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Journal articles on the topic 'Application mobile'

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1

Nisar, Jasra, and Owais Noor Trumboo. "Database for Mobile Application." International Journal of Trend in Scientific Research and Development Volume-2, Issue-3 (2018): 853–54. http://dx.doi.org/10.31142/ijtsrd11215.

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Rao, Dr P. Srinivasa, Sudan Neupane, Shivraj Kumar Chhetri, Biplav Sharma, Mahim Pyakurel, and Sunil Kumar Singh. "Expense Monitoring Using Mobile Application." International Journal of Research Publication and Reviews 4, no. 11 (2023): 2714–23. http://dx.doi.org/10.55248/gengpi.4.1123.113143.

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Jayswal, P. S., K. N. Sondarva, and V. A. Patel. "Study on mobile applications for irrigation in agriculture field." INTERNATIONAL JOURNAL OF AGRICULTURAL SCIENCES 19, no. 1 (2023): 291–95. http://dx.doi.org/10.15740/has/ijas/19.1/291-295.

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Water is a crucial input for agriculture, for good crop production. In today’s scenario, application of technology in agriculture field is very much needed as the time and resources are becoming limitation and costly. Mobile applications are becoming handy for any kind of work which can be done using mobile, internet and various softwares. This study is based on a detailed study of Mobile applications for irrigation scheduling for farmers’ field. The result of study reveals that real time use of Mobile application on agricultural field helps farmers to be aware about irrigation methods, irrigation water amount, crop water requirement, irrigation time etc. Also, real time application of Mobiles, connect farmers with current global scenario. Mobile applications are found effective Information Technology measure for extension of information and service provider for farmers of Digital India.
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Kim, Mingyung, Jeeyeon Kim, Jeonghye Choi, and Minakshi Trivedi. "Mobile Shopping Through Applications: Understanding Application Possession and Mobile Purchase." Journal of Interactive Marketing 39 (August 2017): 55–68. http://dx.doi.org/10.1016/j.intmar.2017.02.001.

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Mathur, Sankalp, H. Karthikeyan, and Aditya Pratap Singh. "Mobile Fitness Application." International Journal for Research in Applied Science and Engineering Technology 10, no. 12 (2022): 1481–85. http://dx.doi.org/10.22214/ijraset.2022.47403.

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Abstract: Online technologies that enable self-tracking as well as exercise are fitness apps. Certain app features, such as normalized step objectives, indicate controlling circumstances that might influence controlled vs. autonomous motivation and, therefore, encourage regular exercise. This research sought to determine how using a fitness app for self-tracking and setting a normalized step goal affected several elements of desire and regular exercise. Fitness applications have taken over the country with the launch of the mobile Web and have significantly changed how individuals behave while exercising. One can install a tonne of fitness applications from the web. Applications present in the current app stores does not have to many features like water-in-take or calories burnt, step counter all in one. Either the application has only one of two feature .With just a few applications having all the required features but are very costly and accessible to the majority of the people.
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Charland, Andre, and Brian Leroux. "Mobile application development." Communications of the ACM 54, no. 5 (2011): 49–53. http://dx.doi.org/10.1145/1941487.1941504.

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Lin, Ying-Dar, Chun-Ying Huang, Matthew Wright, and Georgios Kambourakis. "Mobile Application Security." Computer 47, no. 6 (2014): 21–23. http://dx.doi.org/10.1109/mc.2014.156.

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Gans, Joshua S. "Mobile application pricing." Information Economics and Policy 24, no. 1 (2012): 52–59. http://dx.doi.org/10.1016/j.infoecopol.2012.01.006.

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Hong, Yee Chee, Neesha Jothi, and Javid Iqbal. "Healthcare Mobile Application." Proceedings of International Conference on Artificial Life and Robotics 28 (February 9, 2023): 674–77. http://dx.doi.org/10.5954/icarob.2023.os26-6.

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Tajul Anuar, Ahmad Faiz, and Noor Azura Zakaria. "Transporter Mobile Application." International Journal on Perceptive and Cognitive Computing 10, no. 1 (2024): 119–25. http://dx.doi.org/10.31436/ijpcc.v10i1.459.

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Transporter is a popular service within the IIUM community. It is an e-hailing service operated by the community itself. It is hosted on the Telegram app, which is available on Android, iOS, and desktop computers. However, there are various downsides related to handling user registration, transportation requests, and efficiency. To address these shortcomings, a transporter application was created as a mobile app. This project intends to create a mobile application employing the agile method and FlutterFlow, a low-code platform built on top of Flutter, an open-source development framework. At the same time, it improves on the current IIUM transporter system while retaining the features that make it so popular among the community.
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Kwee, Agus T., and Flora S. Tsai. "Mobile Novelty Mining." International Journal of Advanced Pervasive and Ubiquitous Computing 1, no. 4 (2009): 43–68. http://dx.doi.org/10.4018/japuc.2009100104.

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Service-oriented Web applications allow users to exploit applications over networks and access them from a remote system at the client side, including mobile phones. Individual services are built separately with comprehensive functionalities. In this article, the authors transform a standalone offline novelty mining application into a service-oriented application and allow users to access it over the Internet. A novelty mining application mines the novel, yet relevant, information on a topic specified by users. In this article, the authors propose a design for a service-oriented novelty mining application. After deploying their service-oriented novelty mining system on a server, use case scenarios are provided to demonstrate the system. The authors’ service-oriented novelty mining system increases the efficiency of gathering novel information from incoming streams of texts on their mobile devices for users.
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Hameed, Shihab A., Ali Nirabi, Mohamed Hadi Habaebi, and Alaa Haddad. "Application of mobile cloud computing in emergency health care." Bulletin of Electrical Engineering and Informatics 8, no. 3 (2019): 1088–95. http://dx.doi.org/10.11591/eei.v8i3.1498.

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Mobile applications in emergency health care help maintain patient confidentiality and manage patient records, data storage. Compiles and analyzes care of better quality care. new implementations come with new goals and technologies like using mobile application with cloud computing system and reducing the responding time to safe the patient life and give the patient best health care professional service transition to using of mobile application in emergency healthcare, this paper will present (MCCEH) mobile cloud computing in emergency health care model, mainly reducing the wasting time in emergency health care, The process starting once the accident occurred and the patient run the application, mobile application will detect the patient location and allow him to book nearest medical center or specialist in some emergency cases once the patient did the booking will send help request to medical center this process will include an online pre-register patient in the medical center to save time of patient registration, MCCEH model allows the patients to review the previous feedback and experiences of each specialist or medical center and allows doctors to be able to stay in contact with their patients more often and by communication through mobiles applications and share messages and photos of the accident or emergency case itself.
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Soboleva, M. L., and M. A. Fedotenko. "MOBILE LEARNING, MOBILE APPLICATION, ELECTRONIC EDUCATIONAL RESOURCE, LEARNING TOOL: ESSENCE AND INTERRELATION OF CONCEPTS." Informatics in school, no. 9 (December 18, 2019): 42–48. http://dx.doi.org/10.32517/2221-1993-2019-18-9-42-48.

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The article is devoted to revealing the essence and interrelation of concepts "mobile learning", "educational mobile application", "electronic educational resource", "learning tool", as well as the possibility of using mobile applications as electronic educational resources and learning tools. The definitions of "mobile learning", "learning mobile application", "educational mobile application" and "non-educational mobile application" are given, as well as the classification of mobile applications. The article provides an example of an educational mobile application developed by the authors, which is an electronic educational resource and can be used as a means of teaching informatics.
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LI, Jiehui, Dongxia LI, Mingchao ZHOU, Kaiwen XUE, Jianjun LONG, and Yulong WANG. "Application of Mobile Internet Applications in Rehabilitation." Rehabilitation Medicine 33, no. 2 (2023): 186–92. http://dx.doi.org/10.3724/sp.j.1329.2023.02015.

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Galuh, Alifia Nada Putri, and Rini Rachmawati. "Study of Mobile City Application in Indonesia." TATALOKA 23, no. 2 (2021): 159–70. http://dx.doi.org/10.14710/tataloka.23.2.159-170.

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The Implementation of e-government has been established with the Instruction of President. Application of e-government is a research topic that has received a lot attention because of its improve the function and management of the city by utilizing Information and Communication Technology to improve the quality of public services. In this research focused on one application of e-government that called Mobile City. This study observe 22 application that has been implemented in 22 regencies/cities. This study have goals to identify and compare all 22 Mobile City Applocation to get the rank of the regency/city based on the quality of its application and research city with the best application . The results of the study to show the Mobile City application applies a Location Based Services (LBS) system so the main features of this application showed tourism locations or public facilities. The difference of application features between regencies/cities is depends on how the regency/city developed their application. The city that has the most complete features on its mobile city is Surakarta that called Solo Destination. This application is managed by the Office of Infromation Communication Statistics and Coding of Surakarta City with the most frequently used feature is community complaints.
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Chondamrongkul, Nacha, and Pattra Chondamrongkul. "Secure Mobile Cloud Architecture for Healthcare Application." International Journal of Future Computer and Communication 6, no. 3 (2017): 76–80. http://dx.doi.org/10.18178/ijfcc.2017.6.3.493.

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Douglas, Anneli. "Mobile business travel application usage." Journal of Hospitality and Tourism Technology 10, no. 3 (2019): 269–85. http://dx.doi.org/10.1108/jhtt-01-2018-0002.

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Purpose Research abounds highlighting the differences between males and females when they travel. Even in business travel, these differences have been acknowledged, with suppliers and marketers spending significant money to develop and market products to accommodate them. The purpose of this study is to ascertain whether differences exist in terms of mobile application usage between male and female business travellers. Design/methodology/approach A mixed method approach is followed. An internet-based survey is distributed and in-depth interviews conducted with South African business travellers. The Mann–Whitney U-test is used to test the differences between males and females and their mobile application usage. Content analysis is used to analyse the interviews. Findings The results show that mobile applications are perceived as more important by females than males in all the phases of the travel cycle, although most of these differences in perceived importance were not significant. Research limitations/implications Owing to the online data-collection method and the self-selective process, the findings cannot be generalised to the global population of business travellers who use mobile applications. Practical implications The results should caution corporate organisations, travel management companies and their application developers not to spend unnecessary technological and financial resources on developing applications to accommodate differences between males and females, which might not exist. Companies should rather spend money on developing applications that will enhance and add convenience to the business traveller’s experience. Originality/value The main contribution of this study lies in investigating the applications market, particularly in the context of business travel. Applications focussed on specific sectors of the tourism industry, such as business travel applications, serve business travellers differently from generic travel applications. This research examines business travel-specific applications and expands the scale and scope of the enquiry, concentrating on the travellers’ view.
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Puspasari, Dewi. "Designing Mobile Application for Museum Enthusiasts." Digital Press Social Sciences and Humanities 4 (2020): 00003. http://dx.doi.org/10.29037/digitalpress.44350.

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Until now, museums have not become a popular tourist destination in Indonesia. The number of visitors is relatively stagnant. Although on the other hand, the community that cares and loves museums start to grow. To lessen the old-fashioned impression of museum and to open up opportunities for the growth of new members who love and care about museums, this research proposes the design of mobile applications for museums. Feature requirements are obtained from open-questionnaires. Literature studies also become a benchmark for existing and similar applications. The design of this application mobiles utilizes use case diagrams. 
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Liakutin, V. V. "Aspects of mobile technology application in distance learning." CTE Workshop Proceedings 3 (March 20, 2015): 207–12. http://dx.doi.org/10.55056/cte.267.

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The purpose of this paper is to describe the use of mobile technologies in distance learning for further design and create a mobile software module for distance learning system (LMS) “Kherson Virtual University”. Tasks assigned when creating mobile subsystem to simulate the learning process for the use of mobile applications. System design based on the model, a database of mobile application, mobile application class structure, the format of data transfer between client and server to implement a web service as an add-on server to access the mobile application to the API server. Implement a mobile-based application system Android. The object of study is a mobile application for educational purposes. The subject of the study is a mobile application that is running an operating system (OS) Android system for LMS “Kherson Virtual University”. The paper presents the research methods: analysis of existing systems, analysis of didactic and technical requirements, modeling, design, development, mobile application architecture. The result of the study is to design the architecture of mobile applications, databases, and mobile application server, the structure of the server API, architecture classes of web service design data format.
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Zhang, Peng, Han Lin Sun, and Zheng Yan. "Mechanism for Security Enhancement in Mobile Application Installation." Advanced Materials Research 756-759 (September 2013): 4382–87. http://dx.doi.org/10.4028/www.scientific.net/amr.756-759.4382.

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Mobile operating systems (e.g., iOS, Android, Windows Mobile, etc) are becoming powerful platforms on which various applications can be installed and run. Each mobile OS offers application store (e.g., Apple App Store, Android Play, etc) for developers to easily publish applications and earn profits. However, existing mobile platforms provide little means for mobile users to evaluate risks on allowing certain security permissions when installing mobile applications. Since mobile users may not be able to justify the risks on allowing certain permissions required by an application, mobile users may install malware with extra permissions, which leads to security risk for mobile users, e.g., private information leaked, etc. In this paper, we present process and visual User Interface for mobile users to understand and justify the risks on permissions required by mobile applications during installation. We also present two algorithms for calculating the risks.
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Pamuji, Pamuji, Sri Joeda Andajani, and Endang Pudjiastuti Sartinah. "The implementation of mobile apps for visually impaired students’ mobility in undergraduate programme, Faculty of Education." World Journal on Educational Technology: Current Issues 14, no. 4 (2022): 976–95. http://dx.doi.org/10.18844/wjet.v14i4.7607.

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This study aims to test the results of mobile applications, namely social mobility and communication orientation models that can be used on android mobiles. This application is applied for problem-solving learning in understanding the concept of a campus environment for undergraduate visually impaired students majoring in special education, Universitas Negeri Surabaya. This research was conducted to measure the feasibility of a mobile application implemented through a questionnaire; then it was reviewed by a validation expert. Furthermore, performance test was conducted in order to be tested by the users. The application was deliberately created so that it can be operated via a cell phone. Based on the process of validity testing and practicality evaluation of the mobile application by the validator (electrical engineer) of all assessment items, the score obtained was 3.3 (good results). Meanwhile, the assessment to test application users as practitioners obtained a score of 3.2 (good results). Thus, it can be concluded that the application of the social mobility orientation model and mobile application-based communication to solve the problem of understanding the campus environment concept in the Special Education Department of undergraduate students for visually impaired students proved its worthiness.
 
 Keywords: Social mobility and communication, mobile apps.
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Petrova, Krassie. "Mobile learning as a mobile business application." International Journal of Innovation and Learning 4, no. 1 (2007): 1. http://dx.doi.org/10.1504/ijil.2007.011471.

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Diaz, A., P. Merino, and F. J. Rivas. "Mobile Application Profiling for Connected Mobile Devices." IEEE Pervasive Computing 9, no. 1 (2010): 54–61. http://dx.doi.org/10.1109/mprv.2009.63.

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Mizuno, Toshio. "Digital Mobile Communications. Application of Mobile Communications." Journal of the Institute of Television Engineers of Japan 49, no. 6 (1995): 743–49. http://dx.doi.org/10.3169/itej1978.49.743.

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Elmghirbia, Ahlam Mohamed, Azham Hussain, and Nur Hani Zulkifli. "EVALUATION MODEL FOR LOW VISION USERS IN MOBILE APPLICATION." Journal of Southwest Jiaotong University 56, no. 5 (2021): 433–41. http://dx.doi.org/10.35741/issn.0258-2724.56.5.39.

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This paper aims to discuss the usability evaluation model for mobile applications used by low vision users. Low vision users have difficulties using mobile applications due to limited view, bright sunshine, small text, and other reasons. This type of user uses mobile applications designed for users with normal vision, and they have many difficulties in reading, accessing, and understanding. Therefore, this paper provides a mobile application usability evaluation model for this type of user, and the proposed model includes usability measures that fulfill their usability requirements. This study employed a systematic review of previous research on good practices and requirements for low vision users to use mobile applications. Also, the new model was evaluated by the domain experts through a focus group session. This model aims to support the development of a mobile application that low vision users can use, which has not been supported in previous studies since it guides mobile application developers to develop mobile applications that fulfill low vision users' usability requirements. It also helps to identify usability problems in the current mobile applications for this type of user. This study will benefit low vision people in using mobile applications effectively, easily, and comfortably.
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Yang, Xinyan, Yunhui Yi, Xinguang Xiao, and Yanhong Meng. "Mobile Application Identification based on Hidden Markov Model." ITM Web of Conferences 17 (2018): 02002. http://dx.doi.org/10.1051/itmconf/20181702002.

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With the increasing number of mobile applications, there has more challenging network management tasks to resolve. Users also face security issues of the mobile Internet application when enjoying the mobile network resources. Identifying applications that correspond to network traffic can help network operators effectively perform network management. The existing mobile application recognition technology presents new challenges in extensibility and applications with encryption protocols. For the existing mobile application recognition technology, there are two problems, they can not recognize the application which using the encryption protocol and their scalability is poor. In this paper, a mobile application identification method based on Hidden Markov Model(HMM) is proposed to extract the defined statistical characteristics from different network flows generated when each application starting. According to the time information of different network flows to get the corresponding time series, and then for each application to be identified separately to establish the corresponding HMM model. Then, we use 10 common applications to test the method proposed in this paper. The test results show that the mobile application recognition method proposed in this paper has a high accuracy and good generalization ability.
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Elazhary, Hanan, Alaa Althubyani, Lina Ahmed, Bayan Alharbi Alharbi, Norah Alzahrani, and Reem Almutairi. "Context Management for Supporting Context-aware Android Applications Development." International Journal of Interactive Mobile Technologies (iJIM) 11, no. 4 (2017): 186. http://dx.doi.org/10.3991/ijim.v11i4.6952.

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<p class="0abstract">Building context-aware mobile applications is one of the most ambitious areas of research. Such applications can change their behavior according to context or perform specific tasks in specific contexts. Regardless of the application, all context-aware mobile applications share the need to retrieve and process context information. This paper presents a Context Management tool for the Android platform (ACM). ACM allows easy access to internal on-board mobile sensors and hardware features extracting corresponding raw data. Raw context is processed into higher-level more human-readable context that is provided seamlessly to the mobile applications. Different methods are used for this purpose including fuzzy classifiers. Since different mobiles have different sensors and hardware features, ACM can adapt to the mobile device by deactivating access to unavailable ones. Information regarding the available sensors and hardware features and their specifications can also be queried. Additionally, applications can request notifications regarding context change or specific context values. In addition to providing developers with supporting classes and methods, ACM is accompanied by an application that allows developers to examine its functionality and capabilities before using it. The application can be also used to examine the readings of the different sensors in different situations and thus calibrate them as needed. Additionally, it can be used to modify and personalize default interpretations of raw context values to high-level ones. ACM has been tested empirically and the results show extreme interest of context-aware mobile application developers in its promising capabilities and that it is conducive to facilitating, speeding up and triggering development of many more of such applications.</p>
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Ariff, Mohamed Imran Mohamed, Nabil Farhan Roslan, Khairulliza Ahmad Salleh, and Masurah Mohamad. "Mobile fitness application for beginners." Indonesian Journal of Electrical Engineering and Computer Science 24, no. 1 (2021): 500. http://dx.doi.org/10.11591/ijeecs.v24.i1.pp500-506.

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<p>The present project is motivated by the recognition that the use of mobile fitness application is increasingly popular among sports and exercise participants in recent years. However, an extensive research on mobile fitness application indicates that most of them are not suitable for beginners. Thus, this project paper describes the development process of a mobile fitness application for beginners, who are looking at enhancing their physical fitness level. This mobile fitness application is developed using android studio and java language. Upon the development of this mobile fitness application, a user testing was conducted and analyzed. The result shows that users were satisfied with the applications as most test scores were above average. Based on these results, the usage of this newly developed mobile fitness application can be suggested to be used by beginner exercisers.</p>
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Leppänen, J., J. Lähteenmäki, A. Nummiaho, and T. Laakko. "Mobile Health and Wellness Application Framework." Methods of Information in Medicine 47, no. 03 (2008): 217–22. http://dx.doi.org/10.3414/me9113.

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Summary Objectives: There is an increasing need for userfriendly and interoperable mobile applications in health and wellness domain. The objective of this work has been to provide support for rapid and cost-effective development of such applications. Methods: We have introduced an application framework which provides a generic tool for mobile application designers. We have demonstrated the usage of the application framework by providing an example implementation and demonstrating its usage in a Tele-ECG use case. In order to support interoperability we propose a solution compatible with clinical document standards such as the HL7 CDA. Results: A new mobile platform applicable for a wide range of telemedicine and wellness applications is introduced. The platform provides connectivity between healthcare professionals, patients and measurement devices. It is based on an open application framework that provides interfaces for measurement, user interface, database and network connectivity implementations. Conclusions: Mobile application development based on the application framework was demonstrated successfully. The developed UPHIAC platform adopts a new technical approach using a local database solution for caching of information at the mobile terminal. The platform applies a document-based approach providing a versatile and reliable way of sharing and collabora - tively complementing of health information including standard information model documents (HL7/CDA), and integration with health information systems and personal storages. The implemented mobile tele-ECG case demonstrates the overall function of the platform. The platform can be used as a basis for developing new applications for specific purposes.
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Pirker, Johanna, Christian Gütl, Patrick Weiner Weiner, and Victor Garcia-Barrios. "Application Domains for a Location-based Mobile Application Creator." International Journal of Interactive Mobile Technologies (iJIM) 9, no. 3 (2015): 52. http://dx.doi.org/10.3991/ijim.v9i3.4470.

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In recent years, the use of mobile applications and computer-based games as pedagogical tools has become more and more popular. Additionally, many mobile devices enhance the user experience by providing different sensors, e.g. to deliver location-based educative information. In this article we introduce an online tool for easily creating location-based mobile applications that combine teaching and gaming activities to make users aware of their current environment or situation. First, we briefly present the Location-based Mobile Application Creator (LMAC), an online framework for creating such mobile solutions and discuss potential application scenarios. Then, we introduce a first mobile application for educational purposes created with LMAC in more detail: a game-based scavenger hunt for children enabling them to learn facts about the city of Graz, Austria. Similar to a traditional scavenger hunt, users are able to gather geo-referenced information with mobile devices (smartphones and tablets) and learn about the environment in a playful way. With LMAC, teachers can easily create individual scavenger hunts adapted to the current subject matter. This paper is an extended version of our work published in 2014 at the IMCL-conference.
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Dushchenko, Olha. "APPROACHES TO CLASSIFICATION AND CREATION OF APPLICATIONS." Academic Notes Series Pedagogical Science 1, no. 191 (2020): 70–73. http://dx.doi.org/10.36550/2415-7988-2020-1-191-70-73.

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Gadgets have become indispensable attributes of our lives, but also applications. Using applications simplifies and speeds up users. It is the future computer science teachers who must be able to create their own applications for professional duties, because the possession of tools for creating software products is one of the software learning outcomes of future computer science teachers. The concept of "application" is analyzed in the article. An "application" is defined as a software product that can run on a PC and / or mobile device due to installation or opening by a browser without installation. Types of applications are presented: desktop applications, mobile, web applications. The existing classifications of applications are given, with their characteristics, namely: web application, rich Internet application, Internet application, mobile application, hybrid mobile application, composite web application (mashup). Describes the classification of Internet applications and composite web applications. Examples of web applications are given. Statistics on the use of mobile applications of social networks and messengers, according to which the most popular application is the YouTube application. The author's classification of applications is offered: desktop applications (applications that are installed on a PC), mobile applications (applications that are installed on mobile devices), Internet applications (web applications, applications that do not require installation, but are opened by a browser and a certain mostly use the Internet). The platforms for creating applications are given. The stages of application creation are characterized: selection of the target audience, definition of purpose and functionality, type of application interface, selection of tools for application creation, application creation, application testing, improvement of the developed application. Examples of applications that can be created by future computer science teachers for further use in professional activities are offered: own website, testing system, reference book, application with presentations to educational material and tasks, guest book, forum, etc. The creation and use of applications by future computer science teachers ensures the formation of pupils' interest in computer science lessons, because pupils often use applications for personal needs, rather than educational.
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Özdemir, Şebnem, Emre Akadal, and Zerrin Ayvaz Reis. "An Analysis of the Education Category in App Markets." International Journal of E-Adoption 6, no. 2 (2014): 14–30. http://dx.doi.org/10.4018/ijea.2014070102.

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Mobile device usage highly increases in last years. Most people use mobile devices to do their computer works like checking e-mail, following social media, surfing on the Web, etc. Also mobile devices let one install new applications on one's devices. Two huge mobile operating systems—Android and iOS—have mobile application markets to offer new applications to users. There are many application categories in mobile application markets. One of them is “Education” category. This study defines what kind of applications in education category there are. All applications in this category were reviewed and analysed with descriptive methods.
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Liao, Shu-Hsien, and Chu-Hung Ho. "Mobile Payment and Mobile Application (App) Behavior for Online Recommendations." Journal of Organizational and End User Computing 33, no. 6 (2021): 1–26. http://dx.doi.org/10.4018/joeuc.20211101.oa2.

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A mobile application (App) is an application designed to run on a smartphone, tablet, or other mobile device. With the continuous change of mobile payment applications in smart phones and the support of the banking system, the global mobile payment population is increasing. This study examines the behaviors of Taiwan mobile payment and apps users, a total of 1,176 valid questionnaire data is divided into six sections with 29 items for a database design. This study develops a data mining approach, including clustering analysis and association rules, based on a relational database. Thus, this study shows that mobile payment not only can provide payment service but is also a critical mobile application platform for online business. Finally, we show that as users of mobile payment and apps gain additional demand and consumption ability, online operators can gradually put together mobile payment business models to enable future electronic commerce online recommendations.
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Ginting, Doriani Romboni. "Busuu: a Mobile Applications." Explora 9, no. 1 (2023): 43–48. http://dx.doi.org/10.51622/explora.v9i1.1294.

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In the age of technological advancement, gadget has an important role in the various activities of aperson, no exception in learning. With a variety of applications offered by platform providers, bothandroid and iOS. Now one can learn something independently. Busuu is an application developedto help a person in learning foreign languages independently, such as learning Arabicindependently. Learning paths used in this application have been using international standards,ranging from beginner level (A1), basic level (A2), intermediate level (B1), and advanced (B2).This application provides learning materials in the form of audio visual that can improve the fourskills of English language. Optimizing the usage of Busuu applications is very likely to preparesomeone to be able to communicate in English.
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Ghobakhloo and Fathi. "Modeling the Success of Application-Based Mobile Banking." Economies 7, no. 4 (2019): 114. http://dx.doi.org/10.3390/economies7040114.

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The present study addresses the issue of mobile banking customer retention by developing and empirically testing a theoretical model that describes the way mobile banking success is achieved. The data collection process was conducted via a web-based questionnaire survey through which 402 usable responses from users of application-based mobile banking services were collected. The data collected were further analyzed via covariance-based structural equation modeling. Results indicate that application-based mobile banking success can be defined in terms of the favorable attitude toward and repeated use of mobile banking applications. Experienced advantage, user satisfaction, and post-use trust toward mobile banking applications are among the critical enablers of application-based mobile banking success. The findings of this research can enable academicians and practitioners, banks, and financial institutions, in particular, to devise the mechanism through which the success of application-based mobile banking services can be facilitated.
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Xu, Weidong, and Jing Cheng. "A Model-Based Approach to Mobile Application Testing." International Journal of Advanced Network, Monitoring and Controls 8, no. 4 (2023): 1–10. http://dx.doi.org/10.2478/ijanmc-2023-0071.

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Abstract Modeling the automated testing of mobile applications is a crucial aspect of mobile application automation testing. Due to the varied styles and complex interactions of mobile applications, automated modeling methods are urgently required, particularly in the context of their short development cycles, large numbers, and fast version iterations and updates. In this paper, we address the challenge of exploring mobile application behavior and state based on robotic testing environment without invading the application interior, and propose a method for automated exploration of GUI components and GUI events of applications combined with application domain knowledge to generate mobile application GUI semantic test models. Our results show that the proposed semantic model achieves 70.6% and 82.4% defect detection rate in the robot vision environment and simulation environment, respectively. Compared with the comparative testing method that can only find application crash defects, our method can explore both crash defects and functional anomalies with the application semantic understanding and domain knowledge, thereby extending the automated mobile application functional testing capability of mobile applications. In response to the limitations of mobile application automated testing modeling mentioned above, this paper introduces an automated testing method based on semantic models. It uses the proposed semantic testing model to guide the purposeful exploration of the tested application’s states. Subsequently, it generates positive and negative test cases based on the domain knowledge associated with the semantic model. This modeling approach leverages domain models in the mobile application field to conduct automated modeling tests imbued with functional significance, guided by domain knowledge. This optimization aims to address the shortcomings of current automated testing, particularly in terms of model reuse and test expansion.
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Kolesnikov, A. A., and P. M. Kikin. "DEVELOPMENT OF MAPPING APPLICATIONS FOR MOBILE DEVICES." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B6 (June 17, 2016): 165–68. http://dx.doi.org/10.5194/isprs-archives-xli-b6-165-2016.

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Development of mobile applications is a very popular trend of today’s informational technologies. Moreover, mapping applications are one of the most popular among all. However, development of mobile applications has some issues while implementing application for multiple mobile platforms and while making it work offline. According to our development experience, it was decided to show main methods of mobile application development, describe advantages and disadvantages of each with respect to mapping functions and application complexity. Special attention was paid to hybrid mobile development technology in order to check out the widespread information about it’s high development speed in compare to “native” and to make sure that it allows to realize easy transferring of existing web application to mobile platform.
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Kolesnikov, A. A., and P. M. Kikin. "DEVELOPMENT OF MAPPING APPLICATIONS FOR MOBILE DEVICES." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B6 (June 17, 2016): 165–68. http://dx.doi.org/10.5194/isprsarchives-xli-b6-165-2016.

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Development of mobile applications is a very popular trend of today’s informational technologies. Moreover, mapping applications are one of the most popular among all. However, development of mobile applications has some issues while implementing application for multiple mobile platforms and while making it work offline. According to our development experience, it was decided to show main methods of mobile application development, describe advantages and disadvantages of each with respect to mapping functions and application complexity. Special attention was paid to hybrid mobile development technology in order to check out the widespread information about it’s high development speed in compare to “native” and to make sure that it allows to realize easy transferring of existing web application to mobile platform.
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Zhang, Zhenyu, Huirong Zhang, Lixin Zhou, and Yanfeng Li. "Analyzing the Coevolution of Mobile Application Diffusion and Social Network: A Multi-Agent Model." Entropy 23, no. 5 (2021): 521. http://dx.doi.org/10.3390/e23050521.

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The successful diffusion of mobile applications in user groups can establish a good image for enterprises, gain a good reputation, fight for market share, and create commercial profits. Thus, it is of great significance for the successful diffusion of mobile applications to study mobile application diffusion and social network coevolution. Firstly, combined with a social network’s dynamic change characteristics in real life, a mobile application users’ social network evolution mechanism was designed. Then, a multi-agent model of the coevolution of a social network and mobile application innovation diffusion was constructed. Finally, the impact of mobile applications’ value perception revenue, use cost, marketing promotion investment, and the number of seed users on the coevolution of social network and mobile application diffusion were analyzed. The results show that factors such as the network structure, the perceived value income, the cost of use, the marketing promotion investment, and the number of seed users have an important impact on mobile application diffusion.
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Eshet, Eyal. "Human-Centered Design in Mobile Application Development." International Journal of Mobile Human Computer Interaction 4, no. 4 (2012): 1–21. http://dx.doi.org/10.4018/jmhci.2012100101.

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Mobile platforms (e.g., Google Android, Apple iOS) and their closely integrated app stores transformed the mobile industry and opened the market for mobile application developers. Consequently, applications for smartphones quickly soared to phenomena levels. As mobile technology continues to evolve and shape human interaction with technology, human-centered design (HCD) methods adapt to the capabilities of technology and to the needs of mobile application development. This study presents a preliminary review of 79 research papers on the practice of HCD in mobile application development for the smartphone touch era. The aim of the study is to highlight emerging methods and their implications for mobile application development. The methods discovered by this study assist mobile application developers to better understand their target users. Further research is needed, particularly in exploring what user research and evaluation methods are the most effective in the context of mobile application development.
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Reddy, Y. Chandramohan, Prof K. Srujan Raju, and K. Neeraja. "E-Library using the Mobile OPAC." INTERNATIONAL JOURNAL OF COMPUTERS & TECHNOLOGY 10, no. 5 (2013): 1682–86. http://dx.doi.org/10.24297/ijct.v10i5.4146.

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In the todays Communication world, mobile and its applications are the most emerging trends. Mobile applications are the exact replacements of web based applications. Based on this statistics we are planning to migrate web based application of college library to mobile application. In most of the college website we see applications like latest news, Attendance, Login and Registrations, EBooks, Forums, Results, Chat application, Web Mail, etc.. Based on the same we would to do the same thing in a mobile application. The reason behind the work is that the mobile applications do not need any third party browsers, or they don't need any domain registration. So in order to take the advantages of all this limitations we are planning to develop the mobile applications. Now the main important modules that I want to implement on my mobile application is OPAC (Online Public Access Catalogue) for a library account. Using OPAC mechanism in mobile one can just access the library account of his/her from anywhere using his mobile device, So that they can check the availability of books in the library instead of going to library. They can even check the number of books that are taken in there account and its submission date, fine to be paid in case.
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Gaol, Tiurma Lumban, Monalisa Pasaribu, Goklas Panjaitan, Evan Richardo Sianipar, Poibe Leny Naomi, and Vicktor Lambok Desrony. "Pengembangan Mobile Application: Flores Library." TEMATIK 9, no. 1 (2022): 53–60. http://dx.doi.org/10.38204/tematik.v9i1.906.

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The presence of a library is very much needed as an effort to form superior human resources. The Flores library was established in Pea Nature Village to provide reading materials that can increase the knowledge of the audience in Pa Nature Village. However, the library in question still does not have an information system that can assist users in conducting information retrieval. On the other hand, currently, information technology is developing very fast. The library information system application is expected to help fulfill the need for access to information and information retrieval. Mobile application is the selected application in the development of library information systems. The use of mobile applications will make it easier for users to access information on a mobile basis. This application can also assist in tracing the collection and also the status of the collection of library materials in the Flores Library.
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Andhale, Vrushali, Dhanashree More, and Aishwarya Nair. "A Mobile Application for Bus E-Ticketing System." International Journal of Trend in Scientific Research and Development Volume-3, Issue-4 (2019): 752–54. http://dx.doi.org/10.31142/ijtsrd23927.

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KRAVCHENKO, Svitlana, Galina MARCHUK, Tamara LOKTIKOVA, and Yevgenii GRISHKUN. "USABILITY TESTING METHODS FOR ASSESSING A MOBILE APPLICATION." Herald of Khmelnytskyi National University. Technical sciences 317, no. 1 (2023): 111–18. http://dx.doi.org/10.31891/2307-5732-2023-317-1-111-117.

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When conducting research to study the usability of a web page, user interface or device for its further mass use, usability testing is used. The usability test helps to find the best solution of the interface from all efforts, as well as to check the suitability of the resource for users from different countries, when, for example, language switching is provided. The work analyzes various methods of usability testing for the ease of use of websites, applications and other interfaces. The main stages of UX testing and the scenario for interviewing respondents are defined. This article presents methods and evaluations of software product quality indicators testing. The object of the study is usability testing, as interaction with the software product, its perception by the target audience and quality assessment and determination of criteria for evaluating the usability of the mobile application for iOS for purchasing an electronic ticket for tourist trips. As a result of UX-testing, the weak points of the interface are revealed, which cause difficulties for users and the inconsistency of the interface with their expectations. Based on the results of testing, the developers refine the product and bring it to the optimal user requirements. Usability testing was conducted using a survey of respondents without the participation of a moderator. A scheme for step-by-step implementation of testing has been developed. Using a Likert scale, the application was evaluated using a questionnaire that includes five factors: learnability, efficiency, recall, errors, and satisfaction. The result for each criterion and the overall usability indicator of the model application were presented.
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Bhagat, Shreya A. "Review on Mobile Application Development Based on Flutter Platform." International Journal for Research in Applied Science and Engineering Technology 10, no. 1 (2022): 803–9. http://dx.doi.org/10.22214/ijraset.2022.39920.

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Abstract: Covid-19 pandemic has made mobile applications very popular. There is a huge competition between many mobile application development frameworks available in the market. In today’s world ease of development is the thing all developers are seeing for and flutter has come with the required platform to support development of applications for both iOS and Android platforms, consequently decreasing the cost and complexity of application creation across both platforms. Flutter is the crossplatform mobile application development open-source SDK tool for developing high-performance and more reliable mobile applications for iOS and Android operating systems. This paper has been undertaken to indicate the benefits of using flutter over other app development platforms. Keywords: Cross-Platform Mobile Application, Flutter, Dart, GetX State Management, Firebase
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Somsak Klaysung, Kittikhun Meethongjan,. "EFFICIENCY OF CREATIVE MOBILE APPLICATION TO PROMOTE TOURISM: CASE OF BANG NAM PHEUNG MARKET, SAMUT PARKAN PROVINCE." Psychology and Education Journal 58, no. 2 (2021): 5323–37. http://dx.doi.org/10.17762/pae.v58i2.2944.

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The extensive usage of smart phones and digital applications has changed the lifestyle, this trend has also affected tourism, it has transformed the tourism industry ways to access visitors during travelling. Mobile applications are used for different purpose in tourism from booking, mapping, finding locations and payments. Mobile application usage is very common in Thailand. Though, the drivers behind increased use of such applications in hospitality enterprises and markets in Samut Parkan province is still unidentified and imprecise. On the basis of Theory of Acceptance this paper is targeted to identify the factors that drives tourist’s continuous intention to use mobile application. A purposive sampling was instigated in restaurants, food stalls, souvenirs shops in Bang Nam Pheung Market, compiling 415 useful survey responses to check that how different drivers such as personal innovation, awareness and destination infrastructure risk impact continuous intention to use mobile application. This study also examined the moderation effect of information knowledge on interconnection among Mobile applications drivers and tourist intention to uses the mobile applications. This study is offering several helpful points and recommendations for tourism organizations and government to effectively incorporate mobile application. Mobile application developers can also refer to this paper.
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Deshmukh, Rajesh Keshavrao, Shilpa Markandey, and Pooja Sahu. "Mobile Application Development with Android." International Journal of Advances in Applied Sciences 7, no. 4 (2018): 317. http://dx.doi.org/10.11591/ijaas.v7.i4.pp317-321.

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The Android is mobile platform. It is an open source and free operating system application, by Google it is developed and maintained. It was designed essentially for touch screen mobile devices, such as and tablet, computers, smart phones, watch television, cars etc. Android is one of the most widely used mobile OS. Android is a not only operating system but also key applications and middleware. Android is an open source operating system. It is developed by the open handset Alliance, led by Google, and other companies. Those are used to android studio 2.2.3 version and development the mobile application.
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Rahman, Nurazzah Abd, Faiz Ikhwan Mohd Rafhan Syamil, and Shaiful Bakhtiar bin Rodzman. "Development of mobile application for Malay translated hadith search engine." Indonesian Journal of Electrical Engineering and Computer Science 20, no. 2 (2020): 932. http://dx.doi.org/10.11591/ijeecs.v20.i2.pp932-938.

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This paper presents the development of mobile application for Malay Translated Hadith search engine. Limitations of current Hadith web application are the design is to optimize its usage on desktop computer but not on mobile devices, which requires simple and user friendly interface. Besides that, web application also needs internet connection to use. Due to increase usage of mobile application among mobile phone users, many existing web applications have moved to mobile based applications to cater for increasing numbers of mobile users. In this study, a mobile application for Android and iOS mobile application has been developed using Flutter framework, a hybrid mobile application framework. A Malay Translated hadith search engine mobile application can easily assist those who are seeking knowledge to learn more about certain topics in hadith, a second source of Islamic knowledge. This mobile application has search and directory features for users to browse the 2028 Sahih Bukhari hadith collection. Users can enter their query using search features to find selected hadith in Malay language. Queries will be processed for searching relevant hadith and display the results to the user. Evaluation using Recall and Precision shows that on the average Recall is 73% and Precision is 33%. Functionality testing is also conducted to test against the functional requirements or specifications. Results shows all requirements are successfully tested.
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Wang, Yin Yin. "The Analysis of Factors Affecting Android App Download Numbers." Advanced Materials Research 912-914 (April 2014): 1428–31. http://dx.doi.org/10.4028/www.scientific.net/amr.912-914.1428.

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With the rapid development of mobile Internet, mobile device activation volume is gradually rising. It already has become a significant consumer market mobile terminal. Under the background of electricity supplier, the role of mobile applications will continue to be strengthened in the mobile providers. Designed with commercial value, there is a practical application of competitive mobile application. Developers have the primary goal. Based on the 360 phone application downloads Charts analysis, the factors affect the mobile application downloads, and finally propose existing App corresponding solutions.
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Inversini, Alessandro, and Lucia Violi. "Tourism Mobile Application Usability." International Journal of E-Services and Mobile Applications 5, no. 2 (2013): 54–70. http://dx.doi.org/10.4018/jesma.2013040104.

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Mobile communication is experiencing significant growth: the domain has been completely reshaped since the launch of the Apple iPhone (June 2007) and the ensuing development of so-called “smart phones”. Furthermore, together with the expansion of new mobile artifacts, mobile application markets (such as Apple iTunes Store and Android Google Play market) have contributed to the diffusion of new forms of communication within different sectors and domains. Tourism is being very much exposed to the advent of mobile applications as tools for communication and assistance during the consumption of touristic experiences. By examining a case from the tourism industry, this research highlights the importance of the usability of mobile communication in this mobile tourism (mTourism) context. mTourism usability can be achieved by emphasizing the importance of fast and reliable access to content, as well as the quality – particularly conciseness, accuracy and coverage – of the relevant information.
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