности к соверше- нию покупок под влиянием импульса или отношения, характерного для так называемых умных покупателей. Обратили внимание на значение для оценки воспринимаемых выгод таких факторов, как отсутствие физического контакта с продуктом, импульсивность и сознательное планирование покупок. В статье использовали результаты обследований, проведенных на выборке 303 молодых респондентов из Польши и Китая.
PL
Celem artykułu jest identyfikacja podobieństw i różnic w postawach młodych konsumentów z Polski i Chin wobec mobilnych aplikacji. Przesłanki do podjęcia tematu były dwie – po pierwsze, wzrost znaczenia m-commerce w handlu elektronicznym i handlu ogółem, a po drugie – zmiany w postawach młodych konsumentów, którzy są aktywnymi użytkownikami aplikacji. W opracowaniu wskazano na postrzegane przez nich korzyści, a także przeprowadzono analizę porównawczą postaw młodych konsumentów z Polski i Chin z perspektywy ich wrażliwości na poziom cen, skłonności do dokonywania zakupów pod wpływem impulsu czy postawy charakterystycznej dla tzw. „smart shoppers”. Zwrócono uwagę na znaczenie takich czynników dla oceny postrzeganych korzyści jak brak kontaktu fizycznego z produktem, impulsywność oraz planowanie zakupów. W opracowaniu wykorzystano wyniki badań przeprowadzonych na próbie 303 młodych respondentów pochodzących z Polski i Chin.
EN
Individual protection of autonomous systems using simple analysis of transmitted messages is unfortunately becoming insufficient. There is a clear need for new solutions using data from multiple sources, integrating various methods, mechanisms and algorithms, including Big Data processing and data classification techniques using artificial intelligence methods. The quantity, quality, reliability and timeliness of data and information about the network situation, as well as the speed of its processing, determine the effectiveness of protection. The paper presents examples of the application of various artificial intelligence techniques for detecting attacks on ICT systems. Attention is focused on the application of deep learning methods for the detection of malicious applications installed on mobile devices. The effectiveness of the presented solutions was confirmed by numerous simulation experiments conducted on real data. Promising results were obtained.
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