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Journal articles on the topic "App download"

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Dini, G., P. Foglia, C. A. Prete, and M. Zanda. "Social and Q&A interfaces for app download." Information Processing & Management 50, no. 4 (July 2014): 584–98. http://dx.doi.org/10.1016/j.ipm.2014.02.005.

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Huang, Chun Hsiung, Mu Chiun Hsu, and Huan Ming Chuang. "Influential Factors of Smartphone App Download Intention." Applied Mechanics and Materials 411-414 (September 2013): 2184–90. http://dx.doi.org/10.4028/www.scientific.net/amm.411-414.2184.

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The popularity of smartphones created a trend of downloading and utilizing mobile applications (apps). They are constantly used and have become one of the main applications in daily life. In both platforms of IOS and Android, free apps have the higher proportion of the software market. To explore the download intention of apps is the focus of industry and academic research. The connections, convenience, consumer experience, and other factors are critical to the users. For the convenience of sampling method, this study sent out Chinese online questionnaires to target smartphones users and their experience using apps. The author collected 76 effective samples and inferred that smartphone users download the apps due to curiosity (curiosity about the novelty of the titles), perceived values (willing to spend time on learning), and self-efficacy (bringing convenience and functional simplicity to life), but not for aesthetic reasons (appreciating the well-designed icons).
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Geerds, Merle A. J., Wieke S. Nijmeijer, J. H. Hegeman, and Miriam M. R. Vollenbroek-Hutten. "Mobile App for Monitoring 3-Month Postoperative Functional Outcome After Hip Fracture: Usability Study." JMIR Human Factors 7, no. 3 (September 14, 2020): e16989. http://dx.doi.org/10.2196/16989.

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Background As a result of an aging population, there has been an increasing incidence of hip fractures worldwide. In the Netherlands, in order to improve the quality of care for elderly patients with hip fractures, the multidisciplinary Centre for Geriatric Traumatology was established in 2008 at the Department of Trauma Surgery at Ziekenhuisgroep Twente hospital (located in Almelo and Hengelo in the Netherlands). Objective Though the Dutch Hip Fracture audit is used to monitor the quality of care for patients with fractures of the hip, only 30.7% of patients complete registration in the 3-month follow-up period. Mobile apps offer an opportunity for improvement in this area. The aim of this study was to investigate the usability and acceptance of a mobile app for gathering indicators of quality of care in a 3-month follow-up period after postoperative treatment of hip fracture. Methods From July 2017 to December 2017, patients who underwent surgical treatment for hip fracture were recruited. Patients and caregivers, who were collectively considered the participant cohort, were asked to download the app and answer a questionnaire. Participants were divided into two groups—those who downloaded the app and those who did not download the app. A telephone interview that was based upon the Unified Theory of Acceptance and Use of Technology was conducted with a subset of participants from each group (1:1 ratio). This study was designated as not being subject to the Dutch Medical Research Involving Human Subjects Act according to the appropriate medical research ethics committees. Results Of the patients and caregivers who participated, 26.4% (29/110) downloaded the app, whereas 73.6% (81/110) did not. Telephone interviews with the subset of participants (n=24 per group) revealed that 54.0% (13/24) of the group of participants who did not download the app had forgotten the study. Among the group who downloaded the app, 95.8% (23/24) had the intention of completing the questionnaire, but only 4.2% (1/24) did so. The reasons for not completing the questionnaire included technical problems, cognitive disorders, or patient dependency on caregivers. Most participants in the group who downloaded the app self-reported a high level of expertise in using a smartphone (22/24, 91.7%), and sufficient facilitating conditions for using a smartphone were self-reported in both groups (downloaded the app: 23/24, 95.8%; did not download the app: 21/24, 87.5%), suggesting that these factors were not barriers to completion. Conclusions Despite self-reported intention to use the app, smartphone expertise, and sufficient facilitating conditions for smartphone use, implementation of the mobile app was infeasible for daily practice. This was due to a combination of technical problems, factors related to the implementation process, and the population of interest having cognitive disorders or a dependency on caregivers for mobile technology.
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Lupiáñez-Villanueva, Francisco, Frans Folkvord, and Mariek Vanden Abeele. "Influence of the Business Revenue, Recommendation, and Provider Models on Mobile Health App Adoption: Three-Country Experimental Vignette Study." JMIR mHealth and uHealth 8, no. 6 (June 4, 2020): e17272. http://dx.doi.org/10.2196/17272.

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Background Despite the worldwide growth in mobile health (mHealth) tools and the possible benefits of mHealth for patients and health care providers, scientific research examining factors explaining the adoption level of mHealth tools remains scarce. Objective We performed an experimental vignette study to investigate how four factors related to the business model of an mHealth app affect its adoption and users’ willingness to pay: (1) the revenue model (ie, sharing data with third parties vs accepting advertisements); (2) the data protection model (General Data Protection Regulation [GDPR]-compliant data handling vs nonGDPR-compliant data handling); (3) the recommendation model (ie, doctor vs patient recommendation); and (4) the provider model (ie, pharmaceutical vs medical association provider). In addition, health consciousness, health information orientation, and electronic health literacy were explored as intrapersonal predictors of adoption. Methods We conducted an experimental study in three countries, Spain (N=800), Germany (N=800), and the Netherlands (N=416), to assess the influence of multiple business models and intrapersonal characteristics on the willingness to pay and intention to download a health app. Results The revenue model did not affect willingness to pay or intentions to download the app in all three countries. In the Netherlands, data protection increased willingness to pay for the health app (P<.001). Moreover, in all three countries, data protection increased the likelihood of downloading the app (P<.001). In Germany (P=.04) and the Netherlands (P=.007), a doctor recommendation increased both willingness to pay and intention to download the health app. For all three countries, apps manufactured in association with a medical organization were more likely to be downloaded (P<.001). Finally, in all three countries, men, younger individuals, those with higher levels of education, and people with a health information orientation were willing to pay more for adoption of the health app and had a higher intention to download the app. Conclusions The finding that people want their data protected by legislation but are not willing to pay more for data protection suggests that in the context of mHealth, app privacy protection cannot be leveraged as a selling point. However, people do value a doctor recommendation and apps manufactured by a medical association, which particularly influence their intention to download an mHealth app.
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Anderson, Katie Elson. "Getting acquainted with social networks and apps: Gotta catch them all? Augmented reality gaming apps." Library Hi Tech News 33, no. 10 (November 7, 2016): 6–8. http://dx.doi.org/10.1108/lhtn-10-2016-0052.

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Purpose This past summer marked the release of a record-breaking mobile app, an app that had more downloads during its first week of release on the Apple App store than any other app before it (Vanian, 2016). Design/methodology/approach With 7.2 million downloads in its first week, Pokémon Go became an overnight sensation (Mac, 2016) and has continued to grow since the initial release. Findings News about this app was hard to avoid during the summer months, especially in the USA where it was reported that one in ten Americans was using Pokémon Go (Mac, 2016). Originality/value The download numbers have continued to grow to an impressive 500 million as of September 2016, and the app continues to increase its worldwide audience and is currently available in 100 countries (Skipper, 2016). What is this app that has captured such large international audiences? Why has it become so popular? And most importantly, what does it have to do with libraries?
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Phillips, Peter, Iain Darby, Louise Phillips, and Ashley Wicks. "Is it civic duty? An exploratory study of factors that influenced the public's decision to download the NHS COVID-19 app." British Journal of Healthcare Management 27, no. 7 (July 2, 2021): 201–7. http://dx.doi.org/10.12968/bjhc.2021.0013.

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Background/Aims The UK Government piloted a COVID-19 digital contact tracing smartphone app on the Isle of Wight, England, in June 2020 in attempt to contain the spread of the virus. This study aimed to investigate the factors that affected the decision to download the app among individuals in the Isle of Wight. Methods Online questionnaires were distributed over social media to the sample population. Quantitative data were analysed, both descriptively and using a Chi-square or Fisher's test. Qualitative data were analysed through content analysis. Results Overall, 74.2% of participants downloaded the COVID-19 app, citing compliance, protection and fighting the pandemic or returning to normal as their main reasons. There was a significant negative correlation between having concerns about the app and downloading the app (P=<0.01). Concerns were split into the three themes of privacy or data security concerns, technology issues and increased complacency. There was a significant negative correlation between being in a COVID-19 high-risk group and downloading the app (P=0.042). Conclusions Concerns about the COVID-19 app, particularly in terms of its security, significantly affected whether participants were likely to download it. The results provide insight into factors influencing mass public health behaviours and can form the basis for future research into app-based interventions.
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Grill, Eva, Sarah Eitze, Freia De Bock, Nico Dragano, Lena Huebl, Patrick Schmich, Lothar H. Wieler, and Cornelia Betsch. "Sociodemographic characteristics determine download and use of a Corona contact tracing app in Germany—Results of the COSMO surveys." PLOS ONE 16, no. 9 (September 2, 2021): e0256660. http://dx.doi.org/10.1371/journal.pone.0256660.

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During the SARS-CoV-2 pandemic mobile health applications indicating risks emerging from close contacts to infected persons have a large potential to interrupt transmission chains by automating contact tracing. Since its dispatch in Germany in June 2020 the Corona Warn App has been downloaded on 25.7 Mio smartphones by February 2021. To understand barriers to download and user fidelity in different sociodemographic groups we analysed data from five consecutive cross-sectional waves of the COVID-19 Snapshot Monitoring survey from June to August 2020. Questions on the Corona Warn App included information on download, use, functionality, usability, and consequences of the app. Of the 4,960 participants (mean age 45.9 years, standard deviation 16.0, 50.4% female), 36.5% had downloaded the Corona Warn App. Adjusted analysis found that those who had downloaded the app were less likely to be female (Adjusted Odds Ratio for men 1.16 95% Confidence Interval [1.02;1.33]), less likely to be younger (Adjusted Odds Ratio for age 18 to 39 0.47 [0.32;0.59] Adjusted Odds Ratio for age 40 to 64 0.57 [0.46;0.69]), less likely to have a lower household income (AOR 0.55 [0.43;0.69]), and more likely to live in one of the Western federal states including Berlin (AOR 2.31 [1.90;2.82]). Willingness to disclose a positive test result and trust in data protection compliance of the Corona Warn App was significantly higher in older adults. Willingness to disclose also increased with higher educational degrees and income. This study supports the hypothesis of a digital divide that separates users and non-users of the Corona Warn App along a well-known health gap of education, income, and region.
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Kirsch, Thomas D., Ryan Circh, Richard A. Bissell, and Matthew Goldfeder. "“Just-in-Time” Personal Preparedness: Downloads and Usage Patterns of the American Red Cross Hurricane Application During Hurricane Sandy." Disaster Medicine and Public Health Preparedness 10, no. 5 (June 28, 2016): 762–67. http://dx.doi.org/10.1017/dmp.2016.52.

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AbstractObjectivePersonal preparedness is a core activity but has been found to be frequently inadequate. Smart phone applications have many uses for the public, including preparedness. In 2012 the American Red Cross began releasing “disaster” apps for family preparedness and recovery. The Hurricane App was widely used during Hurricane Sandy in 2012.MethodsPatterns of download of the application were analyzed by using a download tracking tool by the American Red Cross and Google Analytics. Specific variables included date, time, and location of individual downloads; number of page visits and views; and average time spent on pages.ResultsAs Hurricane Sandy approached in late October, daily downloads peaked at 152,258 on the day of landfall and by mid-November reached 697,585. Total page views began increasing on October 25 with over 4,000,000 page views during landfall compared to 3.7 million the first 3 weeks of October with a 43,980% increase in views of the “Right Before” page and a 76,275% increase in views of the “During” page.ConclusionsThe Hurricane App offered a new type of “just-in-time” training that reached tens of thousands of families in areas affected by Hurricane Sandy. The app allowed these families to access real-time information before and after the storm to help them prepare and recover. (Disaster Med Public Health Preparedness. 2016;page 1 of 6)
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Moreira, Átila Valgueiro Malta, Vicente Filho, and Geber Ramalho. "Which features matter to make a successful mobile game?" Journal on Interactive Systems 5, no. 2 (November 6, 2014): 1. http://dx.doi.org/10.5753/jis.2014.645.

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As mobile game distribution costs gets near zero, the number of available games on app stores, which is already enormous, continues to grow. It gets increasingly difficult for game developers to build a mobile game and achieve the top positions on charts. With it in mind, this paper’s main purpose is to investigate the relationship between game features and the performance achieved by mobile games in terms of number of downloads and gross revenue. A total of 37 game features were analyzed in order to study how each of them influence mobile games’ performance on app stores. The performance of mobile games is measured based on their current position in download and revenue charts on Google Play store. A linear regression model that maps game features and charts performance is trained using a M5 prime classifier and data from 64 mobile games. Results show how each game feature influences the download and revenue performance of successful mobile games.
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Childs, Benjamin R., Mary A. Breslin, Mai P. Nguyen, Natasha M. Simske, Paul S. Whiting, Aswinkumar Vasireddy, and Heather A. Vallier. "Implementation of a mobile app for trauma education: results from a multicenter study." Trauma Surgery & Acute Care Open 5, no. 1 (June 2020): e000452. http://dx.doi.org/10.1136/tsaco-2020-000452.

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BackgroundIn an era of shared decision making, patient expectations for education have increased. Ideal resources would offer accurate information, digital delivery and interaction. Mobile applications have potential to fulfill these requirements. The purpose of this study was to demonstrate adoption of a patient education application (app: http://bit.ly/traumaapp) at multiple sites with disparate locations and varied populations.MethodsA trauma patient education application was developed at one trauma center and subsequently released at three new trauma centers. The app contains information regarding treatment and recovery and was customized with provider information for each institution. Each center was provided with promotional materials, and each had strategies to inform providers and patients about the app. Data regarding utilization was collected. Patients were surveyed about usage and recommendations.ResultsOver the 16-month study period, the app was downloaded 844 times (70%) in the metropolitan regions of the study centers. The three new centers had 380, 89 and 31 downloads, while the original center had 93 downloads. 36% of sessions were greater than 2 min, while 41% were less than a few seconds. The percentage of those surveyed who used the app ranged from 14.3% to 44.0% for a weighted average of 36.8% of those having used the app. The mean patient willingness to recommend the app was 3.3 on a 5-point Likert scale. However, the distribution was bimodal: 60% of patients rated the app 4 or 5, while 32% rated it 1 or 2.DiscussionThe adoption of a trauma patient education app was successful at four centers with disparate patient populations. The majority of patients were likely to recommend the app. Variations in implementation strategies resulted in different rates of download. Integration of the app into patient education by providers is associated with more downloads.Level of evidenceLevel III care management.
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Dissertations / Theses on the topic "App download"

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Dabbous, Fouad. "App download decision from the perspective of Transaction Costs influence on App revenue model." Thesis, Blekinge Tekniska Högskola, Institutionen för industriell ekonomi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-15352.

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Despite the huge market size of mobile applications and the large number of involved stakeholders fewresearch about app users’ intentions to download apps and factors affecting their decision had been carriedout. Current study examine app download decision from a transaction costs perspective and the effect of itselements on app download taking into consideration free and paid revenue model type for app. An onlinesurvey is developed to collect field data. One hundred and one valid response are obtained and used to testthe proposed research model. The findings indicated that transaction costs for app and market weresignificant driving factors that negatively impacted download for free model. Temporal asset specificityshowed to be an essential driving factor for app download. The research model gave positive indicationsabout transaction costs theory being a good framework to analyze app download decision.
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Buhl, Samir [Verfasser], Matthias [Akademischer Betreuer] Jacobs, and Florian [Akademischer Betreuer] Faust. "Der App-Download : Rechtliche Analyse eines Alltagsphänomens unter besonderer Berücksichtigung von Vertragsschluss, Vertragstyp und Vertragsinhalt aus Sicht des Nutzers / Samir Buhl ; Matthias Jacobs, Florian Faust." Berlin : Fachinformationsdienst für internationale und interdisziplinäre Rechtsforschung Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, 2018. http://d-nb.info/1175624977/34.

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Buhl, Samir [Verfasser], Matthias [Akademischer Betreuer] Jacobs, and Florian [Akademischer Betreuer] Faust. "Der App-Download : Rechtliche Analyse eines Alltagsphänomens unter besonderer Berücksichtigung von Vertragsschluss, Vertragstyp und Vertragsinhalt aus Sicht des Nutzers / Samir Buhl ; Matthias Jacobs, Florian Faust." Berlin : Fachinformationsdienst für internationale und interdisziplinäre Rechtsforschung Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, 2019. http://d-nb.info/1199102245/34.

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Zhang, Chenjie. "Why do We Choose This App? A Comparison of Mobile Application Adoption Between Chinese and US College Students." Bowling Green State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1529856226667762.

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Kohls, Sonja. "Konsistenztheorie & psychische Störung eine strukturanalytische Überprüfung der theoretisch postulierten Zusammenhänge /." [S.l.] : [s.n.], 2005. http://www.zb.unibe.ch/download/eldiss/05kohls_s.pdf.

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Camporesi, Michael. "Api dropbox: realizzazione di un’applicazione per la creazione di rapporti di intervento." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16206/.

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In questa tesi verrà analizzata l'applicazione che ho sviluppato per l'azienda per la quale lavoro, per gestire la creazione di rapporti di intervento. Questa applicazione si compone di due parti, una Desktop e una Android. L'applicazione è stata realizzata in linguaggio Java. Per lo sviluppo di questa applicazione ho utilizzato le funzionalità offerte dall'API di Dropbox. Questa ha facilitato notevolmente lo sviluppo ed ha migliorato il funzionamento dell'applicazione. All'interno della tesi, dopo l'introduzione, nel Capitolo 1 verrà fornito un background delle tecnologie trattate in seguito per facilitare la comprensione degli argomenti di cui si parla. Nel Capitolo 2 tratteremo invece l'architettura dell'applicazione, partendo dal problema da risolvere fino ad arrivare alla soluzione proposta, enunciando anche i vantaggi che questa soluzione porta. Infine, nel Capitolo 3 vedremo lo sviluppo dell'applicazione ed il risultato finale. Saranno analizzate tutte le classi di cui l'applicazione è composta, ed infine verrà analizzata l'applicazione finita.
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Barnes, Chris. "A CFD analysis of the download reduction for the V-22 Osprey wing." Morgantown, W. Va. : [West Virginia University Libraries], 2004. https://etd.wvu.edu/etd/controller.jsp?moduleName=documentdata&jsp%5FetdId=3656.

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Thesis (M.S.)--West Virginia University, 2004.
Title from document title page. Document formatted into pages; contains x, 77 p. : ill. (some col.). Includes abstract. Includes bibliographical references (p. 74-77).
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Stewart, Lewis E. "Factors contributing to download activity for applied research projects completed at Texas State University in the Master of Public Administration program /." View online version, 2009. http://ecommons.txstate.edu/arp/306.

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Osborne, Bruce E. "Tourism and the Sussex Downs : an evaluation of the nature, impact and management of tourism on the Sussex Downland." Thesis, University of Sussex, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.262336.

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Skogsberg, Peter. "Quantitative indicators of a successful mobile application." Thesis, KTH, Radio Systems Laboratory (RS Lab), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-123976.

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The smartphone industry has grown immensely in recent years. The two leading platforms, Google Android and Apple iOS, each feature marketplaces offering hundreds of thousands of software applications, or apps. The vast selection has facilitated a maturing industry, with new business and revenue models emerging. As an app developer, basic statistics and data for one's apps are available via the marketplace, but also via third-party data sources. This report regards how mobile software is evaluated and rated quantitatively by both endusers and developers, and which metrics are relevant in this context. A selection of freely available third-party data sources and app monitoring tools is discussed, followed by introduction of several relevant statistical methods and data mining techniques. The main object of this thesis project is to investigate whether findings from app statistics can provide understanding in how to design more successful apps, that attract more downloads and/or more revenue. After the theoretical background, a practical implementation is discussed, in the form of an in-house application statistics web platform. This was developed together with the app developer company The Mobile Life, who also provided access to app data for 16 of their published iOS and Android apps. The implementation utilizes automated download and import from online data sources, and provides a web based graphical user interface to display this data using tables and charts. Using mathematical software, a number of statistical methods have been applied to the collected dataset. Analysis findings include different categories (clusters) of apps, the existence of correlations between metrics such as an app’s market ranking and the number of downloads, a long-tailed distribution of keywords used in app reviews, regression analysis models for the distribution of downloads, and an experimental application of Pareto’s 80-20 rule which was found relevant to the gathered dataset. Recommendations to the app company include embedding session tracking libraries such as Google Analytics into future apps. This would allow collection of in-depth metrics such as session length and user retention, which would enable more interesting pattern discovery.
Smartphonebranschen har växt kraftigt de senaste åren. De två ledande operativsystemen, Google Android och Apple iOS, har vardera distributionskanaler som erbjuder hundratusentals mjukvaruapplikationer, eller appar. Det breda utbudet har bidragit till en mognande bransch, med nya växande affärs- och intäktsmodeller. Som apputvecklare finns grundläggande statistik och data för ens egna appar att tillgå via distributionskanalerna, men även via datakällor från tredje part. Den här rapporten behandlar hur mobil mjukvara utvärderas och bedöms kvantitativt av båda slutanvändare och utvecklare, samt vilka data och mått som är relevanta i sammanhanget.  Ett urval av fritt tillgängliga tredjeparts datakällor och bevakningsverktyg presenteras, följt av en översikt av flertalet relevanta statistiska metoder och data mining-tekniker. Huvudsyftet med detta examensarbete är att utreda om fynd utifrån appstatistik kan ge förståelse för hur man utvecklar och utformar mer framgångsrika appar, som uppnår fler nedladdningar och/eller större intäkter. Efter den teoretiska bakgrunden diskuteras en konkret implementation, i form av en intern webplattform för appstatistik. Denna plattform utvecklades i samarbete med apputvecklaren The Mobile Life, som också bistod med tillgång till appdata för 16 av deras publicerade iOSoch Android-appar. Implementationen nyttjar automatiserad nedladdning och import av data från datakällor online, samt utgör ett grafiskt gränssnitt för att åskådliggöra datan med bland annat tabeller och grafer. Med hjälp av matematisk mjukvara har ett antal statistiska metoder tillämpats på det insamlade dataurvalet. Analysens omfattning inkluderar en kategorisering (klustring) av appar, existensen av en korrelation mellan mätvärden såsom appars ranking och dess antal nedladdningar, analys av vanligt förekommande ord ur apprecensioner, en regressionsanalysmodell för distributionen av nedladdningar samt en experimentell applicering av Paretos ”80-20”-regel som fanns lämplig för vår data. Rekommendationer till appföretaget inkluderar att bädda in bibliotek för appsessionsspårning, såsom Google Analytics, i dess framtida appar. Detta skulle möjliggöra insamling av mer detaljerad data såsom att mäta sessionslängd och användarlojalitet, vilket skulle möjliggöra mer intressanta analyser.
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Books on the topic "App download"

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Guides, Hse. Magic Tiles 3 Game, Mods, Apk, Online, Download, App, Unblocked, Free, Tips, Guide Unofficial. Hiddenstuff Entertainment LLC., 2018.

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Davis, Wade, Ben Handicott, and Kenard Pak. Hello Atlas: Download the Free App to Hear More Than 100 Different Languages. Quarto Publishing Group UK, 2016.

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The Hello Atlas: Download the free app to hear more than 100 different languages. Wide Eyed Editions, 2016.

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Guides, Hse. Run Sausage Run Game, Online, Unblocked, Apk, Tips, Cheats, Download Guide Unofficial. Hiddenstuff Entertainment LLC., 2018.

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Hörnle, Julia. Internet Jurisdiction Law and Practice. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780198806929.001.0001.

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Jurisdiction is the foundational concept for both national laws and international law as it provides the link between the sovereign government and its territory, and ultimately its people. The internet challenges this concept at its root: data travels across the internet without respecting political borders or territory. This book is about this Jurisdictional Challenge created by internet technologies. The Jurisdictional Challenge arises as civil disputes, criminal cases, and regulatory action span different countries, rising questions as to the international competence of courts, law enforcement, and regulators. From a technological standpoint, geography is largely irrelevant for online data flows and this raises the question of who governs “YouTubistan.” Services, communication, and interaction occur online between persons who may be located in different countries. Data is stored and processed online in data centres remote from the actual user, with cloud computing provided as a utility. Illegal acts such as hacking, identity theft and fraud, cyberespionage, propagation of terrorist propaganda, hate speech, defamation, revenge porn, and illegal marketplaces (such as Silkroad) may all be remotely targeted at a country, or simply create effects in many countries. Software applications (“apps”) developed by a software developer in one country are seamlessly downloaded by users on their mobile devices worldwide, without regard to applicable consumer protection, data protection, intellectual property, or media law. Therefore, the internet has created multi-facetted and complex challenges for the concept of jurisdiction and conflicts of law. Traditionally, jurisdiction in private law and jurisdiction in public law have belonged to different areas of law, namely private international law and (public) international law. The unique feature of this book is that it explores the notion of jurisdiction in different branches of “the” law. It analyses legislation and jurisprudence to extract how the concept of jurisdiction is applied in internet cases, taking a comparative law approach, focusing on EU, English, German, and US law. This synthesis and comparison of approaches across the board has produced new insights on how we should tackle the Jurisdictional Challenge. The first three chapters explain the Jurisdictional Challenge created by the internet and place this in the context of technology, sovereignty, territory, and media regulation. The following four chapters focus on public law aspects, namely criminal law and data protection jurisdiction. The next five chapters are about private law disputes, including cross-border B2C e-commerce, online privacy and defamation disputes, and internet intellectual property disputes. The final chapter harnesses the insights from the different areas of law examined.
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Book chapters on the topic "App download"

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Wang, Shanshan, Wenjun Wu, and Xuan Zhou. "App Store Analysis: Using Regression Model for App Downloads Prediction." In Communications in Computer and Information Science, 206–20. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-2053-7_19.

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Steyer, Ralph. "Download und erste Anwendung von PhoneGap." In Apps mit PhoneGap entwickeln, 53–77. München: Carl Hanser Verlag GmbH & Co. KG, 2013. http://dx.doi.org/10.3139/9783446435438.003.

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Wu, Zexun. "Research of High Definition Download Model Based on P2P&DRM." In Advances in Intelligent Systems and Computing, 105–10. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-33030-8_18.

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Jain, Geetika, and Sapna Rakesh. "Understand the Frequency of Application Usage by Smartphone Users." In Advances in Business Information Systems and Analytics, 291–303. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-0997-4.ch016.

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Smartphone users download the apps after the enormous popularity in this mobile world and then eventually delete those apps. There are various factors like frequency, relevance and space it consumes in the phone, which decide a user's preference for an app. All the app provider companies are trying hard to fit into right place, so that they can increase the engagement with the users. Companies are upgrading their technology to make an app convenient and relevant based on user's requirement. This study is trying to understand the frequency of application usage and the importance of various factors like time to complete transaction, relevance, space it consumes, features, User Index, and ease of use for a user which leads to purchase intention. The study has found that UX/UI is the most important factor followed by other factors. The output of the study has the practical implication for online retailer.
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Iskandar, Yulita Hanum P., and Phoebe Yueng Hee Sia. "Mobile Travel Apps and Generation Y in Malaysia." In Impact of Mobile Services on Business Development and E-Commerce, 186–210. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-0050-7.ch010.

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Modern travelers prefer an easy and enjoyable experience upon travelling. According to several surveys, over 25% of respondents have installed mobile travel apps on their smartphone. Basically, the travel app is used to search and book flights or accommodation, while download and install the app is mainly to receive notification on the updated trip status and also for accessing app offline. Therefore, it's essential for tourism organization to emphasize on traveler preferences and new innovated technology could offer for competitive advantages in tourism industry. Generation Y grew up with technology and it constitutes 44% of population in Malaysia. Therefore, this research is focus on Generation Y in Malaysia, based on the UTAUT2 (Consumer Acceptance and Use of Information Technology) model to explore and predict the factors influencing the intention to use mobile travel apps. A total of 245 questionnaires were distributed to all states in Malaysia. Quantitative data were analyzed using IBM SPSS 22.0 and Smart PLS 3.0 software. The results findings show that performance expectancy has the highest significant relationship on behavioral to use mobile travel apps. It was followed by facilitating conditions and habit. Factors of effort expectancy, social influence, hedonic motivation and price value don't have much effect on individual's behavioral intention to use mobile travel apps. The theoretical, managerial and practical implications of these results are discussed.
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Zhang, Sonya, and Saree Costa. "Mobile Phone Usage Patterns, Security Concerns, and Security Practices of Digital Generation." In Research Anthology on Securing Mobile Technologies and Applications, 465–83. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-8545-0.ch026.

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As the digital generations have grown up with high-tech gadgets and become avid users of mobile phones and apps, they are also exposed to increasing mobile security threats and vulnerability. In this paper the authors discuss the impact of recent mobile technology advancements on mobile threat environment and mobile security practices. They also conducted a survey to 262 college students to examine their mobile phone usage patterns, security concerns and practices. The results show that students use their mobile phone frequently for various productivity and entertainment purposes. They are generally aware of and concerned about mobile security, not only on losing the phone physically but also on data theft, web threat, and mobile malware. Students also practice security to some extend - most change PIN and passwords regularly, download their apps mostly from official app stores, and generally keep their OS and apps up-to-date. The authors also found significant correlations between mobile security practices and personal attributes, including major, gender, and technology aptitude.
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M., Thangavel, Divyaprabha M., and Abinaya C. "Threats and Vulnerabilities of Mobile Applications." In Encyclopedia of Information Science and Technology, Fifth Edition, 473–92. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-3479-3.ch034.

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Smart devices like mobile phones, tablets, and laptops have become necessities in our lives due to the services they provide. However, in recent days, mobile applications have become a major threat for an attack. One of the most attractive features of smartphones is the availability of a large number of apps for users to download and install. However, it also means hackers can easily distribute malware to smartphones, launching various attacks. Each day, a mobile device attack is changing dynamically, and it is very difficult to represent a complete set of threats and vulnerabilities. Mobile phone security has become an important aspect of security issues in wireless multimedia communications. The development of mobile applications has increased drastically; hence, it is our responsibility to protect our devices and the data within them. Being aware is the first step to protect data. Thus, to prevent the mobile from the threats, efforts are required to form the application developer, app market administrator, and user to defend against the malware. This article explores those threats and vulnerabilities of mobile applications.
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M., Thangavel, Divyaprabha M., and Abinaya C. "Threats and Vulnerabilities of Mobile Applications." In Research Anthology on Securing Mobile Technologies and Applications, 560–80. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-8545-0.ch031.

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Smart devices like mobile phones, tablets, and laptops have become necessities in our lives due to the services they provide. However, in recent days, mobile applications have become a major threat for an attack. One of the most attractive features of smartphones is the availability of a large number of apps for users to download and install. However, it also means hackers can easily distribute malware to smartphones, launching various attacks. Each day, a mobile device attack is changing dynamically, and it is very difficult to represent a complete set of threats and vulnerabilities. Mobile phone security has become an important aspect of security issues in wireless multimedia communications. The development of mobile applications has increased drastically; hence, it is our responsibility to protect our devices and the data within them. Being aware is the first step to protect data. Thus, to prevent the mobile from the threats, efforts are required to form the application developer, app market administrator, and user to defend against the malware. This article explores those threats and vulnerabilities of mobile applications.
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"About the Download." In Financial Modeling with Crystal Ball and Excel, 293. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2015. http://dx.doi.org/10.1002/9781119203216.app4.

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Dodman, Tracey, Terese Bird, and David Hopkins. "A Case Study of Developing Suitable Mobile Learning Technology for a Distance Learning Masters Programme." In Advancing Higher Education with Mobile Learning Technologies, 35–59. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-6284-1.ch003.

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In 2012, following some development work, the Department of Criminology launched a new distance-learning course: the MSc Security, Conflict, and International Development (SCID). The target profile for students looking to enroll in this course were living or working in and around conflict regions; they may be forces personnel or professional staff stationed in areas of conflict or recent conflict. Therefore, reliable Internet connection (broadband or cellular) is often rare or intermittent. The course was designed to give learners a rich learning experience in such a way that their learning could remain largely uninterrupted when they experienced loss of Internet connection. Learners in this course were sent an Apple iPad as part of their course fees and given instructions to download a Course App comprising multimedia-rich learning resources. The programme enabled students to study and learn whilst on the move and provided an opportunity for study where otherwise it would have been very difficult, if not impossible for some. The authors believe they have widened participation and enhanced learning capacity through the innovative programme design. This programme is explored in this chapter.
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Conference papers on the topic "App download"

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Liu, W., Y. Zou, Y. Yang, W. Cheng, and G. Zhang. "How app update affects app download in iOS appstore." In 2017 3rd IEEE International Conference on Computer and Communications (ICCC). IEEE, 2017. http://dx.doi.org/10.1109/compcomm.2017.8322985.

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Wang, Yingzi, Nicholas Jing Yuan, Yu Sun, Chuan Qin, and Xing Xie. "App Download Forecasting: An Evolutionary Hierarchical Competition Approach." In Twenty-Sixth International Joint Conference on Artificial Intelligence. California: International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/415.

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Product sales forecasting enables comprehensive understanding of products' future development, making it of particular interest for companies to improve their business, for investors to measure the values of firms, and for users to capture the trends of a market. Recent studies show that the complex competition interactions among products directly influence products' future development. However, most existing approaches fail to model the evolutionary competition among products and lack the capability to organically reflect multi-level competition analysis in sales forecasting. To address these problems, we propose the Evolutionary Hierarchical Competition Model (EHCM), which effectively considers the time-evolving multi-level competition among products. The EHCM model systematically integrates hierarchical competition analysis with multi-scale time series forecasting. Extensive experiments using a real-world app download dataset show that EHCM outperforms state-of-the-art methods in various forecasting granularities.
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Dou, Yingtong, Weijian Li, Zhirong Liu, Zhenhua Dong, Jiebo Luo, and Philip S. Yu. "Uncovering download fraud activities in mobile app markets." In ASONAM '19: International Conference on Advances in Social Networks Analysis and Mining. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3341161.3345306.

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Guo, Yaoyao, Rao Xiong, and Mingxie He. "The Excitation Controller Based on the Android System Record Download APP Research." In the 2017 The 5th International Conference. New York, New York, USA: ACM Press, 2017. http://dx.doi.org/10.1145/3149827.3149834.

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Luo, Xiaoxiao, and Jie Zhang. "Pay-per-download or Freemium: Revenue Models in a Competitive Mobile App Market." In Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences, 2018. http://dx.doi.org/10.24251/hicss.2018.647.

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González-Martel, Christian, José M. Cazorla-Artiles, and Carlos J. Pérez-González. "Access and analysis of ISTAC data through the use of R and Shiny." In CARMA 2018 - 2nd International Conference on Advanced Research Methods and Analytics. Valencia: Universitat Politècnica València, 2018. http://dx.doi.org/10.4995/carma2018.2018.8345.

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The increasing availability of open data resources provides opportunities for research and data science. It is necessary to develope tools that take advantage of the full potential of new information resources. In this work we developed the package for R istacr that provides a collection of eurostat functions to be able to consult and discard the data that Eurostat, including functions to retrieve, download and manipulate the data set available through the ISTAC BASE API of the Canary Institute of Statistics (ISTAC). In addition, A Shiny app was designed for a responsive visulization of the data. This develope is part of the growing demand for open data and ecosystems dedicated to reproducible research in computational social science and digital humanities. With this interest, this package has been included within rOpenSpain, a project that aims to promote transparent research methods mainly through the use of free software and open data in Spain.
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Steger, Wolfgang, Tae-Soo Kim, Martin Gebert, and Ralph Stelzer. "Improved User Experience in a VR Based Design Review." In ASME 2016 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/detc2016-59840.

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Observations of design review sequences by means of Virtual Reality (VR) and participant interviews have demonstrated that improvements may be made through providing selected user functions to participants who would otherwise just be observers. These functions are found from a survey of more or less experienced VR users in design reviews. The basic idea is that the participants are given access to special review data via App and smart device and are thus capable of immediately controlling the view of the product under review. Thus, for instance, the participants are able to download the structure tree including the components of the product to be tested onto their devices, navigate inside the structure tree, and get information about component parameters independently of the other participants. Participants can also configure the representation of the VR model displayed for all participants via smart device (highlighting, visibility, colour, ...) and set up the view. This makes communication easier, since otherwise the respective settings have to be administered by a VR operator. Special user interaction functions may improve the control of design reviews by changing the participants’ role from passive to active. A special requirement is the spatial selection of model components in the stereoscopic VR view. To meet this demand a Leap Motion controller transmits position data from the users hand to the pointer of the VR System via the protocol Virtual Reality Peripheral Network (VRPN).
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Zhang, Zhiwei, Ning Chen, Jun Wang, and Luo Si. "SMART: Sponsored mobile app recommendation by balancing app downloads and appstore profit." In 2017 IEEE International Conference on Big Data (Big Data). IEEE, 2017. http://dx.doi.org/10.1109/bigdata.2017.8258094.

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Gomes, Ludymila L. A., Awdren L. Fontão, Allan J. S. Bezerra, and Arilo C. Dias-Neto. "An Empirical Analysis of Mobile Apps’ Popularity Metrics in Mobile Software Ecosystems." In XV Simpósio Brasileiro de Qualidade de Software. Sociedade Brasileira de Computação - SBC, 2016. http://dx.doi.org/10.5753/sbqs.2016.15123.

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The growing of mobile platforms in the last years has changed the software development scenario and challenged developers around the world in building successful mobile applications (apps). Users are the core of a mobile software ecosystem (MSECO). Thus, the quality of an app would be related to the user satisfaction, which could be measured by its popularity in App Store. In this paper, we describe the results of a mapping study that identified and analyzed how metrics on apps’ popularity have been addressed in the technical literature. 18 metrics were identified as related to apps’ popularity (users rating and downloads the most cited). After that, we conducted a survey with 47 developers acting within the main MSECOs (Android, iOS and Windows) in order to evaluate these 18 metrics regarding their usefulness to characterize app's popularity. As results, we observed developers understand the importance of metrics to indicate popularity of apps in a different way when compared to the current research.
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Fontão, Awdren, and Arilo Claudio Dias-Neto. "MSECO-CERT: Uma Abordagem Baseada em Processo para Apoiar a Certificação de Apps em Ecossistema de Software Móvel." In XXX Concurso de Teses e Dissertações da SBC. Sociedade Brasileira de Computação - SBC, 2017. http://dx.doi.org/10.5753/ctd.2017.3462.

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Em um Ecossistema de Software Móvel (MSECO), as organizações de software passaram a abrir a sua estrutura para desenvolvedores externos visando atingir metas, como o aumento do número de aplicações móveis (apps). Desta forma, a organização precisa reestruturar seus processos para lidar com desenvolvedores externos visando alcançar o desempenho esperado. No entanto, a “barreira” de qualidade provida pelo MSECO, a Loja de Apps, não define critérios que possam garantir que as apps certificadas a partir deles obtenham o desempenho desejado (ex: downloads e avaliações positivas). Assim, é necessário considerar a qualidade de suporte oferecido aos desenvolvedores por meio dos processos dentro do MSECO, uma vez que trabalhando nos processos (certificação) pode-se atingir o desempenho esperado para as apps. Neste trabalho, foi definida uma abordagem baseada em processos para certificação de apps em MSECO - MSECO-CERT. Nos experimentos conduzidos, o uso da MSECO-CERT para desenvolvimento de apps gerou um coeficiente de crescimento de downloads 363% maior e média de avaliações dos usuários 28% maior em comparação a uma abordagem ad hoc. Houve ainda mudança em atitudes positivas de desenvolvedores e evangelistas que manifestaram a utilidade da abordagem.
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Reports on the topic "App download"

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Martínez Villarreal, Déborah, Cristina Parilli, Ana María Rojas Méndez, Carlos Scartascini, and Alberto Simpser. Research Insights: Indirect Strategies Might Be a Better Way to Address Data Privacy Issues. Inter-American Development Bank, April 2021. http://dx.doi.org/10.18235/0003213.

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Willingness to download health applications could be increased by addressing data privacy concerns indirectly. In Mexico, a survey experiment explored different priming prompts and their effect on willingness to download a diagnostic and tracing app. The survey experiment revealed that mentioning government efforts on data privacy can backfire. Surprisingly, reminding people of social media's usefulness did not affect people's willingness to download the app.
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Ruderman, Marian, and Cathleen Clerkin. The Quantified Leader: Wearables & Self-Tracking Technology for Development. Center for Creative Leadership, 2019. http://dx.doi.org/10.35613/ccl.2019.2052.

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The quantified leader uses self-tracking technology, paired with wearables and artificial intelligence, for continuous, personalized data and feedback. Download this white paper to learn about the use of these technologies for development.
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Winseck, D. Growth and Upheaval in the Network Media Economy in Canada, 1984-2019. Canadian Media Concentration Research Project (CMCRP), Carleton University, November 2020. http://dx.doi.org/10.22215/cmcrp/2020.1.

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This report examines the development of the media economy over the past thirty-five years. Since beginning this project a decade ago, we have focused on analyzing a comprehensive as possible selection of the biggest telecoms, Internet and media industries (based on revenue) in Canada, including: mobile wireless and wireline telecoms; Internet access; cable, satellite & IPTV; broadcast television, specialty and pay television services as well as Internet-based video subscription and download services; radio; newspapers; magazines; music; Internet advertising; social media; operating systems; browsers, etc.
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