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Triggering effects of mobile video marketing in nature tourism: Media richness perspective
(Elsevier, 2019)
The aim of this study was to investigate videos as potential triggers of behavior. Therefore, we applied the theories of triggers and media richness to learn about the triggering efficiency of mobile marketing videos on ...
Gender Differences in Perceptions of Conventional Video, Virtual Reality and Augmented Reality
(Kassel University Press, 2019)
The user’s emotional involvement plays an important role in adopting new technologies. The level of engagement with and adoption of new digital applications depends on various personal, contextual, and emotional factors. ...
Analysing the implementation of two distinct pedagogical approaches in higher education institution
(International Academy of Technology, Education and Development, 2015)
This paper aims to reveal the outcomes of two distinct mobile application concept design and development courses at Haaga-Helia University of Applied Sciences. These courses have applied dissimilar pedagogical approaches ...
AI-based Facial Recognition in Emotional Detections
(Satakunnan ammattikorkeakoulu, 2019)
Facial recognition is a method of identifying a human face with the help of computer vision (CV). The popularity of smart gadgets and the advancement of cameras’ capabilities have caused facial recognition to become a hot ...
The Stakeholders of a User-Centred Design Process in Mobile Service Development
(The Society of Digital Information and Wireless Communications, 2015)
The use of agile methods in mobile service development has gained much attention in software design research. In addition, involving the potential stakeholders of the mobile service in the design and development process ...
Students' expectations and social media sharing in adopting augmented reality
(Emerald Group Publishing Limited, 2021)
Purpose: This study examines students’ emotional responses to augmented reality (AR) applications and their willingness to share on social media. It also compares user experiences of AR and virtual reality (VR).
Design: ...
Students’ Experiences of 2D and 360° Videos With or Without a Low-Cost VR Headset: An Experimental Study in Higher Education
(Informing Science Institute, 2021)
Aim/Purpose
This case study examines students’ affective responses to and relationships with two-dimensional (2D) and 360° videos that were experienced with or without low-cost virtual reality (VR) headsets.
Background
The ...
Rapid Prototyping of a Mobile SaaS Application
(Rinton Press, 2016)
Rapidly developing a customizable mobile application and the related software as a service (SaaS) is challenging and rarely studied. Traditionally, SaaS solutions are mainly accessed using personal computers, but the mobile ...
An interactive and augmented learning concept for orientation week in higher education
(Springer, 2018)
This paper details the concept development process for an interactive and augmented reality based application that compensates for attending Orientation Week at a higher education institution. The application will help ...
Digital Service Design for Service-Oriented Business Models
(Laurea ammattikorkeakoulu, 2015)
Today, digital solutions are integral and strategic parts of most service-oriented organizations. Similarly, the ICT (information and communication technologies) sectors are also moving towards service-oriented business ...