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Search: AMNE:(NATURVETENSKAP Data- och informationsvetenskap) > The Swedish School of Sport and Health Sciences

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1.
  • Hedlund, Martin, et al. (author)
  • BlocklyVR : Exploring Block-based Programming in Virtual Reality
  • 2023
  • In: MUM'23: Proceedings of the 22nd International Conference on Mobile and Ubiquitous Multimedia. - : Association for Computing Machinery. - 9798400709210 ; , s. 251-263
  • Conference paper (peer-reviewed)abstract
    • As programming is typically a static activity in front of a screen, we perform an initial exploration around the capabilities of block-based programming in the immersive space using Virtual Reality (VR) to make an early charting on how programming could involve moving the programmer's body. We created a block-based programming interface in a VR space called BlocklyVR based on the existing Blockly programming environment. To investigate programmer performance and experience in BlocklyVR, we conducted a controlled lab experiment (N = 20) with eight programming tasks that covered mathematical operations, if-statements, and function creation. Our initial exploration contributes by classifying movement types made by BlocklyVR programmers and reflecting on how these movements are related to the programming tasks. Additionally, our data suggests that participant performance in BlocklyVR was not affected compared to the 2D Blockly, even if participants were physically moving in VR space. We also found that the virtual reality sickness was marginal. Lastly, we identified four types of interaction that can potentially be employed by VR designers and developers aiming to convert a static task, like programming at a desk, into a "mobile"immersive experience. © 2023 Owner/Author.
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2.
  • Regan, Callum, et al. (author)
  • The acceptability, usability, engagement and optimisation of a mHealth service promoting healthy lifestyle behaviours : A mixed method feasibility study.
  • 2024
  • In: Digital Health. - : Sage Publications. - 2055-2076. ; 10
  • Journal article (peer-reviewed)abstract
    • OBJECTIVE: Mobile health (mHealth) services suffer from high attrition rates yet represent a viable strategy for adults to improve their health. There is a need to develop evidence-based mHealth services and to constantly evaluate their feasibility. This study explored the acceptability, usability, engagement and optimisation of a co-developed mHealth service, aiming to promote healthy lifestyle behaviours.METHODS: The service LongLife Active® (LLA) is a mobile app with coaching. Adults were recruited from the general population. Quantitative results and qualitative findings guided the reasoning for the acceptability, usability, engagement and optimisation of LLA. Data from: questionnaires, log data, eight semi-structured interviews with users, feedback comments from users and two focus groups with product developers and coaches were collected. Inductive content analysis was used to analyse the qualitative data. A mixed method approach was used to interpret the findings.RESULTS: The final sample was 55 users (82% female), who signed up to use the service for 12 weeks. Engagement data was available for 43 (78%). The action plan was the most popular function engaged with by users. The mean scores for acceptability and usability were 3.3/5.0 and 50/100, respectively, rated by 15 users. Users expressed that the service's health focus was unique, and the service gave them a 'kickstart' in their behaviour change. Many ways to optimise the service were identified, including to increase personalisation, promote motivation and improve usability.CONCLUSION: By incorporating suggestions for optimisation, this service has the potential to support peoples' healthy lifestyle behaviours.
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